Yeah. Like that guy in the back. AC 10. HP 3. A dagger and one magic missile. And no idea where the hell he's headed.
Magic User is my favorite class. I don't know how that really happened. I started playing Rangers. Loved Rangers. Also played some Fighters, a Thief or two, an Assassin, a couple of Druids, more than my share of Clerics. Never got into multiclassed characters. Tried to play an old school Bard once. Played a few Monks too, but they lived less than my Magic Users ever did. A Cavalier was in there, but he never got played. I'm not sure about Paladins--never could bring myself to put a 17 in Charisma. But Magic Users became my bread and butter. My go-to class. Even sometimes when someone else was playing one, I still wanted to be a Magic User.
In other words ... I am familiar with weakness.
We rarely played PCs to beyond 9th level--they just never got there; so most of my Wizards were less than level six. I had one that reached eleventh level.
But this post isn't about magic users. Probably should be. People would likely find it more helpful. No, this is about me feeling totally inadequate, unprepared, vulnerable and well, weak. In the industry that is gaming the last thing we need is another game system. So to answer the question I've been raising for myself--how do I recreate the magic that was AD&D, the first task is to use a ruleset that is clearly AD&D. But, the question, of course, is what the heck is AD&D?
So, What I thought I would do is go through the ruleset piece by piece and pick out only the rules themselves. The basic framework of the system. I will also keep a running log of recommendations in the rules that aren't quite rules, but are strongly stated as assumptions and guidance on how play should be conducted. I cannot guarantee that it will all make it onto the blog here, but some of it certainly will, as already in this process I have had several questions arise as to what and why certain rules are in place. Some are rules that I would tweak in a game/campaign of my own. Others are new revelations for me. Yet others are rules I don't understand or fail to see the reason for. I could use input and feedback on these issues.
So, by way of methodology, this is my plan:
1. Using a simple three column protocol (I will post this example soon)
1.a. Go through the PHB
1.a.1 Record each rule and suggestion
1.a.2 Make notes on rules and suggestions
1.a.3 Open items for discussion via blog or other means
1.b Repeat with other rule books
...
2. Collate rules
3. Determine if Suggestions should rise to level of rules
4. Resolve notes/discussions into tweaking/rewriting of rules
And we'll see how it goes. As it is now, I'm about a fourth of the way through the PHB. Rules discussion to come shortly.
Some time ago I covered a promising new game called Adventures Dark & Deep by Joseph Bloch of Greyhawk Grognard fame. This post is a reboot of that post in light of my recent discussion on the magic that was AD&D. In that post I saw in Bloch's AD&D a true Gygaxian Legacy. I still feel that way. But the reason I want to revisit the game today is to consider if it can reach our goal of the true and living spirit that is AD&D.
Now I'm sure that this doesn't matter a hill of beans to Mr. Bloch. Unlike me he hasn't wandered all over gaming creation in the past ten years or more. He went on to found a company BRW Games, finish his work on AD&D and produce numerous expansions, supplements and the like, attend conventions, market his product and slowly build a community that would support it. All this in addition to his loving tribute to Greyhawk and his continuing work thereon. And my estimation one way or the other is not likely to slow his roll in the great direction he has been heading since then. But when when we're talking about AD&D magic we can't go far without reckoning with Joseph's work and what he has accomplished. Let us then take each of our criteria in turn and see where it takes us
First, as we said, the game should be a true AD&D game.
I would really urge you to read my old post on Joseph's AD&D to get the backstory, but I'll summarize here. Back then I was entertaining a thought experiment on what Gary Gygax would have done with a second edition of AD&D had he been allowed to create it. We all know he was not a part of the redesign of 2e in any significant way, as he was being sidelined and eventually would be shoved out of the company. However, he was actively thinking about it and had dropped a few clues as to what he might change should he get the chance. As I was researching these clues I came across a post by Joseph Bloch on this very topic. Turns out Mr. Bloch had thought about this long before I did and had already compiled the research. Not only that, he was already writing his own version of the edition that "might have been." A game he called Adventures Dark & Deep ~ nice.
As a result what we have is the original AD&D with a few updates. The Adventures Dark & Deep system is essentially AD&D, and unlike Hackmaster it is produced with absolute sincerity and fidelity to the original. Bloch's game is in fact a very close model of what Gary might have done had he had the chance--at least it seems to me that it is, only Gary could say for sure. So, a system that is clearly AD&D? Check, in spades.
Second, a company that can take the place of TSR?
Here, by guess and by golly, I am going to give a hesitant yes and no. First of all most game design companies today have learned from TSR's mistakes and, as mentioned previously, are unlikely to recreate the raw, stumbling days of gaming's infancy. What I'm saying is the BRW is a conservative, small company, mostly made up of contributors as the opportunity presents itself. Slow and steady, as they say. They all seem to be nice people aimed at trying to simply stay productive and creative, not become millionaires. Thus they aren't quite like TSR, but they have something else very powerful going for them. Greyhawk.
With Joseph's work as Greyhawk Grognard and his expansive and deep knowledge of that game world he brings something to the effort that makes up for the hard edged TSR ethos. But the fact is BRW is the final word as regards Adventures Dark & Deep and its associated supplements and rules. It is their game, they control it and any who play know that. They aren't opposed to people making stuff up for their campaigns, and even give guidelines in their bestiary has to how to accomplish that. Who knows? They might even welcome the interest of others putting their stuff out there to build interest in the game--but take that up with them, don't take my word for it. And one can forgive the fact that these are gamers not only with lives, but careers outside of gaming, so for a part time effort they've accomplished a lot in the right direction.
So, Greyhawk and a decently supported and well controlled version of AD&D? Wow, I'm becoming impressed. It's thin, but it's developing. And though Mr. Bloch's presence is steady on his Greyhawk Grognard blog, BRW and production was quiet during 2016. As an aside there are some projects in the works to support GH even more thoroughly, but I'm not sure where those stand just now. Likely still since the IP for GH is still unavailable.
Third: A community shaped by the game and company?
This is the area where the work continues. Things move slowly in the indie gaming world, and though Adventures Dark & Deep does have its supporters it is a small group. The online presence is soft, and mostly centered on Joseph's continued presence on Greyhawk Grognard.
So where does that leave us in terms of Adventures Dark & Deep fulfilling our order? Well, I feel like he has certainly made a good effort in that direction. Possibly enough to make a person like myself jump on board and support those efforts. But I also think the road is a hard one. The idea of building up the game in the way I am talking about is a Herculean task--possibly even Sisyphean.
Which, although I am embarrassed to ask myself--what am I going to do about it? At least Joseph got his project off the ground. I could have chosen to help him back then, but didn't. Sure, I covered it in a blog post? (Actually the club I ran almost selected Adventures Dark & Deep as our preferred game and I did enter into a discussion with Joseph about the possibilities. But in the end we didn't and it didn't go anywhere.) But what did I do tangibly. And I ask myself again: What can I tangibly do?
I mean, it's fine to sit here in front of my computer and pontificate about gaming and editions and what is and what isn't this or that--but what the hell am I doing about it? If I don't think the magic is there, then maybe it's time to weave some magic. I sort of used to think that my blog was a part of the effort, part of the fight to reclaim the old school and perhaps make some sort of difference. At least a voice in the crowd. However, in the end, if that's all I do, waiting around for someone to do someone else do do something ... After all, here I am, still. At least Joseph got out there, like Kenzer did and actually accomplished something. There's going to come a day when my game books are just someone else's inheritance, or GoodWill donation. And what will I have left behind?
Undoubtedly by now some have taken issue, at least silently, with eye rolls, or expletives and curses on my gaming progeny. Then again, maybe you've just ignored my philosophical prattle. I mean just who the Hel am I to decide what the spirit of AD&D is, or whether and if it has been achieved or not?
You are absolutely right. Sort of. And you deserve an answer. Who I am is just the person to decide for myself. I might also be the person to perhaps help others who consider the same questions; or are at least interested. However, I might not be the person for you.
I suppose, if anything, (and I've said this before) I have learned over time that gaming is not so much about rulesets and editions and such. It is about having fun and the people you are playing with.
What I haven't been able to figure out is why, given that this might be true, I still feel as if something is missing from my gaming. Hence the origin and rationale of the last three posts. And, after all, though I might best be described as an OSR philosopher (a rather mediocre one at that) this blog is ultimately about me and my thoughts. So take my philosophical ramblings with a grain of saltpeter. (There's a joke there:-)
Who Got Served by the OSR?
I also wanted to cover another point in detail that I had alluded to in my previous post. While making the point that the OSR can't emulate TSR (not that it ever intended to), it became clear to me that the OSR actually has become the perfect culture for those seeking to emulate the Original/Classic D&D era. Classic D&D is one name by which the Basic/Expert series of D&D books were known. B/X D&D being the heir to the original three little brown books.
Allow me a necessary aside: there are a number of ways to look at the development of early D&D, but this is more or less the way I understand it.
Original D&D consisted of the first three books: Men and Magic; Monsters & Treasure; and The Underworld and Wilderness Adventures. These were written in 1973 and '74. The ethos of this time was one of unbridled creativity in regards to the game. The game itself was so skeletal and ill defined, that it almost required judges and players to make up rules to cover areas that were left undefined. In fact at the end of the third book, Underworld and Wilderness Adventures it was stated as such,
"There are unquestionably areas which have been glossed over. While we deeply regret the necessity, space requires that we put in the essentials only, and the trimming will oftimes have to be added by the referee and his players. We have attempted to furnish an ample framework, and building should be both easy and fun. In this light, we urge you to refrain from writing for rule interpretations or the like unless you are absolutely at a loss, for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way! On the other hand, we are not loath to answer your questions, but why have us do any more of your imagining for you? Write to us and tell about your additions, ideas, and what have you. We could always do with a bit of improvement in our refereeing." (p. 36 bold, underlined emphasis mine)
Phase 2 can be seen as a trend that started in the Strategic Review and was more formalized with the publication of what Tactical Studies Rules called Supplements. These were titled: Greyhawk, Blackmoor, Eldritch Wizardry and Gods, Demi-Gods and Heroes. These were written in '75 and '76, and with their release and the continued work of the Review (which morphed into Dragon in mid '76) the foundations were laid for what would become Advanced Dungeons & Dragons. However, it is key at this point to realize that although the basic rules that would constitute AD&D were more or less in place, the characteristic culture of the time was still very much creative and free and chaotic. What was essentially being communicated to the fans and players was you can do just like we are doing with these supplements--anything is possible!
Phase 3 represented a shift that had been occurring, however, over the months in which TSR had published the supplements. This shift has been admirably covered by others far more in the know than me, but several salient points bear repeating. Tournaments had been a noteworthy success of the early wargaming societies such as the Castles & Crusades Society, and likewise had been an amazing early success for D&D. Not to put too fine a point on it, tourneys were money-makers for the new company. What was also becoming clear is that people were hungry for content. The early success of the supplements as well as the first D&D modules were a clear signal that pointed the company towards their next step. That step was official AD&D. It was also the prelude to the first edition war. The fact was the method of gaming that was free and unfettered was very popular, but there was so much variety and individual rules interpretations that D&D was losing a coherent identity. They needed an "official" version. However, the last thing they needed to do was lose customers, and there were lots of loyalists who preferred the "open gaming style" represented by the existing playstyle. Thus it was decided that AD&D would become the codified "official" rules for use in tournaments and new products at the advanced level. Basic would encode the early version of the rules represented by the first three brown books. In a nutshell anyway. [For any who would like a more detailed account of this change I would recommend Empire of Imagination by Michael Witwer and, as mentioned before The Tim Kask interviews at Dorks of Yore.] However, B/X would also preserve the open freedom enshrined in the Original version of the game.
Phase 4 happened over time, and was not so much a "decision" made by the company as it was a result of the decision to make a basic and advanced version of the game. At least as far as I can tell. Dr. Eric Holmes, who favored the earlier style of play, authored the Basic version of the game which TSR released in 1977. This version was very similar to the original three books with some small material from the supplements, mostly Greyhawk Supplement I. It was designed to be accessible to younger, more inexperienced players; and, most controversially, was designed as an introduction to AD&D play. I'll admit the model stinks. The idea is okay, but the game is clearly not apt as a preparation for AD&D; it is more like an incomplete game that gives you the general idea of roleplaying until you get to level 3. I've wondered if Dr. Holmes didn't approach the project more as a way to conserve his desired style of play instead of as an intro to AD&D. If so, this was a wise ove, because for a time it would give Original players a place in the fold. However that didn't stop this edition from fanning the flames of the edition wars among some fans. Essentially the compromise of a basic and advanced edition had failed, and all those who preferred the earlier playstyle were left out in the cold. The company continued, however, to focus on releasing its advanced books which it did with the Monster Manual, Players' Handbook and Dungeon Masters' Guide. These were released by 1979, as Basic was re-released in up to eleven printings. (By the way this was the time during which I entered the game, and explains why I saw Basic as an "inferior" or introductory style of play and not worthy of my time. My reprinted Holmes basic set with art by Dave Sutherland said as much. We did however, play B2, we just played it with Advanced rules.)
Phase 5 started with the revision of the Basic line. Tom Moldvay and Dave Cook were hired to rewrite the Basic line, but I must admit I can't prove why this was done exactly. I assume that it was clear that the Holmes Basic set had not acted as an introduction to the Advanced set, and that there were still players who preferred this style of play. On the positive side, the company could be seen as supporting those players with their own version. For the revision did not bring Basic more in line with the Advanced game, but rather father away from it. It would ideally, give these players a supported home. But it could also been seen, more cynically, as an attempt to bring those more creative, rogue players, who were largely doing their own thing, back into the paying customer mode much like AD&D had done to many others. A revised Basic would also serve to set up a more "official" version of the Basic game that could be supported at tournaments and serve as a platform for Basic supplements. In the final analysis it was probably a combination of the two. Either way we get the Moldvay Basic Set and the Cook Expert Set. (Again, as a personal aside, this also explains--since I came into the game in 1981--why I ended up with a Holmes/Sutherland boxed set, and a Cook Expert set. I could tell they were not meshed, which just confused me more at the time. Why did my Basic set say it was an introduction to Advanced, but the Expert set went to level 14? Only much later would that become clear to me. Though again, we did play X1 a few times.) The intent here was to expand the level advancement to 14 from the Basic set, as well as incorporate more rules for the edition covering wilderness play. The intent was always for Cook and Moldvay to extend the Basic/Expert game to a Companion volume, but that didn't happen until '83 with Frank Mentzer.
Phase 6 was the era of BECMI (Basic/Expert/Companion/Master/Immortal Sets) which started in 1983 and was engineered largely by Frank Mentzer. BECMI was likely the most popular of all the "Basic" sets. Though, by this time, Basic was no longer Basic at all, and was established as a distinct game from AD&D. It could also be argued that by this time, the "rogue" 0e crowd who wanted a free and open game had been disowned. Further elaborations from this set, notably the Rules Cyclopedia and the Black Box, were just clarifications and consolidations of a theme. Anyone who has read these sets or RC can easily tell we are dealing with a game every bit as complex in its way as AD&D.
The point of all this being that by the early 80's the old guard of 0e had either been converted to AD&D, or to the "Basic" line, or wer left playing "out of print".* The group we are talking about, the initial rebels, the proud grognards of the first edition war are those who loved that early, freer, more creative, improvisational style of play of the Original game. Some moved on to Holmes, even Moldvay/Cook, and some "Basic" players loved those versions but never played with the Original books, and still embraced the wild, dangerous, free style typical of early play. TSR sidelined these players early on, and in my opinion are the heart of the true OSR. They are its primary benefactors and its primary benefitors.
The OSR has flourished by their efforts largely because this group and this playstyle thrives without authority. They have no need of TSR, and they never did beyond the receipt of the original "idea" of D&D. They took that idea, made it their own and ran with it. Though TSR shut down their official efforts for over three decades, that didn't stop them from playing and enjoying their games and making their own design efforts. I feel, by and large, the OSR has served them well; this is in essence their golden age. To give a brief list of some of the ones we are talking about:
Mythmere: Swords & Wizardry
Goodman Games: Dungeon Crawl Classics RPG
Lamentations of the Flame Princess
Goblinoid Games: Labyrinth Lord
Astonishing Swords & Sorcerers of Hyperborea
Crypts & Things
Adventurer, Conqueror, King
Troll Lord Games: Castles & Crusades**
And we could go on and on. The communities that have arisen around these play styles are strong and very creative. In short they rock, and they do not need TSR or anyone else telling them what to do.
5e has tried to bring some of these players back into the fold, and more than a few have tried those boots on. But 5e hasn't really quite captured the freedom inherent in this play style. Most especially in terms of character creation and development, though it has done a few positive things in terms of DM fiat. The problem is that Original style of play is not just "rules light". Some of these games can become very complex and crunchy rules-wise. The key is that those rules arise out of play and the minds of the GM and players, not from a central source. 5e can allow this, but it also spells out a lot of the way things should be done if you are going to use additional rules. And my experience is that going a different direction with the rules than what WoTC has outlined does not work all that well. A true Original game allows for that to occur without ruining the basic design of the game's framework. While it's true that all homebrewed rules have to be tested and discarded if they are broken, a strong rules set allows the greatest strength of the core system with the greatest flexibility of rule additions.
This being said, what has not happened is a strong sense of support for AD&D. Now, OSRIC is there, as are new modules and supplements from companies like Expeditious Retreat Press, Goodman Games and others. Admirable sources of community support like Dragonsfoot, Knights & Knaves and others tried, they really have. But if that was all that was needed--community support--we should be right were we need to be, no? What is missing? Well, as I mentioned in my previous posts--AD&D was an official vehicle that thrived under the environment that TSR created and the culture it supported. The same could also be said of BECMI/RC play, but I am not as familiar with those editions. Simply put, AD&D is not just about free PDFs of the originals and ongoing supplements and adventures. It was about something else. That's why 2e continued the flame to a degree and could extend the AD&D era into the 90's--although there were differences--AD&D continued to thrive because TSR was at the helm. We do not see a thriving AD&D community like we do an Original D&D community.
I think that has to do with the fact that you must have a rule set that is largely AD&D--you can't get away from that. You can make slight changes or additions, but the ruleset must scream AD&D. Hackmaster did this and thus kept it in the running. Few others have--though I am going to mention one other candidate in the next post. The thing about the games mentioned above are all clearly their own games to one degree or another. They are variants built up from an Original chassis if you will. The AD&D chassis, its system is so large, expansive and all inclusive it is hard to build a new vehicle up from that foundation without basically recreating the game--few have done this. Fewer still have built the kind of support such a system needs.
And thus it doesn't change the ultimate conclusion: I do not feel the OSR has served the needs of the AD&D community like it has the Original D&D crowd. Just saying "here's this out of print game and we are writing lots of new adventures for it" is simply insufficient. Such model is missing exactly the elements I wrote about previously.
* It can here be mentioned the "Basic" game deserves a different name than basic--hence the Classic moniker. But this too is not without difficulties. For when you are talking about the Classic game one really has to discern whether one means the Holmes style (which is rooted more in the 3 little brown books sans supplements); Moldvay-Cook style (which is essentially its own game, but still a very free and open basic style which was never officially elaborated beyond Basic and Expert); BECMI/Mentzer style (a more codified style of play reminiscent of Moldvay-Cook, but more codified and "official"); RC (which includes most of the popular and effective elements of BECMI); or Original style (being play rooted in the three brown books and possibly including supplemental material including home-brewed house rules). Though honestly, Original was generally a different beast from expanded Basic play; though I've known those who blend supplemental material (Supplements I thru IV) with Holmes or Moldvay/Cook rules.
** I feel the need to make a special case for Castles & Crusades. Why it wasn't included in my previous post about why some come close is that C&C is not an AD&D clone. C&C is a rules lite version of the original rules plus supplements. Even the Castle Keeper's Guide is clear that the rules they offer there are suggestions of what one could do if you wanted to bring in additional rules. Such is not he case with AD&D. One could say the same for Swords & Wizardry Complete, and Labyrinth Lord's Advanced Edition Companion. They are sometimes billed, as the way we really played AD&D. And while this may be true for some, if you were playing AD&D that way you were really playing Original D&D with supplements. Perfectly acceptable mind you. I have played both C&C and LL + AEC, and they are nice, quick games. What they are not is AD&D. OSRIC comes much closer and has a somewhat supportive community; but as I've mentioned lacks the central support of a TSR-like entity.