Showing posts with label systems. Show all posts
Showing posts with label systems. Show all posts

Friday, July 30, 2021

Rules-Light Play

The original D&D rules were very light, and left a lot of undefined space that allowed the DM to adjucate outcomes on the fly without wasting time to look up the rule or a player being able to cite a rule to the contrary. Gary also was not above ignoring any rules, to keep the game flowing. 

Why was this so, and was this a good thing?


Immersion

The number one, biggest advantage to simple rules and ad-hoc adjucation is that you do not have to spend time to look something up. This means the immersive play experience is not interrupted.  

Digging around in rules books is much the same as having the film break or the TV station experience transmission difficulties during an exciting program...a loss of the unagined participation. #7881

When I am DMing AD&D, I tend to ignore rules that get in the way of the flow of the game. #272

Generally, I just DMed on the fly, so to speak, and didn't use the rules books except for random encounters, monster stats, and treasure. when hand-to-hand fighting occurred I usually did that seat-of-the-pants rules--asking what the character was doing and deciding on the chance for success based on the circumstances. #692

[T]he only time [Gary] consulted the rules was when he gave out experience points for killed monsters and treasures. He made moving through his dungeon come alive. We could easily imagine the sights, sounds, and even the smells as he described the chambers and the corridors. [30.2]

A good DM has read the rules, knows the spirit of the game, and is aiming at captivating his player audience with the fantastic experience of the campaign, so he can make up what is necessary on the spot.  #7881

The rules-light game facilitates freedom for all participants to exercise imagination and innovation without undue constraint. That encourages gaming rather than rule-playing. In short, I believe it encourages creativity in all participants, and allows greater immersion in the game milieu, not the mechanics that form the game #1298

The main assumption to follow is that a credible fantasy game does not seek to simulate reality beyond that stage necessary for the participants to immerse themselves in it. [11]

My belief is that the rules for an RPG should facilitate the enjoyment of the game for all concerned. If they get in the way then they are no good. #530

The lack of rules lead to endless Q&As, and to the publication of more comprehensive rules in AD&D. Later editions added more and more tables and rules, but also unified core mechanics, so it was much simpler to remember them. I think many players and DMs undervalue the insight Gary had about how important pacing is.

Players need to trust the DM - no adversarial DMing 

For immersion to work, the players need to trust the GM that he will not screw them over in his ad-hoc rulings. The GM needs to at least listen once if the players bring forth a good argument why a chance could be much different. Then they need to halt, or the game will derail into arguments killing immersion and flow just as sure as looking up rules. This is why Gary points out the absolute authority of the GM and light rules together.

The original games of D&D and AD&D were about imagination, choosing an archetype to use as a vehicle for role-playing adventure, innovative play and PC group cooperation. The sole arbiter of such play was the DM, and rules lawyers were anethma #6741

Play is mainly reliant on rules. I ignored those I write when DMing if the game called for that, and in all added what was logical in terms of the game environment to play. Thus much of adventuring was not "by the book," but rather seat of the pants play by DM and players alike. #85

If the players aren't lost in known rules they tend to have more fun that way, and the sense of wonder comes back... #892

I’d like to move back to the days where players didn’t feel like they had to be protected from the whims of the referee. When we went into Greyhawk dungeon, Gary wasn’t the adversary. He was the referee who had set up the scenario. The referee is simply describing the action. The referee is not your opponent. [...] I could run an entire evening’s adventure with nothing but the notebook containing the dungeon, the hit charts, and the saving throw table. If I don’t remember a rule, I wing it [39]
  • Absolute authority of the DM, rules lawyers given the boot
  • Rule books seldom used by a competent DM #7878
Do not let the rules get in the way of play; be the arbiter of the game so that the adventure continues on without unnecessary interruptions, and the immersion of the players in the milieu remains complete. Do not make the group face impossible challenges, and keep the rewards as reasonable as possible (that is modest), so that there is always someting more to seek after.  #6966

There are many tongue in cheek comments, for example the GM "cursing the thoroughness" of the players as a player finds hidden treasure in the OD&D play example, and while I think these were meant in good fun, this is not entirely clear without the nonverbal cues, and may have also mislead novel GMs into an adversarial stance.

CAL: Empty out all of the copper pieces and check the trunk for secret drawers or a false bottom, and do the same with the empty one. Also, do there seem to be any old boots or cloaks among the old clothes in the rubbish pile?
REF: (Cursing the thoroughness of the Caller!) The seemingly empty trunk has a false bottom . . . in it you have found an onyx case with a jeweled necklace therein. The case appears to be worth about 1,000, and the necklace 5,000 Gold Pieces. Amidst the litter the searcher has located a pair of old boots, but there is nothing like a cloak there.

Other Reasons

There are other reasons, why OD&D was simplistic. As AD&D shows, too simplistic for players with more experience who knew the few original rules inside out. Maybe a good approach hence is to provide a very simple core rules set, and then add optional rules that individual GMs and Tables can adopt if they want to increase complexity, like 5e has done with encumberance. (Of course, with house ruling and DM authority, any rule essentially is optional. But it nudges the discussion, if the rule book says so). 

Realism

This is the second most important reason for simple elegant rules. Rules are needed or outcomes would be arbitrary. If there are no rules at all, how would you decide who survives a sword fight, and who does not? How would you decide if the thief manages to sneak by unnoticed? Rules, especially simple ones, are helpful as they provide a framework to estimate outcomes and hence allow players to make meaningful decisions. A game without rules may be improv theater, but it is not a role playing game that presents a simulated world with challenges. 

Rules however are always an abstraction and hence can lead to illogical outcomes. For example, in 5e two archers are as likely to hit hit each other when they cannot see each other, as they would in plain sight, because as per the rules, the advantage of being unseen when attacking and the disadvantage of not seeing your target cancel each other. These two rules in isolation are howerver pretty believable. In such cases, to not lose versisimilitude, you need to overrule the book.  

When no manageable amount of rules can do justice to all situations, judgment is required to resolve situations where the rules make no sense or lead to unbelievable outcomes. And if you understand you have to ignore the rules occasionally anyways, why not keep the rules simple, so they are easy to remember? In this case it is not necessary to have detailed rules or tables for everything, and try to cover every eventuality, combinaton of factors or corner case. 

Someone must have the authority to decide when and how a rule be overruled, or you get endless discussions of what is realistic or not. This is the DM, who intially was called the "Referee". Gary was not only extremely knowledgeable he also was the author of the rules, which gave him great authority. With such a setup from playtests, there was no need for complex or comprehensive rules. 

Play is mainly reliant on rules. I ignored those I write when DMing if the game called for that, and in all added what was logical in terms of the game environment to play. Thus much of adventuring was not "by the book," but rather seat of the pants play by DM and players alike. #85

To my mind a rules-light system should be one that sets forth rules and mechanics that are uncomplicated and sufficiently intuitive so that after GMing the system for a dozen or so sessions there is no need to consult the rules save for unusual circumstances. The GM and players alike can manage from past experience. If something unusual comes up that rules do not cover, intuitive ruling based on the overall system should be simple. #8078

Being old and cranky, I have grown tired of arguing over rules, so I figured that doing a system that had as few rules as possible, just enough to facilitate easy play, and with mechanics that were "forgiving" in that they allow for some and just about any addition alteration without throwing the system out of kilter was the way to go. That way the GM can play the fast and easy way or add whatever else is enjoyable to him and his group without difficulty. #853

As for rules, nonsense. The name of the game is roleplaying, not ruleplaying. the Game master is there to handle all the thousands of situations where rules are UNNECESSARY. Knowledge, logic, reason, and common sense serve better than a dozen rule books. What is the first word I used in stating what a GM needed instead of rules? I'll remind you: "Knowledge." [11]

When hand-to-hand fighting occurred I usually did that seat-of-the-pants rules--asking what the character was doing and deciding on the chance for success based on the circumstances. #692

Origin in Chainmail 

Intitially, OD&D was played essentially with chainmail combat rules. Chainmail was designed for tabletop battles between armies, so rules needed to be simple and resolution quick. The level of detail for combat of modern D&D versions would have made for unbearably slow resolution for dozens of combatants. In OD&D, all character classes had d6 as hit dice, and all weapons and nearly all monsters dealt d6 damage.  There were no skills or feats. There were just 3 classes. Even using d20 to determine hits or misses against armor was presented as an "Alternative Combat System", the default was Chainmail. 

First and foremost, the FRPG is not a combat simulation. It is something entirely different. [11]

Anyway, keep in mind that the OA/D&D systems were never meant to be combat simulators, and all wise DMs ignored the few portions that lead in that direction. Damage and hit points in any game are most probably based on game considerations that have nothing to do with actual human or animal frailties, if you will. A 6" knife will kill a person just as dead as a 6' long two-handed sword, for example. [11]

Large Play Groups

In the playtest environment for OD&D there also were often up to 20 players. Such large groups could not bear a detailed system, or combat rounds would have taken forever. While combat was a large part of the game and game rules, realistic or detailed simulation of combat was not. 

For about six months the typical number of players in an adventure session in my basement was 18-22 persons packed in. That was when I asked Rob Kuntz to serve as my co-DM. Getting marching order was very important. Of course most activity was dungeon crawling, so actions were just done in order around the table. Be ready or lose your chance! Stick with the party or else something very nasty is likely to befall your character away from the group. The sessions were fun but somewhat chaotic, lacked most roleplay, and surely didn't allow for a lot of one-on-one time player and DM. #2471

Multiple Genres

The intent for the rules was to support multiple genres. The original campaign adventured a good bit in various sci-fi settings and on modern earth. The more detailed the rules for medieval combat would have been, the less useful for such other environments. The more general, and abstract the rules, the easier you could apply them to laser pistols as well as to swords. 

The rules ommissions in OAD&D were generally done on purpose, so as to not shackle DMs and those writing for the system #522

All of these were grounded in the specific historical evolution or play style of Gary's home campaign. But there are more fundamental benefits of rules light systems, namely that they can be more realistic, and at the same time much more playable than rules heavy ones, at the cost of loss of consistency how a given situation will be handled.



[References: see Greyhawk References]

Wednesday, July 21, 2021

Railroads & Rules

Meaningful decisions are at the heart of role playing.




Player agency, not railroading and predefined plot

RPGs are games, not stories told by the GM. Stories might develop from play, but setting forth a complex storyline that the characters must needs follow in order to succeed, and suit the hubris of the frustrated novelist cum GM, is right out. RPG campaigns and novels are polar opposites. That should be self evident. Suffice to say that the participants should not be playing scripted characters following the course set forth by the GM's "storyline." A bit of backstory to ground the players in the setting and give them an idea of what is currently happening is sufficient direction. From there on it must be up to them. #6761

I don't ever think of myself as a "storyteller." that role is fulfilled in the course of play through the combination of the GM and the players, each doing their part to develop and bring to fruition, the basic outline of the episode #287

I consider any game where the players' characters are not fully able to impact the environment, direct their action, determine the outcome of events in which they play a part, and know that what actions their characters are taking have a probability of success and failure that can be determined by random means, cards or dice rather then the whim of the GM, is something other than an RPG. Authors of fiction, screen plays, and playwrights create stories. GMs direct game play and in conjunction with the players this generates a story whose outcome is not prescribed. #611

Writing fiction and game mastering are not at all similar. In the former the author relates a story from beginning to end, and the reader is a spectator to events given in the work. Game mastering requires a setting and an initial plot line, players to take the roles of the protagonists, NPCs and monsters to be the adversaries. From that beginning the players direct the action, create new plots, alter the setting by their actions, give the basis for an ex post facto story. #6230

You are correct, amateur theater is not popular with me, as I think that the story in a RPG campaign needs to be outlined by the DM, then "written" by him and the players' characters in interaction with the campaign environment, so that the events that take place are unknown until they have taken place. #1432

"Storytelling" games are not RPGs. Neither are "diceless" games. An RPG creates a story, does not follow a script. That's a play, possibly improv theater. In a real RPG the GM develops a backstory and plot, sets the scenes, and then the PCs interact with those and by their actions create the actual tale, the events and conclusion of which are indeterminate until that occurs. #1731

The GM is to provide the environment, the plot (mostly unrevealed initially) and backstory for it, including why the PC team is there. The GM also supplies and acts for all of the NPC, allowing the players to sort out the friends, neutrals, and antagonists. The players' PC then interact with the environment and the characters therein so as to create a story based on what they did or didn't do. The quality of the resulting tale, retold or not, is dependant on the information supplied by the GM and the actions of the player groups' characters interacting with the enviroment. #6908

Characters should have as much free will as possible in an RPG, don't you agree? The concept of the DM banning them from class-bestowed activity is odious. [11]

I have long held that an RPG based in a work of fiction is not going to be much in the way of a game, but that modules utilizing such works absed on an established RPG system are likely to be interesting indeed as demi-campaigns. [11]

I do not, and I stress NOT, believe that the RPG is "storytelling" in the way that is usually presented. If there is a story to be told, it comes from the interaction of all participants, not merely the Game Master--who should not a "Storyteller" but a narrator and co-player! The players are not acting out roles designed for them by the GM, they are acting in character to create the story, and that tale is told as the game unfolds, and as directed by their actions, with random factors that even the GM can't predict possibly altering the course of things. Storytelling is what novelists, screenwriters, and playwrights do. It has little or no connection to the RPG, which differs in all aspects from the entertainment forms such authors create for. [36]

How to offer interesting adventures, when the players go off track?

If the players have full freedom to go and do whatever they desire, they can of course easily opt to not play the adventure the DM has prepared, and go somewhere else. In Gygax campaign, his players got out of the Vault of the Drow ASAP, much to his chagrin. 

One answer of course is improvisation. Or pull out another adventure that is formatted well enough to be used without much prep. 

Another is to take a step back and talk with the players, outside of the game. There should be a willingess by the players to cooperate and not rejecting an adventure you took the effort to prepare for them without good reason. If the style or content of the adventure is something they really dislike, you also should take this to heart and provide something more to their liking next time.

As for me, if I have gone to the trouble of preparing something for the group, they play it or else. The enjoyment of the campaign is a two way street, and that of the GM is equal to that of the player group, for he does all the grunt work to amuse them. Now if it is just a seat-of-the-pants session, I have no problem shifting gears and dangling another carrot for the lads to chase after. #6921


Rules help to make the world real

Why do you need rules? Why not just narrate what happens?

Rules that quantify abilities, difficulties and probabilities of success make a role-playing game different from improv theater. They give players agency, because they allow them to estimate chances of success and failure for their actions, and they help create an environment, where neither the players, not the DM can know the outcome of an action beforehand, keeping the tension up.

Yes, when variables and outcomes are known, and the random number generation is done so all can see, there is no railroading -- make that GM fudging -- possible in regards the probabilities and the outcome. When the GM is able to pull "results" out of thin air, there goes a structured game. #619

Rules are necessary for a structured game, doubly so when it is based on fantasy where no real facts are available to the participants. then the structure becomes the major feature of play, though, then it is at least as onerous as roll-playing, so both terms are equally damning. If a game is nothing but role-playing, then it is not really a RPG, but some form of improvisational theater, for the game form includes far more than acting out assumed roles. #1301

Rules get in the way

On the other hand, Gary went on record many a time and stated, that he as DM ignored, threw out or overrode the rules, where they did not seem to fit or got in the way of the action he wanted to see. This gets dangerously into railroading territory, and as GM you have to be honest to yourself and refrain from pushing things in a direction you want (unless maybe it is to have mercy with an unlucky PC). Light rules are best, if you want to avoid breaking immersion by looking them up or discussing them. 

Death to all rule-players and rules lawyers  [11]

The original games of D&D and AD&D were about imagination, choosing an archetype to use as a vehicle for role-playing adventure, innovative play and PC group cooperation. The sole arbiter of such play was the DM, and rules lawyers were anathema #6741

Players should be concentrating on enacting the role of their in-game persona. not looking at charts and tables to study probabilities. The game form is about that, not combat simulation [11]

Rules Improvisation

When I was introduced to the game the rules were up in the air. The rules books gave the initiate a sense of the mechanics, like a script outlines a movie, yet can say nothing about the effect of the final performance or directing. Back in the day, the script/rules were under constant change in order to better accommodate the actors and directors. The rules were a tool that could be rearranged rapidly and easily, to greater dramatic effect. [41, RN Shook]

When I GM I prefer to "wing it" much of the time, and ignore rules that get in the way of the flow of the adventure. The same is true when I play a character, prefering to use logic and imagination in preference to hunting up rules. In short, I do not like rules-heavy systems. Rule-playing is worse than roll-playing. I can enjoy a good deal of hack & slash, but even a bit of rules lawyering makes me want to go and find something else to do. #1743

My belief is that the rules for an RPG should facilitate the enjoyment of the game for all concerned. If they get in the way then they are no good. #530

How often I have ignored my own in the PHB, DMG, and more recent systems' core rules books would make a rules lawyer's head spin. As if one can not amend one's thinking due to experience and to simplify the complicated [11]

To adhere to rules that do not further the game enjoyment is contrary to the purpose of the whole. The game must be entertaining and enjoyable. [11]

When climbing or some like activity, was required for a group, I set a probability for all non-thieves, and had each player roll for his PC. The check might have been on any die; for example jumping over a crevasse might use d6, a 6 meaning a failure, or a d10 with 9-0 or only 0 a failure. Again, arbitrary perhaps, but based on common sense. The main idea was to convey the sense of danger with a reasonable chance for success, perhaps a more than reasonable one for the sake of the game #2015

I've always "winged" much of the play, ignoring rules and skimping on DM duties so I could have fun in the adventure too #884

Of course when I was DMing the rules were highly flexible and nor necsessarily what was written in the books... #5869

Generally, I just DMed on the fly, so to speak, and didn't use the rules books except for random encounters, monster stats, and treasure.  #692

Fact is, i have a lot of fun just playing and "winging it." If the players aren't lost in known rules they tend to have more fun that way, and the sense of wonder comes back... #892

Players who attempt to use the rules as a stick to beat players, or the GM, the latter thus enhancing their character in the game, are anathema to me. Hells bells! If some player in a game I am running demonstrates to me that some rule I have written makes no sense in the situation at hand. or I happen to discern that without such "encouragement," I toss the book out the proverbial window for the case at hand, and likely take a hard look at the material for continued application. #530

I never did create house rules, but I seldom open a book either. I create much material and referee on the fly as the players have their characters interact with the game environment. #3098 

I guess if you wrote the game, any rule is a house rule. He did use rules deviant from the pulished ones and later on also defined house rules to codify some of these deviations.

Now, either the DM follows the rules, or the DM calls whatever is right for the situation, but that again makes the outcome close to DM fiat. Having rules and then not following them is arbitrary, and appears to give the DM leave to justify whatever he prefers at the moment. 

To resolve the contradiction, consider the goal: allow characters to drive their actions, and provide them with likelihood of success for them. Keep things going. It is less important, that the resolutions follows a pre-catalogued rulebook. 

[References: see Greyhawk References]

Gary's Systems

This page is about the game systems, see here for World of Greyhawk and adventure modules. Of course, the most important of these by far margin is OD&D. 

Virtually everything I wrote for the D&D and AD&D game systems through 1979 was drawn from experience in the "trenches" as a DM or a player. thereafter, much of the new material was simply envisaged, put on paper, put into play, then published. [11]

Chainmail

Jeff Perren was living in Rockford, Illinois, attended a GenCon here in Lake Geneva, brought four pages of medieval miniatures rules for a ratio of 1:20 to play on the sand table in my basement with his 40mm Hauser Elastolin figurines. I so loved the game that I acquired the figures, expanded his 1:20 medieval rules to about 16 pages, and these were published in the IFW's magazine, The International Wargamer sometime in 1969 as the Castle & Crusades Society Medieval Miniatures Rules. In 1970 Don Lowry of Lowry's Hobbies and Guidon Games wished to publish the rules, so I added the Man-to-Man, Jousting, and Fantasy Supplement portions, and the whole was published as Chainmail by Gygax and Perren in 1971. [11]

I wrote the Chainmail Medieval Military iniatures Rules "Man-to-Man" and "Fantasy Supplement" c. 1970, and the booklet was published in 1971. #1455

The Chainmail military miniatures rules were originally four pages to typed rules written by Jeff Perren for the 40 mm Hauser Elastolin figurines he had recently acquired (back in c, 1969). I loved those figurines, enjoyed his rules, so I expanded them into around 16 pages and called the enlarged material the Lake Geneva Tactical Studies Association Medieval Military Miniatures Rules. When Guidon Games wanted to publish rules for that period, I expanded the material by creating the Man-to-Man Rules, Jousting, and Fantasy Supplement sections. [11]

The Fantasy Supplement demanded all sorts of figuriens not then available, so that's when conversions and dime store miniatures came into play. [11]

Dave Megary had a playable version of the Dungeon! game sometime earlier in 1972 that I wrote the first draft of the rules that became D&D. I was Dave's agent, revised the game board, cards, and rules in hopes of having The Avalon Hill Company publish it...without claiming any part of it despite its obvious derivation from the Chainmail game rules. TAHC turned it and D&D down, so eventurally TSR published it. [11]

OD&D

For the sources and inspiration that lead to OD&D, see here. For here is my view on OD&D.


Dave Arneson and I met at a GenCon here in Lake Geneva around 1968, and with Mike Carr we authored the Don't Give Up the Ship Naval Miniatures rules for the Great Age of Sail around 1971-2.
Dave was running a man-to-man (1 figure = one person) Chainmail fantasy campaign around then, and he and Dave Megary came down from the Twin Cities to see us, the gaming group, in Lake Geneva in the late autumn of 1972. Arneson brought some of his campaign material with him and Megary brought his Dungeon! boardgame for us to play. Megary said he had used the Chainmail Fantasy Supplement (which is obvious from the game itself) and some of Arneson's ideas to create his boardgame. Would I become his agent, for he could find no one to publish it. We all had a great time in Dave's campaign and playing Megary's boardgame. I was enthused, and said I was going to create a full-fledged set of fantasy game rules; and yes, I would approach both Guidon Games, for whom I was Chief Editor, and The Avalon Hill Company in regards to the Dungeon! boardgame.
At the end of 1972 I had written a 50 p. ms. for the fantasy game. Arneson was to send me all the rules notes he used in his campaign, but nothing usable arrived, so I write the entire ms. off the top of my head. At the same time I did a minor board re-design for the Dungeon! game )mainly on the 4th level adding the "Torture Chamber" to balance the two parts of it, revised the monster and treasure cards, and cleaned up the rules. [This downplays Arneson's role -- there is docuemtented evidence of the pages he sent and that made it with few changes into the D&D manuscript]
Of course during all this time we were playing both the RPG abd the boardgame regularly, about every day for several hours as it were. The initial plau-testers were my son Ernie and my daughter Elise, then ages 12 and 10 years respectively. They adventured on the first of what became 13 levels of "Castle Greyhawk" of the "Greyhawk Campaign" and loved it. I went to work immediately on a second level, even as Rob and Terry Kuntz and Don Kaye joined the play-test group. I sent out about 20 photocopies of the fantasy game rules ms. to various gamers I knew that belonged to the International Federation of Wargaming, the Castle & Crusade Society, and/or the Lake Geneva Tactical Studies Assoiation. Most of the recipients were as enthused about the game as I was.
By the late spring of 1973 we had played 100 or more sessions of the fantasy game, dozens of Dungeon! boardgame games, and with the GMing and playng experience I had by then (then young Rob Kuntz being my main GM when I played), some input from those that had received copies of the nitial ms., I revised and expanded the rules to 150. pages, sent copies to the original recipients and a dozen other persons, and began to seek a publisher.
Guidon Games was not doing well, and my good friend, Tom Shaw, V.P. heading up The Avalon Hill Company laughed when I offered him one or both of the games. I then determined to do my best to start my own publishing cmpany...a;though I had not a spare penny what with a wife and five kinder to support.
None of my family was interested in backing the project, but my old pal Don Kaye was. After seeing how large GenCon had become in 1973, the new wargame compant Game Designer's Workshop formed in June of that year exhibiting at the con, Don came over to my house afterwards and asked if I could really do it, put a publishing compant together. I said sure thing! So Don borrowed $1,000 against a life insurance policy, he and I became equal partners in Tactical Studies Rules. We published Cavaliers & Roundheads Military Miniatures Rules for the English Civil War by Jeff Perren & Gary Gygax in October of 1973, hoping the sales of the booklet would generate sufficient income to afford to publish the D&D game soon thereafter, as we both knew it would be the horse to pull the company.
As an aside, I had named the fantasy game Dungeons & Dragons in the summer of 1973 after compiling two lists of potential titles, with "Dungeons" on one and "Dragons" on the other. When my little daughter Cindy said, "Oh daddy, I like Dungeons & Dragons best!" I went with her. choice.
Brian Blume attended Gencon in 1973, asked to join the LGTSA, and he was accepted. When he played the D&D game at my house, Brian bcame as enthused as we were, and when TSR was formed he asked to join as a partner. As we had only around $700 from sales, wanted to get the D&D game out, we agreed he could be an equal partner for $2,000. He joined the company thus in December, and I took the D&D ms. to Graphic Printing, then here in LAke Geneva, early in January 1974, ordering labels to go with the wood-grained paper-wrapped boxes I had ordered just prior to having the three booklets and reference sheets go to the printer. The whole run of 1,000 booklets, reference sheets sets, box front and spine labels, and boxes came to around $2,300.
Our first sale was one mail-order shipped off at the end of January when the game was hot off the press.
The next additions to the game were in process soon thereafter, those being the material published asthe rules supplement booklet Greyhawk in 1975, again all of which I wrote, but with a lot of creative input from Rob, so I included him as a co-author.
I began writing the material for the AD&D game in 1976, and I did all of it by myself as well, again with a good deal of useful input from the fellow gamers named in the work. #5713

It was in the late fall of 1972 when I completed a map of some castle ruins, noted ways down to the dungeon level (singular), and invited my 11-year-old son Ernie and nine-year-old daughter Elise to create characters and adventure. This they did, and around 9 PM (sound familiar?) they had to come back from such imaginary derring-do, put their index card character sheets aside, and get ready for bed. They had had a marvelous time and wanted to keep playing.
After they went upstairs I stayed in my study and went to work on a second dungeon level. The next day they played, and with their PCs were two new ones, that of Rob Kuntz and Don Kaye's Murlynd. After that it was a race for me to get more levels done as the player group grew and got more able in their delving. #1455

I will certainly play-test a rule that I am uncertain about, and if it is flawed I will amend it so as to work better. Then the players' characters get a break...one way or another...as something that happened in their adventure didn't actually happen that way at all [11]

Gary’s maxim, “I’d rather have a good rule now than a perfect one in a year.” I’d never heard this ascribed to Gary before, but it makes a lot of sense, and when we’re wondering why this D&D class requires so many XP to level up or whatever, it’s good to remember that Gary, Dave, and the other D&D contributors were coming to the table with new rules all the time: those they like stayed, even if some pieces of them were arbitrary and not fully thought-out. It didn’t make sense to kill yourself perfecting every detail while there was still so much new game-design ground to cover. [29]

[Ability Scores] I simply decided those six were sufficient to define a character, chose names for the stats, and began using them immediately. Seems thay worked pretty well without a lot of fuss and play-test input, eh? [11]

The initial 50 page draft of what was to become the D&D game took me only about two weeks to write--around November of 1972. After all, most of the material was drawn from the CHAINMAIL Fantasy Supplement, so it wasn't a real challenge. I then sent the draft around to a dozen or two of my wargaming comrades. The positive response was overwhealming, and from my own play-testing and the many letters and phone calls received from the other testers, I revised the initial material into a draft of some 150 pages--essentially what appeared in the three booklets of the boxed D&D set. That revision took place in the early spring of 1973. When Tactical Studies Rules was formed as a partnership by Don Kaye and I in October of 1973, we produced a military miniatures rules set as the first product, as that was all we could afford. Then, when we took in a new partner, the D&D ms.went to the printer's, so the game was published and sold in January 1974. By that time I was working on the new material thyat appeared in the GREYHAWK Supplement some considerable time later. #131
I was as much taken with the prototype of the D&D game as anyone, so the design approach was strictly hands-on, seat-of-the-pants play and revise. The process began in the last quarter of 1972 and continued through the spring of 1973. By summer I felt the basics were sufficient to publish the game, and only a few alterations were made between then and when the work was published in January of 1974. Thereafter, however, I went back to play-and-revise, so that before the year was out we were testing the material that was published in the Greyhawk D&D game supplement in 1975. In short, I was too busy having fun playing to be really organized in the writing of the game. #1952

When I first wrote the D&D game it was to share with others, because I and the local gamers had so much fun with the game. Of course I also had an eye towards being able to work on games and related things as a career. The D&D game seemed the best way to start down that path, as I was sure the audience was at least 50,000 strong. Speaking of underestimation...
In the two years immediately after the game was published I larned a lot. Many people loved playing the game as much as we did, a lot of those fans were not familiar with wargaming and/or science fiction/fantasy literature, some lived in distant countrys. #6263

I hadn't a clue back in late 1972 when I sat down at the old portable typewriter and tapped out the initial draft rules of some 50 pages length. Even in the spring of of 1973 when I had had feedback from about 20 diverse gamers of hardcore stamp who loved the game, asked so many questions that I had an easy time expanding the draft rules to some 150 pages, I was far too moddest in my estimation of the popularity of the game and game form. [11]

I told my eventuual partner in Tactical Studies Rules, Don Kaye, as well as friends, fellow gamers, and family, that I foresaw the game selling no fewer than 50,000 copies, mainly to military gamers and SF/fantasy fans. [11]

The size of the potential audience was not ascertained by me or anyone else, however. I was thinking of the customer base being military game fans and imaginative literature (SF, fantasy, horror, occult) readers--maybe 100,000 persons or so. That's why I was careful to add as much as possible to appeal to the fans of J.R.R.T. so as to broaden the audience base. [11]

I wised up beginning in late 1974 when fan letters from all sorts of people that were neither military game players nor SF/fantasy book readers were contacting us. By the middle or 1975 I was finally aware of the phenomial popularity of the D&D game and the RPG form in general. [11]

By the time I was writing the AD&D game I was well aware that the audience for the game was much larger than I had thpought in 1972-5, and virtually world wide in scope. My initial assessment was based on the D&D game and changed only after we had published it for two years. / By the end of 1975 I was very much aware of the broad appeal of the game. The appeal was to almost anyone with an active imagination, as the theme of the game is the heroic quest one of mankind's folklore and legend. [11]

Before the D&D game was published in January of 1974, before I wrote the first draft at the close of 1972, I had come across an educational supply catalog from a company in California that sold the six Platonic solids as numbered dice. That was the only source I know of back then, and they charged $3 per set for low-impact, badly numbered dice. D&D was the first game to use all those different dice. [11]

Yes, my desire to get away from a linear curve with 6 outcomes or a bell curve with 36. I wanted a wide variety of both for more interesting random results and put the new dice to work accordingly [11]

We ordered them and sold the sets at $3.50, getting them at $2.70 from the educational supply cmpany, but they couldn't keep up with the demand, so TSR found the Far East manufacturer and ordered then by the great gross. TSR always sold dice, eventually had them made to order, but never did really good ones. [11]

As to the removal of hobbit, ent, and balrog, that I can speak to. One morning a marshall delivered a summons to me as an officer of TSR. It was from the Saul Zaents division of Elan Merchandising, the sum named was $500,000, and the filing claimed proprietarial rights to the above names as well as to dwarf, elf, goblin, orc, and some others too. It also demanded a cease and desist on the publication of the Battle of Five Armies game. [11]

Of corsue the litigant was over-reaching, so in the end TSR did drop only the game (the author had assured us he was grandfathered in, but he and his attorney too were wrong) and the use of the names hobbit, balrog, and ent--even though hobbit was not created by JRRT, and ent was the Anglo-Saxon name for giant. [11]

The Blackmoor supplement to OD&D was indeed done by Dave Arneson, editorially develped by Tim Kask. Before it was Greyhawk, after it came Eldritch Wizadry. #5398

AD&D

When later on I wrote the AD&D game I used a less chaotic approach, including a general mission statement I created for my own reference and a short outline that grew as I progressed. #1952

Whoa, and you must have been really hard on the old DMG to have it do that. the school book binding, stiching, made the early printings nearly indestructable. I used to test new printings by throwing a book across the room, sit and stand on it, open it and toss it around, fold it back so the covers touched, etc.
Sadly, the expensive binding process was dropped so T$R could make a dime or two more profit from each copy sold #3804

As for the table mentioned, I crated it because I was bored with the continual reference to "whores" in both the historical and fantasy fiction genres and in RPG play. Of course I did get a ration of s**t from some quarters for including it. As it was included in the spirit of improving the readers comprehension of the oldest profession, and broadening the vocabulary of the reader thereby, I have no particular regrets about including it #7710

Short answer in regards to AD&D. It was written as a separate game. I put part of the new system into a D&D rewrite, though, as the latter was taking place even as I was drafting the PHB. [11]

I think there were two motivations for AD&D, one to formalize the rules, which Gary felt was needed as otherwise each group invented separate solutions to the open points (even though that is exactly what he advised), and also to get out of paying royalties to Dave Arneson, the co-inventor of D&D.

I wrote the MM in about six months, then took a break for a month, wrote the PHB with the MM being printed and sold, the second book taking me about seven months to write. I then took a break to writhe the G Series of modules and then penned the DMG in about eitht months--after completing it I write the D Series of modules. [11]

The AD&D combat system came from OD&D, and OD&D came from the original Chainmail medieval military miniatures rules. The armor protection system in the latter rules was progressively higher the better the armor, so the current D20 approach is not a new concept. [11]

Gygax has consistently maintained that a lot of what went into AD&D was in fact the work of Lawrence Schick -- pretty much any major rules that don't have an analog in Greyhawk or other supplements, for the most part. [42.7]

The three core rules books for the AD&D game took me about two and a half years to write. During that period I also wrote the G and D series of modules. The World of Greyhawk map and text took me about a month to write. [11

I wrote the G series as a break between finishing the PHB and starting the DMG, and I did the D series after completing the ms. for the DMG. #7248

About 50% of the AD&D audience was lost when 2E was released. [11]

Unearthed Arcana

It does indeed apply to the UA book. I was writing essays for Dragon magazine to both preview my new ideas and prerpare for a revised edition of the AD&D game. I was alerted to a problem, Kevin Blume shopping TSR on the street in NYC, flew back from the West Coast, and discovered:
The corporation was in debt to the bank the tune of c. $1,5 million.
There seemed to be no way to repay the money based on current inventory and sales.
The bank was preparing to perfect its security interests/
So, I had a big fight, and then a Herculean task, before me. To cut to the chase, when I got matters in hand, I saw to the compilation of my magazine material with other work I had that had not been published, so that UA came into being. Of course during that time I was working on company business matters most of the time, so I had a number of very long days before things began to show that the turn-around I planned was working. #6828

All of the material in UA was mainly of my creation, gathered from articles I wrote in Dragon magazine. virtually all of that material was used in my campaign, much of it before the book was published. #2015

Only about 99% od the UA book was my work... Much of it apeared as articles in Dragon magazine before I collected the material and put it into a ms. form for publication. #6406

Full plate armor was a development of the 15th century, and when I was writing the pieces that comprised the bulk of the UA book my concept of developing technology in a fantasy milieu had altered. It then seemed illogical to to me to have the level of advancement stuck in the early middle ages. Thus I had fragatas and sambuks and prahus and galleasses and galleons on the seas as well as junks, cogs, caravels, and carracks. #5506

Indeed, the UA book was meant to augment the previously published core rules books, it being an "Official" offering. So whatever is in it can be applied to the PHB, LML, and/or MMs as the DM determines desirable for the campaign. [11]

I know some grognards dislike the direction of changes included in the UA work, but IMO thay made the campaing more varied and interesting. That includes the raise in the level limits of some demi-human types, for I remain firmly behind the restriction on such races as the game assumes a human-dominated world. #7784

The Strategic Review / Dragon Magazine

I began it with the creation of The Strategic Review, then realized a more fantasy-oriented periodical with a catchy name was needed, so I hired Tim Kask to be the editor of the new magazine, The Dragon. At its peak circularion was over half a million. [11]

What Gary thought were design mistakes in AD&D

When I was writing the AD&D core material, some of my fellows in the Chicagoland area put considerable pressure on me to include psionics in the system. Sadly, I caved in to please them. If I had not been so deeply immersed in the whole, trying to get it finished on schedule, I'd have done a far better job with the psychic-power area, I believe. It would have been far better if I'd waited and done the material when concentrating solely on that aspect of play. #67

First, I'd remove the psionics material, possibly adding it back in later on, having been able to spend more time and being very careful to see that it meshed better with the magic system in the game.
Next, I'd drop the weapon speed and weapon vs. armor material, as those are seldom used and generally slow and complicate play. Those considerations could be picked up in a special "duelling" supplement or the like. #272

There is often player pressure to add complexities and complications to rules and systems, such additions being urged in areas that the players like and believe to be critical to enjoyment of the game. I did that for some writing in OAD&D and regretted it considerably thereafter--mainly weapons vs. armor types and psionics. I would have been better advised to have explained alignment more carefully, stressing that is was mainly for the DM to use in judging a PCS actions, and not something that should ever be discussed in character unless with clerics or in a debate of morals and ethics, mainly philosphical. Actions should speak for alignment, and a player should have his PC perform according to the alignment chosen without speaking of it. #1491

[Grappling] The more complex system in AD&D was my error, mainly that of listening to those who wanted combat to be very detailed. #2329

Forget weapons speed factors. I must have been under the effect of a hex when I included them in the bloody rules [11]

Psionics. as with weapons speed and the table of comparison of varying damage by armor type, was something I got talked into. I never used them in my campaign--other than the Illithids' and like monsters attacks. Frankly, they don't fit with the rest of the AD&D system, and I planned to pull them from a revised edition. [11]

Gaming fellows from Chicago urged psionics, properly electronically enhanced psychic powers, be included. Foolishly, I accomodated them. As a matter of fact I never used psionis in my campaign. [11]

As D&D was being quantified and qualified bu the publication of the supplemental rules booklets. I decided that Thieves' cant should not be the only secret language. thus alignment languages come into play, the rational being they were akin to Hebrew for Jewish and Latin for Roman Catholic persons. I have since regretted the addition, as the non-cleric user would have only a limited vocabulary, and little could be conveyed or understood by the use of an alignment language between non-clerical users. [11]

What Gary would have added or changed in AD&D

As for AD&D, I planned to revise it and add skills. (See the C&C game for how I would have handled that.) Later editions would contain few changes--mainly corrections and minor additions to existing material. #7368

For an example of what I would have done regarding skills in a revised addition of AD&D, check out the C&C game's skills, for I added those to the rules when I wrote the Castle Zagyg, Yggsburgh book a couple of years or so back. These are skill bundles also, can be purchased with XPs, and for NPCs some confer levels in class as well as conveying skills.  #5805

Actually, yes, as I wanted to remove some things from the AD&D rules--weapon speed factors, weapon vs. armor, and psionics for sure. then I would have added some new classes, new spells for the new spell-using classes and the existing ones as well, and cranked in a much inproved skills section rather akin to what I did for the C&C game. I also wanted to revise the MM (and all like books) into two volumes, roughly A-L, and M-Z. #7475

I say that as barbarians get d12 for HPs, then clearlly extrapolation of the same principle must apply to large and vigorous creatures. This mitigates the potential increase in PC prowess. As a matter of fact, adult critters were assigned 7-12 HPs per HD in my AD&D campaign--have been given the same in what I have designed for the C&C game system. Also, with increase in damage due to Strength, all large and powerful monsters, including ogres and giants, gain a damage bonus equal to their number of HD. Admittedly, this is not in the UA work, but it logically follows, and would have been included in the revised edition of AD&D that I was planning. #7786

I planned to go through the monsters' roster and re-assign HD types--d4, d6, d8, d10, and d12. While doing that in regards to the HPs of each type, the monsters' chance to hit based on number of HD would not be affected.
As too often "weak" monsters were randolly generated, I also planned to have robust adults possess HP totals of something over 50% of the possible maximum by using a HP generation system such as 3-4, 4-6, 6-10, 7-12 using the appropriate die to determine the actual number generated--d2, d3, d5, d6. Non-robust--immature, old, sick, injured, or even non-physicaly active sorts such as spell caster--monsters would have the obverse HP range using the same type of die without addition.
As a general rule I used HD = additional damage, half HD for the non-robust individuals. So an ogre would be 4d12 + 1 HPs, with damage as +4 or +2. #7792

Indeed, I intended to use the range of d4 through d12 for monsters. that would give a more intyeresting range for the chance to hit and the amlunt of damage creatures could sustain. Small fast ones wuld have d4, large ones d12, so thus there could be a pair of 10 HD monsters, one with 25 HPs and the other with 65 [11]

What I was planning in a revision was giving dragons a base d12 rather than a d8. [11]

The same is true for damage bonuses for the big, really fearsome monsters. For example, I now tend to give a +1 damage for every HD of an ogre, giant, or dragon. All of my mature giants, for example, have HPs ranging from 7-12 per HD too [11]

Indeed, I wanted make the revised AD&D system more akin to the material in UA, to add a few new character classes, and put in some skills ala those I added in the C&C game so as to make the characters, particularly the NPCs, less cookie-cuter.  #5854


Basic D&D

This was not really Gary's but Holmes', and in later editions Moldvay/Cook's and Mentzer's revision of his work, but he did review them and had some influence on what whas included. 

The set edited by John Eric Holmes was more like AD&D than D&D in many respects, because at the time he turned oevr the ms. I was completing my own for the AD&D PHB. I included material from the latter into the D&D game to update it. [11]

[BECMI involvement] A very big part, as all of those works were derived from my own. I also reviewed and approved the final drafts. In the Holmes Basic Set I inserted all of the new character information found there that was not in OD&D. [11]

Empire of the Petal Throne

MAR Barker sent the ms. for EPT to me at TSR, and I was most excited about its exotic nature. I urged that he have us publish it rather than there be a dispute about certain elements from the D&D game that he had included in his work. We had a meeting of the minds soon thereafter, so both his War of Wizards game and the EPT RPG were done by TSR. [11]

Thereafter a number of us made a couple of trips to visit Phil in the Twin Cities, play in his campaigm etc. By then a number of D&D knock-offs were being hucked--T&T, B&B, and so forth. We always respected the GDW crew for taking the concept and applying it to the SF genre, for a fact. [35]

Dangerous Journeys, Lejendary Adventures

As for skills, that sort of a system is in my critical design view superior to the plain class-based game. However, if the skill-based system is very specific, it does tend to end innovation and creative thinking in favor of reliance on a dice roll. Feats are strictly for a comic book superhero game IMO, anthough special abilities of minor sort are a fine addition to the scope of character definition. #8108

[DJ, LA]So I suppose the short answer is that both were created bacause I wanted to explore skill-based RPGs as I was dissatisfied with the constraints a class-based placed upon GMs and players alike. [11]

The only advantage of the O/AD&D game system over the LA one is the level-determined dungeon crawl campaign. One can not manage that with the LA game, while it is the best feature of the O/AD&D system. [11]

The dungeons are designed for progressively higher PC levels. That is the sole advantage of a character-level based system. One can have the players adventure in them surely, but the challenge is different, and so too will be the sense of progress and reward. [11]

Dungeon crawls using the LA game are not progressive as are class- and level-based ones. I have written several such scenarios, and those that have play-tested the adventures were well entertained. The key is differering challenges, not progressively more difficult to kill monsters. [11]

After a detour into a more rules-heavy system that tried to spec everything out similar to what 3e does in "Dangerous Journeys", he designed his "Lejendary Adventures" system, which he describes as a rules-light "skill-bundle" based system, without pre-defined character classes or levels, classes instead approximated by "bundles" of skills. In his estimate, the characters in that system started out about as strong as a level four character in OD&D, but would not increase as much in power later as in a level-based system, and he felt such a system allowed more naturally to develop the character you wanted, than a more archetype oriented class system, that quickly got overly complex by having to introduce ever more new character classes. 

To me, all this sounds pretty similar to the Chaosium system, the best, most elegant, logical and lightweight sytem I know, for these very reasons, but of course then somewhat limited in superhuman heroic fantasy that comes with high level D&D play. 

Gary's Creative Process 

On a good day I can produce 25 or so pages, while when dealing with concepts and research only a page or two might bet into files.  #726

I have a very large personal library, use online resources now and then, and my memory. When I am considering a new project I make notes on paper, then transcribe them to computer files. I am a poor artist, so most conceptualization of creatures is done mentally, followed by descriptive text for an artist to refer to. #726

The main "no-no' I have is not to ignore an urge to write. Ideas are ephemeral, slip away too quickly, so when the muse is there go like hell. When it fades, thak a break, but keep thinking of the general subject being treated, even of only in the back of the head, so to speak.
A shower is a good way to revive flagging inspiraion. Strong black coffee is fine too--if you like that drink. #729

When I get an idea a write it down on scratch paper if I am not at the computer. Then I give it a title as close as possiible to what the idea pertains to--a name if it's a book or module concept, and put it into a file.
When I have time I read the notes, expand them usually, and create an outline of the work to be done. Using that outline I develop separate files for the parts indicated, and write material for them as the ideas come.
When the body of the material is completed I go back and write the introductory portion based on what has developed. that introductory work might well necessitate the revision of some of the following work--it's a good way to check that you've done what you aimed at and said was done. #772

When I write a module I immerse myself into the setting, imagine the players' characters interacting with the environment and the encounters, try to anticipate what they will do--the clever and the foolish. To be frank, I find writing modules a lot of work, but it is really fun, much like actually playing the adventure with a character. #1757

As for creative improvisation, I do that both ways, some play-test material navermaking it into print, and a lot of new material created on the spot comes into play when I am using something written, regardless of the author, me or another ;) #4718

Not many authors make extensive notes regarding supporting characters, or about anything else that doesn't fit into the immediate story to be told, for such material tends to become set in stone and limit the scope of possibilities for new tales. (I once asked Fritz Leiber for details of Pulg and got much the same sort of reply as I make above, and he added that his fans knew more about Lankhmar than he did #5224

Fungi are the only likely vegetable growth in a subterranean setting, so of course I have a lot of them so that such places can have a reasonable, if improbable, "natural" ecology. [11]

Indeed, the best advice I can give is design to please yourself and your trusty gaming comrades so as to maximize the enjoyment generated by playing the campaign. #5907

Whenever I work on a project I give it my sole creative attention and evidence a neurotic compulsion to complete the task. In short, I live, breath, eat, and sleep what I am working on [11].

There is no question that when I was in good health I was unusually productive in regards ideas and their execution into usable form. I had very high creative energy and enjoyed working 10-12 hours a day, six or seven days a week. [11]

Writer's block is something that I do not recognize as a valid reason not to produce. When I am faced with lack of creative drive I sit down and write regardless. Even if I end up tossing out a half-dozen pages of junk that exercise has kept my mind active and retained my work habits.  [11]

Writing is hard work, and most of what is claimed as writer's block seems to be nothing less that laziness to me. Not working is a lor easier than producing.  [11]

Why Dungeons?

Underground mazes have been treated in mythology, fairy tales, and authored fiction (siuch as A Journey to the Centre of the Earth ) long before this device was made a central feature in the D&D game. (My favorite one from fairy tales is the one about the 12 princessess who danced holes in their slippers every night.) Anyway, the expanded underground environment featuring dungeons was indeed meant for exploration, mapping, and as a place for strange encounters. #1844

I think the real answer is, because dungeons provide a great game structure for exploration that Dave Arneson had discovered in his Castle Blackmoor campaign, balancing exploration and combat in a compartemtalized way that makes it easy to DM them, compared to a city. Blackmoor also included other elements such as overland wilderness adventures, infiltration such as Temple of the Frog, city adventures in a Sci-Fi city, keep building by the players and more. Gary learned from him, copied the approach and developed it in his home game.

Why random generation?

As random events occur all the time in actual life, I am a firm believer in having the same thing happen in the role-playing game. Whether the probabilities for various random things are relatively equal as with a linear curve, or wildly disparate, as a bell curve with multiple dice delivers, no matter...aslong as the resulting event is approproate to the likelihood of it occuring when compred to the class of other such events in which it appears.
I do prefer the 100 possibilities of the d% roll to most others, and one can have additional rolls if needed to reflect decrasing probability of the indicated result. #5907

Adventure Design

I give a GM's forword, a players one, sometimes a separate backstory to read aloud, and the current situation. #6886

As far as I am concerned, and adventure I write must be relatively different from all others I have done in the past, and not resemble any other authors' works either. #1204

Modules are hard for me to write, as I wish to make each one different in as many ways as possible from all others I have created;) #1254

As you might expect, my main DMing efforts were always centered around the World of Greyhawk and the various dungeon areas set by me therein so as to both serve my group and keep on supplying module material. Writing adventure modules has always been a demanding task to me, unlike winging like material for active players, putting it on paper is a chore. Coming up with new and different things, not having one module like any of the others (I hope) means a lot of extra time and effort. #1795

I don't usually detail material of short-duration play. too much effort for something inconsequential #1272

When I write for publication I add a lot more detail than I do for my own personal use. #2706

Graph paper I reserve for maps and plans. As I keep running out of it--or have hidden it somewhere I can't find in a hurry, not a few of my maps and plans have been drawn on plain white copy paper.
I like to use colored pencils to color in my outdoor maps. #2706

When I initially began creating adventure material I assumed that the GMs utilizing the work would prefer substance without window dressing, the latter being properly the realm of the GM so as to suit the campaign world and player group.
I discovered I was by and large erroneous in my assumption, so in later modules I added considerably more material for the GM to read aloud to his player group.
Currently I am rather loathe to design new adventure material of this sort, as I have done a sufficient number of modules that doing another risks repetition. I feel rather constrained thus. Coming up with something different and in at least some way surpassing my previous efforts (in my own critical view) is not a task undertaken lightly...if at all. #7073

Novels 

I did the gord novels in order to convey the S&S feel of AD&D without any particular consideration to literary merit. The books are fantasy action adventure that reflect how I think the "feel" of an AD&D game campaign should translate to stories. #1280

The sort of fiction I write is more of a craft than an art. Shakespeare wrote artfully, and I believe that Jack Vance does so in his genre, imaginative fiction #6230

The Gord yarns were completely based off of my imagination, although I did have a scene or two played out to test my assumptions in plotting things. [11]

The books, in reading order are:
SAGA OF OLD CITY
ARTIFACT OF EVIL
CITY OF HAWKS
NIGHT ARRANT
SEA OF DEATH
DANCE OF DEMONS
COME ENDLESS DARKNESS #666, #8031

Dungeon Geomorphs

When it was apparent to me that the players would appreciate some assistance in design, the geomorphs, I simply sat down and drew (and wrote) up the material. I used some familiar names, but none of the material I did was taken from anything other than my imagination at the time. #1794

Pre-1985 AD&D or Greyhawk works Gary's distanced himself from

Obviously, he did not do anything after 1985 for Greyhawk or AD&D, having been ousted from TSR.

Because of severe time constraints I put Francois Marcela Froideval and Zeb Cook onto the Oriental Adventures book project. Although I had planned to co-write that work with Francois, TSR needed is immediately after UA was published so as to continue the positive cash flow from product sales. Zeb took it upon himself to delete much of Francois' material in favor of his own--which I found inferior. By the time the ms. hit my desk it was too late for me to rectify that. In all, the OA work was done according to my outline and overall direction, but the end product was not what I had envisaged or anywhere close to what I would have designed. Were TSR not at a desperate pass, I'd have placed Francois in charge of the project and had it re-written. #1756

TSR was in deep financial tropuble then. I assigned Froideval and Cook to the project, and Zeb dumped what I thought was superior material done by Francois in favor of his own work. As we had to get a product into print, OA came out as it did.
If you allow reasonable non-weapons proficiencies for both Occidental and Oriental PCs, I can foresee no problems being likely. You might want to take a look at the general skills I added to the C&C game system to have an inspirational basis in creating a new approach to such addition. #6821

Francois is a dear friend of mine. He bacame that after I met him in the early 1980s when he came over for a GenCon. He stayed several weeks at my house with me thereafter. At the time he was co-publisher of Causus Belli as well as an avid AD&D game DM. Eventually, Francois was employed by TSR here in Lake Geneva, and he was set to manage a subsidiary, TSR France, HQed in Paris. That was totally screwed up by the Blumes...who else. He DMed for me often, played in my campaign. IMO his Oriental Adventures material was far superior to what David Cook ended up ramrodding through in the published work. Francois. He is currently residing outside Paris and is a best-selling graphic novel author. [35]

When I separated from my first wife, I shared Francois' apartemnt briefly before getting my own place. Alone and with my wife, Gail, I have visited him several times when he lived in Paris and later on when Francois removed to a country village in Normandy. [11]

I was custodian of Francois' Oriental material for many years. At his request I returned it to him when I was in Europe in 1999. I mentioned TLG's interest in publishing his work, but so far Francois has not been able to come here and bring it with him. [11]

The system is really specific to a campaign based solely on the Far East and does not translate well to any other style of campaign. So I concur with your assessment, and believe thay honor is better ignored in campaigns that extend beyond the Oriental culture setting. If the foreign PCs wish to be respected they must indeed learn the cultural demands seek honor, and be concerned about loss of face. Likely they will fail miserably, of course. [11]

[Rogues Gallery] As I have stated before, Brian blume compiled that work, and when persons would not give him information regarding their PCs, as Rob and I did, he simply made up whatever suited him. #2701

I shunned the Arduin Grimoire like the plague. However, I used all manner of other sorts of material for inspiration in the campaign, and that included ideas from other DMs and players. #6855

[Dragonlance] I had no connection with the project, and I found the modules less than satisfactory for any RPG system as their outcome was too scripted. [11]

I can't make much of a comment regarding dragons in AD&D, other than to say that those in my OA/D&D campaigns were nothing like those Tracy and Margaret created. Frankly, I never wanted a fantasy world society based around the existance and whims of dragons [11]

Ther coloring book was done without my oversight, and as far as I know only Serten was based on an actual PC. Indeed, I wrote the text for the coloring book because it needed something other than those line drawings. I was given the lot and had to work up a story from what I had before me...including the names for the characters depicted as given on the illustrations. [11]

The license arrangement with JG was made by Brian Blume, not me. He gave them permission to use the TSR copyrighted works you note. I disapproved of the arrangement, as there was no TSR quality control. [11]

Brian broke the agreement I had made with Greg Stafford of Chaosium. I had obtasined permission to use Melnibonean deities for the A/D&D game personally from Michael Moorcock. Meantime his agent had liscensed the material to Chaosium. To be friengly I called Greg and suggested we plug each other's game works, and he liked the idea. Brian hated it, so ripped out the Melnebonean material from the Deities & Demigods book rather than assist another RPG company. [11]

Input on 3e

I am precluded from commenting on the matter in detail, but I did urge that the experience point system be made more contemporary, with far less emphasis on killing adversaries to earn increased level reward. That suggestion, along with virtually all of the others I made, was not implemented. [11]

I was under contractual agreement with WotC to consult with them regarding new D&D. As I have said before, all of my suggestions were ignored. I do not believe "feats" have a place in a FRPG, as they are more akin to comic book superheroes...or "Doc Savage" or "Remo Williams" novels. [11]

Indeed, under contract I read the unpublished draft ms. for the new PHB, as well as that for the DMG, and sent an extensive critique to WotC, all of which was ignored. [11]

I am not fond of the new Saving Throw method, as it rather weakens the archetypes and the class-base of the system. [11]

That WotC never made a public comparison of new D&D sales to those of OAD&D should speak volumes. Also, their careful estimate of the number of D&D players is well short of that found by TSR during the early 1980s. D&D players in the North America 1983 according to TSR's best estimates: 5.5 million (and about half as many players elsewhere in the world, mainly Europe and Japan). [11]

3E rules books might have sold 75% of what OAD&D did, but that does not apply to adjunctive support materials, and the number of players actively using the newer versions of the game is well below the peak number that played OAD&D. [11] 

5e obviously changed all that, being an elegant system where a lot of the old clutter is removed, and which with streaming and Critical Role made D&D more popular than ever, even though it is a system that for sure would have been to "superhuman" in power for Gary's tastes.

[References: see Greyhawk References]

Tuesday, July 13, 2021

Characters in OD&D and AD&D

There are always questions about the rules as written, or the intent of rules. No usable rules can be written comprehensively enough to not give raise to such questions. Here are some answers from Gary's blog posts on the various, classes races and on alignment. You can see the problem areas easily -- there are few about fighters, but lots and lots about Paladins and Alignment.





Classes

The broad range of fantasy encompassed by the D&D game was no accident, I assure you. Just consider the names for the class levels...a device to take arrows from the quivers of would-be competitors #6032

I did the Thief, Assassin, Monk, Cavalier, Barbarian all by myself, as I'd done the three basic ones in OD&D. Same for the demi-humans. Tim Kask had a hand in creating the Bard class. Most of the new material was introduced into my campaign first, then done in DRAGON as articles, then appeared in the PHB or UA. #1214

Yes, we had a cavalier character in the Greyhawk Campaign, just about every one of the classes in the rules, and the same for demi-human characters. I once played a half-orc cleric-assassin, as a matter of fact. Indeed, we played weapon specialization even before I wrote it up in Dragon Magazine. By the time that article hit a couple of PCs in the campaign were doubly-specialized... #1737

I did the level increase steps based on a lot of intense play over about four years. The variations you note were determined for purposes of game balance. Druids, for example, have a limit on their ultimate progress. [11]

Fighter

IMO the other classes needed no strengthening. The fighter was played a lot, and the class had turned out to be the weakest of the lot, lacking anything potent to make it unique. So weapons specialization came into the rules. #1749

As for Strength in OAD&D, I did indeed use reasoning along the lines you suggest, and exceptional strength was reserved to the fighter class for exactly the reason you note--training. [11]

Because the PCs are assumed to be superior, the maximum strength being had by 1 in 216 is more like 1 in 21,600. Then apply the percentages, but assume that about 90% of those with 18 strength will be Fighters. [11]

Magic-User

In OD&D only the lack of armor and slow gain in chance to hit were factors. The magic-user with a dagger did as much damage as a fighter with a battle axe. [11]

Early in the developmental stage of OD&D I allowed non-mages to use wands, needing to rolll their Intelligence or less on 3d6 to make the device function. I dropped the concept as being incoingruous with the class-base of the game. #1890

The M-U going up a level is assumed to do so through training with a mage of higher level, or at worst the study of arcane lore. In this process the character gains knowledge of one new spell of the highest level he is able to cast. If by advancement the character is also able to cast one or more lower level spells, he will have to make do with those he has in his spell books. He does not gain any new ones in those lower levels, only the capacity to memorize more of them. Thus the M-U character should always to be seeking the acquisition of spell books (likely with new and different spells recorded therein) or else scrolls with spells on them that he can record into his library. #1904

If you see a gaggle of young, fresh-faces chaps in pointy hats it is also a good idea to beat feet immediately, as one is sure to fail at least one saving throw against charm person #8294

A fledgling m-u will likely be a good deal older than a 1st level fighter. So for beginning PCs I suggest age 18 or so for a fighter or thief, age 21 or so for a cleric, and age 25 or thereabouts for a magic-user. #8273

However, added spells upon level gain as given in the OAD&D PHB are reasonable. A magic-user doesn't just spring up full-blown. One must be an apprentice, so there are plenty of higher level mages around. The m-u's former master, or an associate of his or hers, will assuredly train and provide the fledgling wizard with one or more new spells for a service and perhaps some added payment in magic items. Also there might well be a m-u's guild in many of the larger cities. At such place the PC spell-caster can petition for membership, pay initiation fee and regular dues, and be entitled to use the guild library. #7897

Powerless magic-users at first level? Ha! That's an old question, and one I can deal with easily using the OAD&D rules, the main origination of the m-u in most play. Questioner, you be an ogre, a big strong 4th-level monster. I am a poor weak magic-user. We are at 30-foot distance. You move to attack, I cast my Sleep spell. You loose. So, now I'll be any other sort of PC, and you remain the ogre. You win...unless my character succeeds in running away.

The low-level magic-user is mainly a one- or two-shot weapon, but the "artillery" is potent. This fits well with a balanced party of low-level PCs, none of whom are really very strong singly.  #100

I chose to use a system of magic inspired by the worls of Jack Vance because it fit the whole of the game I devised. For example, think of an archer with a quiver of arrows. When one is shot, it is gone. Magic spells, more potent than arrows, are much the same. So archers need to select their arrows before going forth to battle, so too the m-us in the game. #100

In seeking clear class distinctions I did indeed proscribe m-us from the use of the sword, and clerics too. This made the archetypes distinct, balanced the character classes, and worked well enough for game purposes, methinks. #127

What do more cautious and retired mages do? Why they make magic items to earn a handsome living, of course. So indeed thate are perhaps 100 each of various sorts of +1 swords--easy to enchant for a moderately able caster. As those blades don't wear out or get destroyed easily, many are likely to be several decades old, some older, some newer. And those +1 swords are scattered over several kingdoms with many millions of inhabitants. [11]

This of course does not at all fit with his guidance that no magic items can be bought in town, they have to be earned by adventuring and risking your live. If that is the case, whom are those retired magic users selling their creations to? And why would they not sell them to adventurers with hands full of hard cash and jewelry?

Specifically to the point, magic-users are not allowed to wear any form of armor or use any form of weapon other than daggers. We have amended our treatment to allow them to use staves as weapons as well. Characters able to operate in two or more classes at once do not fall under the injunction against armor and weapons. [46]

Cleric 

The original reason for allowing clerics blunt weapons only was one of game balance, and I used Bishop Odo of Normandy as the exemplar--no shedding of blood. [11]

Actually the cleric was based losely on Bishop Odo, brother of Duke William of Normandy, the fictitional Friar Tuck, and a religious proscription against the shedding of blood.
The paladin was likewise loosely drawn from the Paladins of Charlemagne and the Code of Chivalry.
Changes in both archetypes were mandated by the game system for which they were designed. As they two are quite different archetypes, criticism of these classes on grounds of similarity is fatuous. The purpose of each class in the campaign milieu is quite different. #8285

As far as I am concerned the terms cleric and priest are interchangable for the AD&D class. Consider many of the spells available to the cleric--clearly meant to provide for the general population. #8295

I usdually allowed most PCs and all important NPCs to be versed to some extent in teir alignment tongue. All Clerics know it backwards and forwards. #7538

Generally its assumed by most, as clerics are adventuring, they sleep through the night, say their morning prayers before the new day's action commences, and thus have their spells renewed, even as magic-users are cracking open their spell books to memorize their new ones for the day. [11]

I always envisaged the power of turning Undead to be restricted to clerics, not held by shamans and witchdoctors. The latter would have spells that proscribed Undead from areas, but not the capacity to turn/destroy them by their very presence. [11]

As the AD&D game developed, the cleric became less of a spell-casting fighter, and so by the time UA was published there was no reason for concern about balance between classes if clerics could use edged weapons. [11]

Thief

In the original D&D game there was no thief class, and the traps were not as frequent or complex. A 10' pole in cautious hands and a dward PC were usualy sufficient to spot most of them. #3629

My campaign players were the testers of all the new ideas, so the thief and assassin were played by me as NPCs in the middle of the year, 1974, as I began to compile material for a supplement to the D&D game. The thief was immediately popular, so quite a number were played before GREYHAWK hit in 1975. One or two assassin PCs were played also, but the party was always charry about them. Minor pilfering of party treasure was tolerated, but having a PC offed by an assassin was most annoying. That happened once, maybe twice, with the offending PC then leaving the game, the player returning as a different character. #288

The Thief was based on Jack of Shadows (Zelazny) and Cugel (Vance) with a touch of REH's Conan, rather than solely on the Gray Mouser. Mouser was too good a swordsman to serve as the pure model. #1814

The thief is a strong archetype in fantasy and adventure stories in general. The main drawback to having one in the party was...theft! Otherwise, we always appreciated a thief PC being able to scout ahead, check for and remove traps, pick locks, climb up where the rest of the PCs couldn't reach easily, and even pop out of shadows to strike a dangerous opponent for added damage.
As encounters became more complex and dangerous, the party's thief became a lot more in demand. Just being able to have a member go ahead, see what was awaiting, and return to warn the other PCs was often the difference between success and failure.
Thief characters that prospered understood that their purloining had to be kept to a reasonably modest "extra share," or else the other PC would grab them, turn them upside hown, and shake them :D Of course when I was DMing I did my best to encoutrage thieves to be greedy, so as to give the party problems from within, that seeming logical when they had a sneaky stealer of wealth along. #1979

If the thieves expect to be protected by the other party members, healed by clerics, given a share of party treasure, their pilfering from their comrades should be greatly limited. It is up to the other PCs to lay it on the line to the rampant thieves. The majority of the party might well dictate death for theft from any party member, and carry out an execution of a guilty party without loss of any Good and/or Lawful alignment [11].

Of course, as a DM I encourage thieves who risk thier lives scouting and opening possibly trapped containers and all to filch a bit--say a few gems or a piece of jewelry. Reasonable PCs in a party can not seriously take offense at such relatively petty theft. [11]

On the other hand, my PCS have attacked and killed a PC thief stealing party treasure for his own gain at the expense of the remainder of the party [11]

Thieves can use nothing better than leather armor, and they may never use a shield. They may use only daggers and/or swords, magical or not. I would allow them to use a garrot or sling in some cases. Likewise, I would allow the use of a fine chainmail short of magical nature. [46]

AD&D: Paladin

As far as I am concerned, the Paladin is Lawful Good--period. The class takes vows, swears an oath, and then follows it. The concept is drawn from some legend--Authurian--and some quasi-legend--the paladins of Charlemaine plus the code of chivalry as it was written, more honored in the breach than the keeping. As described in the game system, any characyer that was of paladin class would cease being so immediately his vows were broken. #403

A Paladin played by someone that does not understand the basis of the Code of Chivalry taken to the extreme and attached to religion is likely unplayable, but that's the fault of the player, not the class.
Yes, I have played a Paladin character, but not for long, as I don't enjoy Lawful Good characters much--too restrictive for a Chaotic sort of person such as I am #1882

Following the Law. First, many a Paladin PC has been played, and that done successfully generally following the rules for the class as written. Lawful Good does not equate to stupid or foolish, It means the PC must follow the Law as determined by the deity the Paladin acknowledges, and thus promote Good according to that Law.  #1882

Killing Prisoners. Playing a proper paladin is often mishandled also. They are not stupid per se, only bound by oaths. For example I did allow paladins to slay dangerous prisoners if those individuals renounced Evil. In such a state of grace, killing them is actually a Good act, for they will then go on to a better life in another world instead of being sent to some dark and dismal plane to suffer for their ways after death. While a paladin will fight to the death if necessary, they are not usually bound to suicidal valor for no pirpose. #403

A paladin can freely dispatch prisoners of Evil alignment that have surrrendered and renounced that alignment in favor of Lawful Good. They are then sent on to their reward before thay can backslide  [11]

As I have pointed out at times, a Paladin might well execute a group of captives after they have converted from their former (Evil) alignment to Lawful Good, for that act saves their sould, prevents them from slipping back into error.  #1882

Note that the "converted" evil humanoid" is quite unlikely to remain so, will return to its evil ways, so thus the mercy killing by the paladin to assure that doesn't happen. It is all for the good of the subject of course. The same surely holds true of evil dragons. A permanent conversion from the malign is most unlikely, the best outcome likely being a neutral creature with evil tendencies. Thus I hold that a paladin will attack on sight any evil monster of that sort...assuming he believes there is a reasonable chance of prevailing. Otherwise, the paladin will mark the location to return with a stronger force. #6706

Fleeing. A Paladin will not normally sacrifice himself, fight needlessly, unless it is a situation where honor and duty demand that. Such sacrifice would have to be demonstrably for the betterment of his deity, or else based on an oath the character made prior to the dire situation. #1882

I can't understand your problem with a rule that calls for a thinking character to retreat post-haste when in imminent danger of dying. Being brave and chivalrous does not equate to being stupid and throwing away one's life. It isn't heroic to die for no reason, and that applies to all including paladins. [11]

Speaking TruthWhile in general a Paladin can not lie, that does not mean he must say anything, or can not answer evasively or mislead--if that is according to the tenets of his avowed LG deity.  #1882

Detect Evil. Well, as the Paladin is supposed to be the virtuous warrior wholly dedicated to being upright and doing good, the Detect Evil capacity seemed natural. I envisaged it as being one that the Paladin must use with active thought, that meaning when he is thus engaged he can be doing nothing else. (It was not meant as an automatic sensing device akin to a Geiger counter detecting radiation level.) The Evil needs to be an active force such as in a character or a spirit entity or at worst a semi-intelligent monster able to contemplate doing wicked things, or an active magical effect that has a sentient quality that triggers it malign effect. #1315

Protection from Evil. The paladin's Protection from Evil is no different from the spell of that name in such case, so I would treat it as if it were a spell, and if the paladin purposfully broke it, the circle would cease functioning until the adversary concerned was destroyed. [11]

I do not believe that a Protection from Evil generated by a paladin will break an existing Charm spell, as it is meant primarily to assist the Paladin against the malign. As a Charm might well be cast by a non-evil person for non-evil purposes, any temporary breaking of such a spell needs be considered carefully by the DM. [11]

AD&D: Ranger

I wrote 99% of the material in OA/D&D, so those questions are easy. Most of the classes, spells, and monsters are of my creation. Some exceptions are: Ranger based on Joe Fischer's work, the druid inspired as a class by Dennis Sustarre.

Joe Fischer played in my group, and he did an article in THE STRATEGIC REVIEW introducing the Ranger Class for the D&D game. From that I built the AD&D version. #1214

The answer is easy;) OAD&D got it right in regards to the Ranger class. #1261

The Ranger class was originally devised by Joe Fischer, then a regular in my D&D game group. I published his initial treatment of the class in The Strategic Review, thereafter revised it and included it in the core game rules. Of course it is apparent that Joe based the class on JRRT's work and Aragorn. Likely a forester of some sort would have been created at some point, but it would have been quite different from the Ranger as it appeared. certainly. #1814

The ranger's bonus of +1 damage per level was very annoying to me as the DM, but that encouraged the logical addition of damage for the big old giant class members, so that a couple of solid hits from a member of same could flatten the cheeky little ranger attacking him. #2646

As for broading the ranger and druid classes to include elves, it is logical that the memebrs of the demi-human race in question would assume such roles because of their association with humans. Of course that assumes a human-dominated world--which is the case in the vast majority of campaign worlds I know of. [11]

Rangers are plenty potent without double weapons specialization [11]

Not druidical spells, no. Only magic-user spells demand spell books. [11]

AD&D: Druid

Dennis Sustarre was not a member, but he corresponded with me, and did a DRAGON Magazine piece on the Druid Class. (I had them as NPC "Monsters" in D&D before that.) From his material I crafted the new PC class.

It is because the scimitar is as close a sword weapon I could come up with to match the druids' mistletoe-harvesting sickle. #6792

The implication in regards "The Old Faith" is that it was a shamanistic religion that had no formal pantheon of deities. The original inhabitants, the Flan, were indeed those that were the principle adherants to that belief system. It wasn't explored because it was not particularly meaningful to the module or the setting. 
Pretty much the same as happened in actuality in ancient times here on earth. Adonis and Isus, for example, were made a part of a pantheon previously foreign to them, In AD&D terms that would simply make the deity in question that much more potent.
IMO druids do not serve any deity other than Nature and its manifestations. #6543

AD&D: Monk

All of the titles for the Monk Class were taken unabashedly from mah jjong, one of my favorite games. As flowers are honors tiles, delicate and beautiful, I thought it fitted well with an Eastern aesthetic martial artist, the object belying his actual prowess. #1940

What I was contemplating was a non-Oriental sort of Monk character to replace the clearly Eastern martial artist one featured. The class would likely have been a sort of dedicated warrior-spy with a few elements of the original Monk class, new abilities of more European sort to round it out. that way the Scarlet Brotherhood would not have had to lost its warrior-monk component. #1978

Anyway, as to the original Monk class, I envisaged them mainly as wanderers from afar, some few being established in monestaries in the non-Oriental (or whatever nomer one might choose to describe a place of like cultures, states and societies). If you ever saw the TV series Kung Fu, that was rather the model I used for the monk PC as far as general interaction in the campaign--sans the racism.
So yes, the cultures and societies that produced Monk characters were quite different from the usual Western/Northern/Southern European models, but actually covered in the World of Greyhawk setting, for the far western states therein could well house some small number of such monastic warrior societies. #2229

The intent there was to empower the Monk character to speak as indicated [with Animals] sans use of a spell. #8673

A DM not allowing monks in their campaign world is fine, but it shows a narrow perspective. Why not an enclave of immigrants of Oriental sort producing a few such individuals? Or even why not wandering monks from far off. Of course either approach will require some considerable adjustment in regards gaing levels after 8th, but that's an easy quest to set up. #7673

AD&D: Illusionist

Peter, you did disappear from the mainstream D&D print vehicles, so I erroneously assumed that you had dropped out of FRPGing as so many did after a period of active participation. your contribution of the basis for the Illusionist class influenced the AD&D game considerably... [11]

AD&D: Assassin

I used historical fact and a whole lot of authored fistion on the subject to devise what I deemed to be an appropriate archetypical class for OAD&D, the Assassin. assassination as a means of livelihood being inherantly evil is correct. An assassin is likely Neutral Evil, but never not evil. [11]

AD&D (special): Bard

Historically, bards were a class of druid. We don't know much at all about what the druids did in their religious practices, but we know their organization into three branches--the priests, lawyers (ovates), and bards. #2762

UA: Cavalier

The cavalier class was created mainly because all noble warriors were not in the same stamp as Sir Galahad and Roland. #4070

The short answer is that I consider well-trained, aristocratic warriors such as knights and samurai as having been very deadly fighting machines. The Cavalier class was aimed at depicting a knightly warrior of most able sort...and they were very tough indeed. #1732


Unreleased: Mystic, Mountebank, Jester, Savant, Witch / Warlock, Shamans / Primitive Spellcasters

Mountebank--a skilled liar/slight of hand trickster/minor illusionist/thief
Savant--a learned character also knowing arcane things and having minor magic-use
Mystic--an augur-clairvoyant with minor monk and cleric abilities
Jester--a gymnast-tumbler with some special spells for attention, laughter, anger, etc. #5868

I have been pestered for information on the Mountebank, Mystic, and Savant for many a year. There is no way I am ever going to publish the material, as the game they were meant to be used in became the exclusive property of TSR, and is now the property of WotC. Maybe after I have shuffled off this mortal coil my rough notes will be found and whomever acquires them will share whetever information about the proposed classes is therein. [11]

The savant and mystic were meant to deal with critters from other planes as well. The mountebank could use disguise, impersonate, and with his patter or oration affect an audience of one or many more. The jester could use several hurled missile weapons such as daggers, clubs, knives, throwing stars, etc. with speed and accuraccy. #5889

The mystic was a marginal archetype based on what is termed Oriental Mystery and Eastern mythology.  [11]

Witches really have nothing do do with modern Wiccan beliefs, something that was formulated in the last century supposedly based on Druidical paratices. As the Romans absolutely wipes out every vestage of Druidism, there is nothing of that old pagan religion to use in forming a new one save a few names.
Anyway, witches in the meddle ages were definately Satanists bent on doing the malign. That is my model for witches and warlocks in the RPG. I would certainly make it a separate class. The background for it is detailed and complex, so I again suggest regerencing the Mythus game treatment of them or else the LA game system's optional sourcebook, Shamanism & Witchery, the latter being more easily translated into AD&D mechanics. #6421

To be exact, a witch is properly one that serves evil, and a male witch is a warlock, not a wizard. There is ample evidence that during the middle ages there was indeed a cult of Satanists calling themselves witches that sought to do malign works in service of the Devil. This sort of confusion extends elsewhere to the term sorcerer, that belonging properly to one that calls up demons to perform services for him. [11]

The limited spells for primitive spell casters is both logical and something that I personally stuck to when DMing. however... [11]

In special circumstances I would create new magic items for them--such as a ferish, mask, rattle, drum. bone whistle, skin painting, or medicine bag that had either protective or offensive capacity, or perhaps both. Thus the special primitive spell caster(s) encountered were a definite challenge for strong PC parties. [11]

Races


A human centered world

I think Gary's arguments are true -- demihumans in play end up being played as caricatures of humans, often quite one-dimensional. However, there is so much that does not work in inner-game logic like  castles in a world with flight, that it would have been easy enough to suspend disbelief in this regard, too. As he did, he had to endlessly defend limiting the level of demihumans, instead of just giving humans some other extra perk, as players wanted to play elves and halflings and not be limited artificially.

The whole of the AD&D game was designed so as to center around humans. All players are human, as am I. [11]

I definitely assumed a fantasy world dominated by humans. A good reason for this is that creating a non-human culture and societies based on it is far more than I care to attempt for a game. If demi-humans had no limits to their potential, then as depicted, they would surely rise to dominate the world...and invention of their cultures and societies would be an absolute necessity. Game balance is also a factor. Demi-humans have advantages over humans, so their maximum power needs limitation for the reason noted above. [11]

Making up the origins, religions, history, mythology, legends, philosophies cultures, and societies of a non-human race, let alone races, that truly differs from that of of mankind, is an undertaking for a genius that wishes to dedicate a lifetime to that, and from which a game world might or might not eventuate. [11]

The effort needed to devise the evolution, biology, cultural history, and society of non-human races, make them truly different from humans and yet appealing to players, is well beyond my capacity. [11]

The answer is related to what I said regarding the virtual impossibility of creating a completely exotic milieu for a human-like, or even an intelligent, non-human species. There is no frame of reference from which to work.
As for the demi-human, and humanoid as well, states in the Flanaess, they are relatively few because it is assumed that humans are the dominant species on the world. Were it otherwise, then one would have to deal with the creation of one or more exotic cultures and societies that I addressed previously. the locigal level limits on non-human races is also directly related to this problem.
Personally, I do not find a cobbled-up "non-human" history, culture, and society that is plainly based on humanity particularly attractive in a fantasy world setting...even if a special language is created to give the contrived work verisimilitude. #8308

Of course all well-considered fantasy world settings are homocentric. The authors are human, and all of the actual historical information available deals only with human culture, society, and history, save for mytholoigy and folklore. Even those latter sources are homocentric in perspective.
I for one do not care to spend years of time and effort imagining and creating an exotic universe for a non-human race or races, complete with all that pertains to such a group. Just think of all the information we know and have recorded regarding humanity, and the effort needed to create a tenth of that lore for an imaginary race.
In short, that's why all the non-human races in imaginative writings such as books and games are not really very different from humans, just variants of them with some qualities exaggerated to give apparent differentiation--Klingons are fiercely warlike, Vulcans are coldly mental, Ferengi are completely crass and venal, etc. So dwarves are stout and love ale, elves are slender and nature-oriented, orcs are ugly and brutal...but have essentially human culture and societies. #8303

Creating distinct, basicaly non-human cultures and the societies that would logicaly develop therefrom is a creative endevor I have shied away from because of the demands it will make on knowledge, innovation, creativity...and time and effort to establish and rework the lot until all is suitably exoticly non-human. #6304

Novels are not truly suitable bases from which to create games. The two are basicaly opposites. [11]

Demihuman Limitations

Indeed, I do not believe that having unlimited levels for demi-humans can support a humanocentric campaign. without humanocentrism, there are no sources availabel to the GM to create his world setting. #2504

There were many players that were not happy thus, however, so that was why I tinkered with the demi-human racial level maximums. There was no way I would ever remove them entirely across the board, certainly, as the world setting was always assumed to be human dominated for the reason I have expressed many times in the past: I have never felt competant to design a world with the dominant cultures and societies being non-human. #6618

About half of the players had demi-human PCs, and that's when I saw the need to allow multi-classing more broadly, and not limit the thief level. Also some of the sub-types were created and the level limits bumped up to accommodate those who insisted on playing non-human races in a human-dominated game and world setting. Actually, I always allowed a Wish spell to bump up a level too... 
It is worth noting, that most players never got PCs above around 12th level, so even an elf fighter/m-u of 5/8 was a viable member of a typical party. #1056

The expansion of non-human PC level limits covered in Unearthed Arcana was to facilitate their play in higher-level campaigns. For example, an elven fighter/magic-user/thief of 5/9/12 level equates to around 19th level. #6613

Almost all of the material in the UA book was mine, picked up from articles I wrote in Dragon magazine. As to the increase in types of demi-humans and their level limits, yes. That was of my doing. As human PCs were getting to higher levels then it seemed a good idea to allow for more potent non-human characters, while at the same time maintaining the human race as predominant. #1876

Dwarves and Elves not from Tolkien

Indeed, the number of JRRT fans who were potential D&D gamers encouraged me to include races like those in his works in the game. Dwarves, of course, are common in a lot of myth, German and Schadanavian. The elves in D&D were not those of the Rings Trilogy, but hobbits/halflings were that. As a reader of fables, fairy tales, fantasy, and myth for a long time before the work of JRRT was in print, adding another choice, the gnome, seemed a good thing, as in fantasy the former elemental had become more an archetypical "fairy" race. Inspiration came from extensive reading, and of course designing the race to fit the D&D model was not a great challenge #348

I did indeed use names that Tolkien used in his LotR books in order to attract potential players to the D&D game. When it was being written, was published, early in the 70s the Rings Triology was surely the best known fantasy work around. That said, compare the elves of the D&D game with those that JRRT extoled. Quite a difference between the two, eh? #5942

Inspiration for the D&D dwarves came from the Norse mythology, legends, and fairy tales. Elves came mainly from folklore and fairy tales.
I have read all the Andrew Lang (various colors in the titles) save the Yellow Book of Fairy Tales, Andersen, and Brothers Grimm fairy tales as well as many a book on folklore and legends.
Halflings were mainly drawn from JRRT's fiction, of course. #1799

Humans

Only humans humans have souls. All living things might have spirits. Deal with such metaphysical questions as the differences between soul and spirit as you see fit. [11]

Dwarves

The Norse dwarves were like giants in their powers, and the French fey were as potent as fairies in some fairy tales. Neither is suitable for inclusion as a character race in a FRPG. #2528

After all is said and done, dwarves are so unbelievable as to be completely irrational. They live underground in caves and drink ale and eat meat. Where do their supplies come from? Where, outside of my assertion if D&D that they have a strong constitution, does that "logical" assumption come from. After all, they might be as frail as vampires when it comes to sunlight, and that's why they live underground. Many a fairy tale portrays dwarves as wholly evil, as are the svartalves of Norse mythology. #2568

Elves

I determined to have elvish PCs play a regular role in the D&D game because of JRRT's writing, that's a fact. As to the inspiration for D&D elves, no, it didn't really come from his version of elves. although I did make them foes of orcs, and shoot bows well so as to not disapoint the fans of the rings Trilogy too much. After all, in D&D elves are inferior to humans in all respects save longevity. #5993

As for the depiction of elves, I am not one who looks to Tolkien. D&D elves are not super beings, not taller or generally more powerful than humans. I used myth, legend, folklore, fairy tales, and authored fantasy such as Poul Anderson's works for inspiration in regards the paramaters of elves. Of course, the varieties develped do reflect the Professor's work. after all, I desired to have the game to appeal to his fans. #2504

From where did I get my take on elves? Mainly from fairy tales such as the one in which the 12 princesses went through a secret door into Elfland every night, dancd with elven princes so as to have holes in their slippers. Also, the folklore about etering the world of elves through a secret way under a stone that depicts elves as human-like in many respects. Much authored fantasy also treats elves in like manner, including their being soul-les. #5942

I read literally thousands of SF, fantasy, folklore, and mythology books beginning in 1950. I can not recall exact references after so many years have passed, but I can assure all that Tolkien was not the first autor to consider elves as something other than tiny little fairy folk. In point of fact, fairies in fairy tales, and the French Lutin fair folk, are usually more like JRRT's version of elves than any other sort of folklore "race" other than perhaps the Norse lysoalfar, the "light elves." Of course, as Tolkien borrowed much from Norse mythology, it is likely that both his dwarves and elves came from there. I know my dwarves surely did.
#5942

Also I believe it was Margaret St. Claire who wrote The Secret People in which elves were very much like humans. Of course, the early English folklore had elves akin to small humans, likely based on the Picts, and called stone arrowheads they found "elf bolts". #5946

I found a fair amount of information on the Seelie and unseelie courts back in the 1970s by using the local library here to tap into the Wisconsin interlibrary loan system to get old books--mostly from the U of WI. I contemplated a campaign using the information, but decided it would need a considerable amount of effort--a completely non-human environment, that of the World of Fairie. With not a vast amount of resource material to work from, I decided against spendng a couple of years developing the setting and new creature information... [11]

The Seelie and Unseelie courts share the same world, certainly. It is a sphere like earth. The highest of the Seelie court are likely the Feys...or the Sidhe, some of the latter are of unseelie nature, of course. [11]

Indeed, I believe it was in the Renaissance that elves moved from the folklore model of wild and rude, or basically tiny creatures such as in Shakespeare's A Midsummer's Night's Dream, to something more akin to the French version of fairies, tall, courtly, refined, and as civilized as humanind, if not more so. As you note, it might well have been Spenser that brought about the change. [11]

In folklore elves are soulless, so it isnt merely a game device. As a matter of fact, I would question that they have spirits. [11]

[Elves able to cast in magic armor] That rule was to stifle complaints from Tolkienists about elves in the D&D game not being super-human. Half-elves were not given such a break. [11]

The fact is that only elven chain was allowed for casting of magic-user spells in my campaign. A multi-classed elf could manage to get away with wearing even plate armor and casting, but not thieving, but not a half-elf, or gnome. [11]

Actually the booklet is quite clear in this regard. An elf can act as a Fighter and use armor, gain XPs in that class, or one can act as a Magic-User and likewise gain XPs. What isn't clear is the HD. When an advance in level is indicated, the elf gains one-half a HD whether the advance is in the Fighter or M-U class. Thus the elf is operating at a disadvantage, not an advantage, in regards HPs. [11]

As the Faerie Knights were reputedly of great puissance, you might want to go further that two levels above the indicated maximum. after all, the stats required for a cavalier are very stringent. Perhaps three levels, with one added for each 18 in Con and Dex, Str level addition also. Hey wait! that isn't in the rules... Of course I have been known to ignore them fairly often P.S. To all rule lawyers: :P :P :P [11]

Attacks and saves are at the most favorable level of the elf PC. [11]

The basic racial adjustments apply to varieties of that race, so as you note, the Wood Elf character would get +1 strength, -1 intelligence, +1 dexterity, -1 constitution. [11]

AD&D: Gnomes 

Later on I added gnomes to D&D to broaden the choices for non-human PCs, as I did in AD&D. This was done because a number of players, myself included, were tired of having so many dwarves, elves, and halflings in the group of adventurers. In my campaign a party of 12 would have three front rank halflings, a second rank of dwarves, elves in the third rank, and the fourth rank the humans--mainly magic-users and clerics. #1775

Gnomes in myth were created as one of the four elementals, that of earth. I took what I recalled from fairy tales and folklore about mine spirits to create a unique race for the D&D game. Yes, there were already halflings and dwarves, but I made the gnomes sufficiently different so as to allow another choice for character race. I have used it in a PC, he being a gnome illusionist-thief.  #1799

The original gnomes were earth elementals of considerable potency as well, but i modeled the D&D race after those in fable and fairy tale. #2528

As you undoubtedly know, gnomes were originally the name for small earth elementals, as salamanders were of fire, sylphs of air, and undines (I think, it's been a long time since I read on this subject) water.
Despite the origination of the gnome, I meant to make the race more attuned to nature than are dwarves. The deep gnomes, Svirfneblin, are meant to be exceptional. The balance of their cousins deal well with both nature and the subterranean.
Dwarves are miners, forgers, and somewhat mechanical.
Gnomes are miners, botanists, and highly mechanical.
Dwarves love gold and gems.
Gnomes appreciate objects d'art more than gold, although those of Zurich love to keep the wealth of dwarves and others secure. #3270

Monster PCs

Never happened in any campaign I ever ran, and none of the DMs I knew allowed such stuff either. #3859

Frankly, I find the concept of dragons as player characters of occassional human-like appearance to be absolutely out of place. No more need be said on this topic #6293

Alignment

Gary spent endless hours of discussion defending his views on alignment against all kinds of valid arguments. If it was intended as a role-play aid as he claims, making it relevant for game mechanics undermined this immediately. We back in the day found the concept comically immature, simplistic and black-and-white, compared to what is really motivating people. 

Alignment was meant primarily as a role-playing tool. (Despite what some of the "mature" and "sophisticated" gamers assert, roleplay was indeed a central feature of the AD&D game from the proverbial get-go.) The player was to be guided by it when role-playing his character, and the DM had the same benchmarks to use in judging the PC's actions. The debates now make me regret that I ever included the system feature, as it is being taken beyond the pale. Better to have the character's actions speak for their ethics and morality than some letter set. #1570

The alignments presented in the DMG are not meant to be psychologically correct not a guideline for comparative ethics. they are meant only to assist the player in assuming the role of the make-believe character playing in a fantasy game. [11]

As compared to the reasons for which I created them, alignments are generally misused by DMs and I am sorry that I did not originally stress their principal meaning and uses. [11]

Alignments are for the use of the DM in the development of the nations and the peoples that inhabit them, principally the dramatis personae that will interact with the group of player characters. It is meant to serve the DM as a measuring stick against the performance of the PCs in the campaign, after each has elected an alignment as a general template for the ethical and moral views of their game persona. In the same secondary role, they are meant to be useful in regards use of magical spells and magic items that require the imbuing of some spirit (force) in their making. [11]

When I enlarged the alignment system from the three used in D&D because chaoric does not necassarily mean evil nor lawful equate to good, I worked up the nine alignments found in OAD&D as I began work in the MM in 1976. A five-alignment system was not used by me, as the various NX slots were integral to the system I devised. #2087

A W.C. Fields line is a working axiom for evil: "Never give a sucker an even break." #1776

I would rate Elric as Lawful Evil indeed, as he knows that his sword steals souls, uses it to keep himslef alive. [11]

[References: see Greyhawk References]

D&D Demon Names

D&D started out with a singular demon, the Balrog. Then, after a cease & desist from the Tolkien estate, that one was renamed Balor,...