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Showing posts with label arduin grimoire. Show all posts
Showing posts with label arduin grimoire. Show all posts

Tuesday, May 17, 2011

Scorpion-tailed Manticore FTW

In a previous post about The Arduin Grimoires, I mentioned my affection for scorpion-tailed Manticores.

I was pleased to see a scorpion-tailed Manticore featured on the front cover of one of my recently-acquired Appendix N books, A Spell For Chameleon, by Piers Anthony.

The idea of a poisonous sting is far more interesting than mere iron spikes flung from the Manticore's tail.

The illustration on the front cover of A Spell For Chameleon almost suggests a sphinx-like role for the Manticore, acting as the gate-keeper into another area of the megadungeon.

The important role of riddle-master has been largely discarded from recent versions of DnD. Players of modern versions of DnD want atmosphere and menace, and monsters that are meant to be vanquished and robbed.

As I mentioned in my earlier post about the Displacer Beast, i'd love to see monster placements that were intended to elicit role-playing, rather than experience point and treasure acquisition.

Scorpion-tailed Manticore FTW

In a previous post about The Arduin Grimoires, I mentioned my affection for scorpion-tailed Manticores.

I was pleased to see a scorpion-tailed Manticore featured on the front cover of one of my recently-acquired Appendix N books, A Spell For Chameleon, by Piers Anthony.

The idea of a poisonous sting is far more interesting than mere iron spikes flung from the Manticore's tail.

The illustration on the front cover of A Spell For Chameleon almost suggests a sphinx-like role for the Manticore, acting as the gate-keeper into another area of the megadungeon.

The important role of riddle-master has been largely discarded from recent versions of DnD. Players of modern versions of DnD want atmosphere and menace, and monsters that are meant to be vanquished and robbed.

As I mentioned in my earlier post about the Displacer Beast, i'd love to see monster placements that were intended to elicit role-playing, rather than experience point and treasure acquisition.

Saturday, October 9, 2010

Old School Resources: Dragon Tree Spell Book

Dave Hargrave wasn't the only one publishing gonzo, D&D-esque gaming materials in the late 70's and early 80's. In addition to the Arduin materials, Ben and Mary Ezzell of Dragon Tree Press were (and still are) publishing materials for their own fantasy setting, dubbed Delos (any similarity to the Greek island of Delos, and the Delian League is purely coincidental).

In addition to The Delian Book Of The Dead (which I previously reviewed), Dragon Tree Press published The Dragon Tree Spell Book ("the Spell Book"), which is a compendium of magic spells compatible with Dungeons and Dragons. First published in 1981, The Spell Book is 135 pages, contains 224 unique spells, and can still be purchased from Dragon Tree Press, for $12.

Some of the more interesting spells within The Spell Book include:
  • "Weed-killer", this spell withers weeds -- handy for clearing out an overgrown area;

  • "Andrea's Rambling Clew" -- the material component is a ball of yarn, which unrolls as it provides a trail towards your intended destination;

  • "Gordian Knot" -- a spell for ensuring theives cannot untie a knot to raid your backpack or sack;

  • "Snap, Crackle, Pop" -- a spell which creates tiny globules across a flat surface, which make loud popping sounds if walked upon;

  • "Foghorn" -- allows a player to amplify her voice, so she can address large crowds;

  • "Percival's Phosphorescence" -- enchanted items collect sunlight, and can thus be used as no-fire torches underground; and

  • "Brother Bertram's Body Bag" -- a corpse placed within the body bag will cease to decay, useful when you want to resurrect someone but it will be several days before you can do so.

There are some interesting and useful spells in The Spell Book. But the real value to be derived from The Spell Book is within the first 27 pages.

Those first 27 pages provide a summary of Newton's Principia Arcana, an ancient tome that reveals the four types of magical mana, from which are derived five magic systems. The derived magic systems are:

  • Memorization System -- similar to the Vancian system of spell-casting employed in Dungeons and Dragons;

  • Local Mana System -- similar to the system used in D&D's Dark Sun setting, or Niven's "The Magic Goes Away", there is a certain amount of magic power within a given area, and spell-casters who use up the magic power in that area, must then move to another area in order to continue casting;

  • Personal Mana System -- each spell caster has a certain amount of magical mana within himself, and can cast any spell until his personal mana is exhausted. Then he must eat and rest for a certain amount of time to restore his personal mana;

  • Percentage and Fumble System -- magical essense is abundant, but hard to control. Spell casters can cast spells, but there is always a chance that a spell will backfire or result in some catastrophe; and

  • Impromptu Magic System -- spell casters can make up any spell, but their chances are dependent on certain laws of spell casting. Those laws are identified in the Impromptu Magic System, and adherance to those laws affects the chance of spell success. This system is similar to DeCamp and Pratt's magic system, as described in The Compleat Enchanter.

Old School Resources: Dragon Tree Spell Book

Dave Hargrave wasn't the only one publishing gonzo, D&D-esque gaming materials in the late 70's and early 80's. In addition to the Arduin materials, Ben and Mary Ezzell of Dragon Tree Press were (and still are) publishing materials for their own fantasy setting, dubbed Delos (any similarity to the Greek island of Delos, and the Delian League is purely coincidental).

In addition to The Delian Book Of The Dead (which I previously reviewed), Dragon Tree Press published The Dragon Tree Spell Book ("the Spell Book"), which is a compendium of magic spells compatible with Dungeons and Dragons. First published in 1981, The Spell Book is 135 pages, contains 224 unique spells, and can still be purchased from Dragon Tree Press, for $12.

Some of the more interesting spells within The Spell Book include:
  • "Weed-killer", this spell withers weeds -- handy for clearing out an overgrown area;

  • "Andrea's Rambling Clew" -- the material component is a ball of yarn, which unrolls as it provides a trail towards your intended destination;

  • "Gordian Knot" -- a spell for ensuring theives cannot untie a knot to raid your backpack or sack;

  • "Snap, Crackle, Pop" -- a spell which creates tiny globules across a flat surface, which make loud popping sounds if walked upon;

  • "Foghorn" -- allows a player to amplify her voice, so she can address large crowds;

  • "Percival's Phosphorescence" -- enchanted items collect sunlight, and can thus be used as no-fire torches underground; and

  • "Brother Bertram's Body Bag" -- a corpse placed within the body bag will cease to decay, useful when you want to resurrect someone but it will be several days before you can do so.

There are some interesting and useful spells in The Spell Book. But the real value to be derived from The Spell Book is within the first 27 pages.

Those first 27 pages provide a summary of Newton's Principia Arcana, an ancient tome that reveals the four types of magical mana, from which are derived five magic systems. The derived magic systems are:

  • Memorization System -- similar to the Vancian system of spell-casting employed in Dungeons and Dragons;

  • Local Mana System -- similar to the system used in D&D's Dark Sun setting, or Niven's "The Magic Goes Away", there is a certain amount of magic power within a given area, and spell-casters who use up the magic power in that area, must then move to another area in order to continue casting;

  • Personal Mana System -- each spell caster has a certain amount of magical mana within himself, and can cast any spell until his personal mana is exhausted. Then he must eat and rest for a certain amount of time to restore his personal mana;

  • Percentage and Fumble System -- magical essense is abundant, but hard to control. Spell casters can cast spells, but there is always a chance that a spell will backfire or result in some catastrophe; and

  • Impromptu Magic System -- spell casters can make up any spell, but their chances are dependent on certain laws of spell casting. Those laws are identified in the Impromptu Magic System, and adherance to those laws affects the chance of spell success. This system is similar to DeCamp and Pratt's magic system, as described in The Compleat Enchanter.

Thursday, October 7, 2010

Phumble Phailure: Improper Use Of A d100

The introduction of platonic solids into gaming pre-dates Dungeons & Dragons. Romans were gambling using d20's long before Gygax et al conceived their use as random number generators for fantasy role-playing games.

I like the platonic solids: d4, d6, d8, d12, d20. My favorite? The d12, partly because it gets so little play at the game-table --and is thus the red-headed step-child of the number-generator family -- but also because I made a d12 out of paper, long before I knew anything about D&D, in some elementary-school craft project, to which I pasted pictures of 12 influential people -- what their achievements were, I can no longer recall.

I'm not a big fan of either the d10 or d100. Oh, they are useful, if uninspiring, dice. But the d100, in particular, seems over-used to me. The d100 often gets used, when a d20 would suffice.

Take, for example, Dave Hargrave's Magical Phumble Chart, from Page 18 of The Lost Arduin Grimoire IV. The table has 13 magical phumble entries. Except for two (4% and 1%), each magic phumble entry has a 5, 10, or 15% chance of occuring. A little pet peeve of mine, but if each entry has a probability that can be expressed as a multiple of 5%, then a d20 will work equally well.

I know some people have a fetish for the d100. But i'm a big fan of economy, whether it be in my written communications, or the dice employed in my role-playing game.

Phumble Phailure: Improper Use Of A d100

The introduction of platonic solids into gaming pre-dates Dungeons & Dragons. Romans were gambling using d20's long before Gygax et al conceived their use as random number generators for fantasy role-playing games.

I like the platonic solids: d4, d6, d8, d12, d20. My favorite? The d12, partly because it gets so little play at the game-table --and is thus the red-headed step-child of the number-generator family -- but also because I made a d12 out of paper, long before I knew anything about D&D, in some elementary-school craft project, to which I pasted pictures of 12 influential people -- what their achievements were, I can no longer recall.

I'm not a big fan of either the d10 or d100. Oh, they are useful, if uninspiring, dice. But the d100, in particular, seems over-used to me. The d100 often gets used, when a d20 would suffice.

Take, for example, Dave Hargrave's Magical Phumble Chart, from Page 18 of The Lost Arduin Grimoire IV. The table has 13 magical phumble entries. Except for two (4% and 1%), each magic phumble entry has a 5, 10, or 15% chance of occuring. A little pet peeve of mine, but if each entry has a probability that can be expressed as a multiple of 5%, then a d20 will work equally well.

I know some people have a fetish for the d100. But i'm a big fan of economy, whether it be in my written communications, or the dice employed in my role-playing game.

The 13 (Hargravian) Commandments

I post this for no particular reason, other than to share Dave Hargrave's wisdom. These 13 Commandments, which are to be followed when a new player joins an existing campaign, are outlined in Hargrave's The Last Arduin Grimoire IV.

1. THOU SHALT BE RULES-PREPARED: Always be sure that you have ample time to read the different rules and understand just what major discrepancies in the new rules will have the most impact upon the character you will be playing.

2. THOU SHALT BE PROACTIVE WITH THE GM: Be sure to take at least a few minutes time to spend with the Game Master before the game so that you can have all of your questions concerning rules differences answered at the source.

3. THOU SHALT BE FLEXIBLE: Be sure to give the GM ample time to read over your character sheet so he can tell you what changes, if any, must be made to your character in order to be compatible with the GMs style of game play.

4. THOU SHALT BE TRANSPARENT: Let the GM also peruse your magical items, spells and other special abilities/powers so that he will not be surprised in the middle of a melee with an unfamiliar device or such. Most GMs react to such surprises quite simply, by nullifying whatever it was you pulled out of your bag of special tricks.

5. THOU SHALT INTERVIEW THE EXISTING PLAYERS: Try to find time to converse with the other people who have played/are playing in the GMs game so you can get a feel for them and just what the GM's game, world and style of play is like. If it appears to you, after such discussions, that this is the kind 0f game you might have a problem with, then for heaven's sake reconsider your participation.

6. THOU SHALT KNOW THY CHARACTER'S ABILITIES: Be sure that you are totally familiar with everything about your character before the game begins. In the middle of a raging battle is not the time to dig out a rule book to determine just what your character's spell effect is.

7. THOU SHALT BRING THY GAMING STUFF: Bring all the equipment that is necessary for play in the game. Different games occasionally require differently numbered dice and so on. If the GM wants all characters to be represented by a suitable miniature figure, have what is needed and do not borrow from the other players or GM.

8. THOU SHALT NOT BE DISRUPTIVE: Ask questions during the game but choose the appropriate time so as not to disrupt the play, if at all possible. Better yet, ask a player first, and only if he cannot help you, the GM.

9. THOU SHALT RESPECT THE FLOW OF THE GAME: If the game is touted as "many" hours in probable duration, come prepared with a snack that can be eaten where you sit. Don't expect to be allowed to saunter away to eat your dinner when-ever you feel like it.

10. THOU SHALT SHARE WITH THY COMRADES: It never hurts to bring a snack to share with your new-found friends. Friendliness and a willingness to share is an utter necessity if you are to enjoy the new experience to the fullest.

11. THOU SHALT BE RESPECTFUL: Do not be critical of rules or GM decisions in the new game. That's one way to cut your character's survival chances to nearly zero. Be open and receptive to new ideas, even if you think they stink. Just keep those thoughts to yourself, during the game. Afterwards, you must decide whether the new game is one in which you want to continue playing. If it is, then politely discover, after the game, why a certain situation was adjudicated the way it was. Who knows, your polite inquiry might get the GM to reconsider the ruling in question. It does happen ... if you are polite and reasoned about it.

12. THOU SHALT BE A TEAM PLAYER: Don't denigrate the situations or monsters you may encounter by comparing them to tougher or better or more unique situations in your games. No GM likes to hear people denigrating him. Besides, the other players will probably lynch you on the spot because they know that such remarks will cause most GMs to redouble the lethality of their play from that point forward.

13. THOU SHALT BE HUMBLE: Don't try to be a know-it-all or act like there is no situation or monster than you haven't seen, can't handle and so on.

The 13 (Hargravian) Commandments

I post this for no particular reason, other than to share Dave Hargrave's wisdom. These 13 Commandments, which are to be followed when a new player joins an existing campaign, are outlined in Hargrave's The Last Arduin Grimoire IV.

1. THOU SHALT BE RULES-PREPARED: Always be sure that you have ample time to read the different rules and understand just what major discrepancies in the new rules will have the most impact upon the character you will be playing.

2. THOU SHALT BE PROACTIVE WITH THE GM: Be sure to take at least a few minutes time to spend with the Game Master before the game so that you can have all of your questions concerning rules differences answered at the source.

3. THOU SHALT BE FLEXIBLE: Be sure to give the GM ample time to read over your character sheet so he can tell you what changes, if any, must be made to your character in order to be compatible with the GMs style of game play.

4. THOU SHALT BE TRANSPARENT: Let the GM also peruse your magical items, spells and other special abilities/powers so that he will not be surprised in the middle of a melee with an unfamiliar device or such. Most GMs react to such surprises quite simply, by nullifying whatever it was you pulled out of your bag of special tricks.

5. THOU SHALT INTERVIEW THE EXISTING PLAYERS: Try to find time to converse with the other people who have played/are playing in the GMs game so you can get a feel for them and just what the GM's game, world and style of play is like. If it appears to you, after such discussions, that this is the kind 0f game you might have a problem with, then for heaven's sake reconsider your participation.

6. THOU SHALT KNOW THY CHARACTER'S ABILITIES: Be sure that you are totally familiar with everything about your character before the game begins. In the middle of a raging battle is not the time to dig out a rule book to determine just what your character's spell effect is.

7. THOU SHALT BRING THY GAMING STUFF: Bring all the equipment that is necessary for play in the game. Different games occasionally require differently numbered dice and so on. If the GM wants all characters to be represented by a suitable miniature figure, have what is needed and do not borrow from the other players or GM.

8. THOU SHALT NOT BE DISRUPTIVE: Ask questions during the game but choose the appropriate time so as not to disrupt the play, if at all possible. Better yet, ask a player first, and only if he cannot help you, the GM.

9. THOU SHALT RESPECT THE FLOW OF THE GAME: If the game is touted as "many" hours in probable duration, come prepared with a snack that can be eaten where you sit. Don't expect to be allowed to saunter away to eat your dinner when-ever you feel like it.

10. THOU SHALT SHARE WITH THY COMRADES: It never hurts to bring a snack to share with your new-found friends. Friendliness and a willingness to share is an utter necessity if you are to enjoy the new experience to the fullest.

11. THOU SHALT BE RESPECTFUL: Do not be critical of rules or GM decisions in the new game. That's one way to cut your character's survival chances to nearly zero. Be open and receptive to new ideas, even if you think they stink. Just keep those thoughts to yourself, during the game. Afterwards, you must decide whether the new game is one in which you want to continue playing. If it is, then politely discover, after the game, why a certain situation was adjudicated the way it was. Who knows, your polite inquiry might get the GM to reconsider the ruling in question. It does happen ... if you are polite and reasoned about it.

12. THOU SHALT BE A TEAM PLAYER: Don't denigrate the situations or monsters you may encounter by comparing them to tougher or better or more unique situations in your games. No GM likes to hear people denigrating him. Besides, the other players will probably lynch you on the spot because they know that such remarks will cause most GMs to redouble the lethality of their play from that point forward.

13. THOU SHALT BE HUMBLE: Don't try to be a know-it-all or act like there is no situation or monster than you haven't seen, can't handle and so on.

Wednesday, October 6, 2010

Jack Vance: The Dying Earth

Jack Vance's The Dying Earth was published in 1950, some 60 years ago. A slim book of 156 pages, The Dying Earth is a brisk and enjoyable read, and is far cheerier than its brother, The Eyes of the Overworld.

The Dying Earth is composed of six short stories, some of which are cleverly interconnected. Those short stories are: Turjan of Miir; Mazirian the Magician; T'sais; Liane the Wayfarer; Ulan Dhor; and, Guyal of Sfere. The accompanying picture is Joe Bergeron's depiction of a confrontation between T'sain (the twin sister of T'sais) and Mazirian the Magician, beneath the waters of Sanra, the Lake of Dreams.

While Mazirian the Magican and Liane the Wayfarer both ultimately receive their comeuppances, many of the other characters in The Dying Earth enjoy a better fate.

Jack Vance's Dying Earth series is well-known as the basis for the D&D magic system. In The Dying Earth series, most Magic Users can employ only 4 or 5 spells, much fewer than the number permitted for middle-to-high level spellcasters in earlier versions of D&D.

In Vance's Dying Earth series, only some 100 spells remain, from the thousand or more that existed in earlier times. Among the spells still know are the Charm of Untiring Nourishment, Call to the Violent Cloud, the Excellent Prismatic Spray, Phandaal's Mantle of Stealth, Phandaal's Gyrator, the Spell of the Slow Hour, the Spell of the Omnipotent Sphere, the Spell of Immobilization, and Felojun's Second Hypnotic Spell. Looking at the spell lists in early versions of D&D, and those in some of the Arduin and Delos rulebooks, one is struck by how often the Vancian naming conventions were employed. A credit to Gygax, Hargrave and others, who treated the source material with respect.

Jack Vance: The Dying Earth

Jack Vance's The Dying Earth was published in 1950, some 60 years ago. A slim book of 156 pages, The Dying Earth is a brisk and enjoyable read, and is far cheerier than its brother, The Eyes of the Overworld.

The Dying Earth is composed of six short stories, some of which are cleverly interconnected. Those short stories are: Turjan of Miir; Mazirian the Magician; T'sais; Liane the Wayfarer; Ulan Dhor; and, Guyal of Sfere. The accompanying picture is Joe Bergeron's depiction of a confrontation between T'sain (the twin sister of T'sais) and Mazirian the Magician, beneath the waters of Sanra, the Lake of Dreams.

While Mazirian the Magican and Liane the Wayfarer both ultimately receive their comeuppances, many of the other characters in The Dying Earth enjoy a better fate.

Jack Vance's Dying Earth series is well-known as the basis for the D&D magic system. In The Dying Earth series, most Magic Users can employ only 4 or 5 spells, much fewer than the number permitted for middle-to-high level spellcasters in earlier versions of D&D.

In Vance's Dying Earth series, only some 100 spells remain, from the thousand or more that existed in earlier times. Among the spells still know are the Charm of Untiring Nourishment, Call to the Violent Cloud, the Excellent Prismatic Spray, Phandaal's Mantle of Stealth, Phandaal's Gyrator, the Spell of the Slow Hour, the Spell of the Omnipotent Sphere, the Spell of Immobilization, and Felojun's Second Hypnotic Spell. Looking at the spell lists in early versions of D&D, and those in some of the Arduin and Delos rulebooks, one is struck by how often the Vancian naming conventions were employed. A credit to Gygax, Hargrave and others, who treated the source material with respect.

Monday, October 4, 2010

Playing Dead Characters: Delian Book Of The Dead

All this talk of Arduin over at Jeff's Gameblog has me thinking about another set of old-school, gonzo, D&D-compatible rulebooks : The World Of Delos.

Ben & Mary Ezzell wrote The World Of Delos game supplements in the 1980's, and dedicated their "Planes of the Afterlife" section of The Delian Book of the Dead to Arduin's author, Dave Hargrave.

The cover art of The Delian Book Of The Dead ("the Dead") is by Roland Brown, who also provided the cover and interior art for Arduin's The Lost Grimoire IV. The cover of the Dead shows a deceased Amazon, heavily armored, lying upon a funeral bier, attended to by the Grim Reaper, as her spirit slowly rises from her body.

The 145 pages of the Dead cover a lot of novel role-playing territory, as does the entire World Of Delos book series. The Dead provides rules for a new class, the Archaeologist (intended to emulate Indiana Jones, Rick O'Connell and other egyptologist-type characters from film and literature), a long section of helpful tips and adventure locations for prospective tomb-robbers, six pages of magical doors, windows and mirrors to delight, confuse and confound your players, 10 pages of gems, including a description of the possible magical uses for each, several pages on unique magic arms and armour whose benefits and drawbacks go beyond mere combat adjustments, potions and poisons of uncommon use and effect, a long chapter on the variety and ecology of Delian spiders, a section on the acquisition, care and feeding of strange pets, and an adventure that takes you through several "Planes of the Afterlife" in search of an artifact that may lead the adventurers to a most singular conclusion.

In addition, the Dead provides a new character class: Phantoms. Phantoms are former player characters, whose deaths came violently, suddenly, or prior to the completion of some important quest, and are thus unable to leave the prime material plane until their unfinished business is concluded.

I must admit, the idea of player characters as Phantoms has a certain allure. I am reminded of the old 1978 film, Heaven Can Wait, if in title only. In that film, the incomparable Warren Beatty plays a narcissistic and reckless football quarterback, whose guardian angel transports him to heaven before his time. Due to the mix-up, Beatty's spirit is sent back to Earth. Unlike the Phantom class, where he would exist as spirit, he is placed in the body of a wealthy, recently-murdered industrialist, until St. Peter can find a suitable replacement body for Beatty, with hilarious and sexy results.

The allure of the Phantom class is that it allows players to continue playing a favorite character, but at the same time honoring the old-school tradition that, once you're dead, you're dead.

The mechanics are relatively straight-forward. If a character dies, the player may choose to roll to see if there is sufficient purpose keeping her from ascending into the afterlife. She combines her Int, Wis, Level and prime Attribute, which is her base percentage chance to remain on the material plane. That score is modified by other variables, for example, whether the character was on an important quest before her passing, whether her belief system included an afterlife, whether her death was violent or sudden, and so on. If the player rolls percentile dice and the result is lower than the final number, her character can come back as a Phantom.

Phantoms lose all of their prior class abilities, and start as 1st level Phantoms, with their own experience table, and additional hit-points and special abilities gained at each subsequent level. Phantoms are invulnerable to normal attacks, although they are susceptible to magical weapon and spell attacks, and are doubly vulnerable to attacks from the undead. At first level, they are unable to impinge upon the prime material plane, other than being visible in darkness, and can only communicate telepathically. They recover hit points normally, but if the Phantom should ever be reduced to 0 hit points, the character immediately and unavoidably ascends to the afterlife. Some of the special abilities that are gained by higher level Phantoms include the power to become material, cause fright, telekenesis, teleaudience, detect poison, project cold, and control flames.

Part of the limitations of the class is that the Phantom must never stray from the purpose for which she remains on the material plane. For example, if the party was on an important quest when she died, the Phantom must continue towards that goal. If the party abandons the quest, the Phantom must continue on. As another example, perhaps the purpose of the Phantom is to protect her friends, Then if the friends die, she would ascend to the afterlife. Another purpose of the Phantom might be to avenge her own death. In that case, once her killer died, her purpose would be fulfilled and she would leave this world.

The chapter on Phantoms concludes with some suggested reading for playing and refereeing with this class: Blithe Spirit, by Noel Coward; Hamlet and MacBeth, by Shakespeare; Immortality Inc., by Robert Sheckly; Brief Candles and Happy Returns by Manning Coles; and Topper by Thorne Smith.

Playing Dead Characters: Delian Book Of The Dead

All this talk of Arduin over at Jeff's Gameblog has me thinking about another set of old-school, gonzo, D&D-compatible rulebooks : The World Of Delos.

Ben & Mary Ezzell wrote The World Of Delos game supplements in the 1980's, and dedicated their "Planes of the Afterlife" section of The Delian Book of the Dead to Arduin's author, Dave Hargrave.

The cover art of The Delian Book Of The Dead ("the Dead") is by Roland Brown, who also provided the cover and interior art for Arduin's The Lost Grimoire IV. The cover of the Dead shows a deceased Amazon, heavily armored, lying upon a funeral bier, attended to by the Grim Reaper, as her spirit slowly rises from her body.

The 145 pages of the Dead cover a lot of novel role-playing territory, as does the entire World Of Delos book series. The Dead provides rules for a new class, the Archaeologist (intended to emulate Indiana Jones, Rick O'Connell and other egyptologist-type characters from film and literature), a long section of helpful tips and adventure locations for prospective tomb-robbers, six pages of magical doors, windows and mirrors to delight, confuse and confound your players, 10 pages of gems, including a description of the possible magical uses for each, several pages on unique magic arms and armour whose benefits and drawbacks go beyond mere combat adjustments, potions and poisons of uncommon use and effect, a long chapter on the variety and ecology of Delian spiders, a section on the acquisition, care and feeding of strange pets, and an adventure that takes you through several "Planes of the Afterlife" in search of an artifact that may lead the adventurers to a most singular conclusion.

In addition, the Dead provides a new character class: Phantoms. Phantoms are former player characters, whose deaths came violently, suddenly, or prior to the completion of some important quest, and are thus unable to leave the prime material plane until their unfinished business is concluded.

I must admit, the idea of player characters as Phantoms has a certain allure. I am reminded of the old 1978 film, Heaven Can Wait, if in title only. In that film, the incomparable Warren Beatty plays a narcissistic and reckless football quarterback, whose guardian angel transports him to heaven before his time. Due to the mix-up, Beatty's spirit is sent back to Earth. Unlike the Phantom class, where he would exist as spirit, he is placed in the body of a wealthy, recently-murdered industrialist, until St. Peter can find a suitable replacement body for Beatty, with hilarious and sexy results.

The allure of the Phantom class is that it allows players to continue playing a favorite character, but at the same time honoring the old-school tradition that, once you're dead, you're dead.

The mechanics are relatively straight-forward. If a character dies, the player may choose to roll to see if there is sufficient purpose keeping her from ascending into the afterlife. She combines her Int, Wis, Level and prime Attribute, which is her base percentage chance to remain on the material plane. That score is modified by other variables, for example, whether the character was on an important quest before her passing, whether her belief system included an afterlife, whether her death was violent or sudden, and so on. If the player rolls percentile dice and the result is lower than the final number, her character can come back as a Phantom.

Phantoms lose all of their prior class abilities, and start as 1st level Phantoms, with their own experience table, and additional hit-points and special abilities gained at each subsequent level. Phantoms are invulnerable to normal attacks, although they are susceptible to magical weapon and spell attacks, and are doubly vulnerable to attacks from the undead. At first level, they are unable to impinge upon the prime material plane, other than being visible in darkness, and can only communicate telepathically. They recover hit points normally, but if the Phantom should ever be reduced to 0 hit points, the character immediately and unavoidably ascends to the afterlife. Some of the special abilities that are gained by higher level Phantoms include the power to become material, cause fright, telekenesis, teleaudience, detect poison, project cold, and control flames.

Part of the limitations of the class is that the Phantom must never stray from the purpose for which she remains on the material plane. For example, if the party was on an important quest when she died, the Phantom must continue towards that goal. If the party abandons the quest, the Phantom must continue on. As another example, perhaps the purpose of the Phantom is to protect her friends, Then if the friends die, she would ascend to the afterlife. Another purpose of the Phantom might be to avenge her own death. In that case, once her killer died, her purpose would be fulfilled and she would leave this world.

The chapter on Phantoms concludes with some suggested reading for playing and refereeing with this class: Blithe Spirit, by Noel Coward; Hamlet and MacBeth, by Shakespeare; Immortality Inc., by Robert Sheckly; Brief Candles and Happy Returns by Manning Coles; and Topper by Thorne Smith.

Tuesday, September 7, 2010

Arduin's Experience Point System

The Arduin Grimoire is one of those rule sets that is hard to take seriously, and yet hard to dismiss. The Arduin Grimoire, Volume I -- the first of nine Arduin Grimoire volumes -- was introduced in 1977. The series chronicled the gonzo Dungeons and Dragons house-ruling of Dave Hargrave. The Arduin Grimoire is notable not only for its odd fusion of fantasy and sci-fi, and being the first published house-rules for Dungeons and Dragons, but also its early disagreement with the "experience points for gold" system employed in OD&D.

Hargrave had this to say about the awarding of experience points, in Volume I of his Arduin Grimoires:

"In the Arduin Universe, the ability to advance to higher levels is based on earned merit and not on the acquisition of treasure. Therefore, points are given for many reasons, but NOT for gold or other treasure. After all, it is the act of robbery, not the amount stolen, that gives the thief his experience." (page 2)

Hargrave had little to say, in the first Volume of the Arduin Grimoire, about experience for monsters killed. Presumably, he agreed with awarding experience for defeating monsters. However, he did provide an alternate experience points chart to replace the "experience points for gold" system, which I provide, below.

Death (with successful revival), reincarnation, curse changed into another type entity -- 400 xp

Being sole survivor of expedition, acquiring the mightiest of artifacts (Satan's own pitchfork, nuclear weapons, phasers, etc.) -- 375 xp

Defeating in single combat, demi-gods or major demons (above and beyond the normal points) -- 350 xp

Defeating in normal combat, any creature that is four times your size or is 20 hit dice or larger (whichever is greater) -- 325 xp

Acquiring a major artifact (machine gun, explosives, staff of black wizardry, wish rings with 5 or more wishes, etc.) -- 300 xp

Doing spells of tremendous magical import (the conjuring of major demon, using a gate spell, raising the dead fully and the like) -- 275 xp

Being cursed, acquiring a cursed item, dying but being regenerated back to life, using spells of major magical import (astral body, teleporting, prismatic wall, etc) -- 250 xp

Acquiring most staffs, major rods (lordly might), using a single wish, acquiring +5 weapons or armour, and doing heavy magic spells (wind walk, phase door, cure disease, raising the dead, regenerate manna points or limbs, etc) -- 225 xp

Acquiring items that are +4, magic items that are unusual (wands of wizardry, slaver's lash, etc), doing difficult spells like: limited wishes, all psychically draining one like: ESP and the like -- 200 xp

Acquiring +3 items, wands, most rings and amulets, and doing spells such as transmuting rock to mud, monster summoning and the like -- 175 xp

Being point man, acquiring +2 items, lesser rings, amulets, etc, doing spells like dimension door, deactivate traps, polymorph self, and the like -- 150 xp

Acquiring single or limited use items (single shot, spell storing rings, etc), +1 items, doing spells like: wizard eye, or throwing a thunderbolt that kills the B.E.M. just in time to save the party -- 125 xp

Being expedition leader, coming within one point of dying, acquiring potions (100 points per dose), scrolls (100 points per level/use), and for doing spells like: create food and water, mass invisibility, etc -- 100 xp

Being rear guard, doing simple detection spells -- 75 xp

Figuring out a trap, tripping one and taking damage, all lesser spell use (locks, knocks, winds) going over half damage, doing extra dangerous and uncalled for acts (checking for secret places, when you know there are traps, etc -- 50 xp

There's lots that can be said about Dave Hargraves alternate experience points system. At the higher levels, the experience points awards seem meager compared to the risks and accomplishments. 375 experience points for recovering Satan's own pitchfork? 300 experience points for acquiring the staff of black wizardry? Apparently Dave was pretty stingy with his experience awards.

On the other hand, there are some interesting observations here. Giving extra experience to the expedition leader, point man, and rear guard is a good idea. Experience for figuring out a trap -- assuming it was done with "player skill" -- is also appropriate. Experience points for magic spells cast is more problematic for me, since it is a character skill, and players already get experience for monsters killed by magic.

Other than slowing down the awarding of experience, all that the Arduin experience point system has done is to replace experience points for gold with experience points for magical treasure. If one can criticize xp for gold as being unrealistic, would the same criticism not apply to xp for magic items?

Arduin's Experience Point System

The Arduin Grimoire is one of those rule sets that is hard to take seriously, and yet hard to dismiss. The Arduin Grimoire, Volume I -- the first of nine Arduin Grimoire volumes -- was introduced in 1977. The series chronicled the gonzo Dungeons and Dragons house-ruling of Dave Hargrave. The Arduin Grimoire is notable not only for its odd fusion of fantasy and sci-fi, and being the first published house-rules for Dungeons and Dragons, but also its early disagreement with the "experience points for gold" system employed in OD&D.

Hargrave had this to say about the awarding of experience points, in Volume I of his Arduin Grimoires:

"In the Arduin Universe, the ability to advance to higher levels is based on earned merit and not on the acquisition of treasure. Therefore, points are given for many reasons, but NOT for gold or other treasure. After all, it is the act of robbery, not the amount stolen, that gives the thief his experience." (page 2)

Hargrave had little to say, in the first Volume of the Arduin Grimoire, about experience for monsters killed. Presumably, he agreed with awarding experience for defeating monsters. However, he did provide an alternate experience points chart to replace the "experience points for gold" system, which I provide, below.

Death (with successful revival), reincarnation, curse changed into another type entity -- 400 xp

Being sole survivor of expedition, acquiring the mightiest of artifacts (Satan's own pitchfork, nuclear weapons, phasers, etc.) -- 375 xp

Defeating in single combat, demi-gods or major demons (above and beyond the normal points) -- 350 xp

Defeating in normal combat, any creature that is four times your size or is 20 hit dice or larger (whichever is greater) -- 325 xp

Acquiring a major artifact (machine gun, explosives, staff of black wizardry, wish rings with 5 or more wishes, etc.) -- 300 xp

Doing spells of tremendous magical import (the conjuring of major demon, using a gate spell, raising the dead fully and the like) -- 275 xp

Being cursed, acquiring a cursed item, dying but being regenerated back to life, using spells of major magical import (astral body, teleporting, prismatic wall, etc) -- 250 xp

Acquiring most staffs, major rods (lordly might), using a single wish, acquiring +5 weapons or armour, and doing heavy magic spells (wind walk, phase door, cure disease, raising the dead, regenerate manna points or limbs, etc) -- 225 xp

Acquiring items that are +4, magic items that are unusual (wands of wizardry, slaver's lash, etc), doing difficult spells like: limited wishes, all psychically draining one like: ESP and the like -- 200 xp

Acquiring +3 items, wands, most rings and amulets, and doing spells such as transmuting rock to mud, monster summoning and the like -- 175 xp

Being point man, acquiring +2 items, lesser rings, amulets, etc, doing spells like dimension door, deactivate traps, polymorph self, and the like -- 150 xp

Acquiring single or limited use items (single shot, spell storing rings, etc), +1 items, doing spells like: wizard eye, or throwing a thunderbolt that kills the B.E.M. just in time to save the party -- 125 xp

Being expedition leader, coming within one point of dying, acquiring potions (100 points per dose), scrolls (100 points per level/use), and for doing spells like: create food and water, mass invisibility, etc -- 100 xp

Being rear guard, doing simple detection spells -- 75 xp

Figuring out a trap, tripping one and taking damage, all lesser spell use (locks, knocks, winds) going over half damage, doing extra dangerous and uncalled for acts (checking for secret places, when you know there are traps, etc -- 50 xp

There's lots that can be said about Dave Hargraves alternate experience points system. At the higher levels, the experience points awards seem meager compared to the risks and accomplishments. 375 experience points for recovering Satan's own pitchfork? 300 experience points for acquiring the staff of black wizardry? Apparently Dave was pretty stingy with his experience awards.

On the other hand, there are some interesting observations here. Giving extra experience to the expedition leader, point man, and rear guard is a good idea. Experience for figuring out a trap -- assuming it was done with "player skill" -- is also appropriate. Experience points for magic spells cast is more problematic for me, since it is a character skill, and players already get experience for monsters killed by magic.

Other than slowing down the awarding of experience, all that the Arduin experience point system has done is to replace experience points for gold with experience points for magical treasure. If one can criticize xp for gold as being unrealistic, would the same criticism not apply to xp for magic items?

Sunday, April 25, 2010

Arduin Grimoire: Runes Of Doom

shardra castrator amazon arduin grimoire runes doom dungeons dragons I suppose if you are going to be castrated, it may as well be by Shardra the Castrator, an Amazon bandit from the pages of The Runes of Doom, the third in the Arduin Grimoire series of fantasy RPG supplements.

Shardra, while topless for the first printing of The Runes of Doom, was covered up for subsequent printings. Whether you saw that as a necessary response, or an overreaction, to the self-appointed morality police, the self-censorship did ultimately result (in my opinion) in a diminishment of creativity by the professional publishers of the day.

The 100-page Runes of Doom was published in 1978, and was billed as the third, and final chapter, in the Arduin Grimoires. Dave Hargrave would go on to publish 5 more Grimoires, after this, his supposed swan-song. A sixth would be published, after his death in 1988, bringing the total to nine grimoires, comprising easily 1,000 pages. Quite an achievement, for what was largely an amateur effort. And I don't mean that in a deprecating way: Hargrave was certainly an amateur publisher, but that doesn't mean that his material can be dismissed as entirely amateurish. On the contrary, it, like the AD&D DMG, has all sorts of blindingly mind-bending (and ocassionally inscrutible) insights and suggestions.

Yes, sometimes Hargrave's material was childish and prurient -- look no further than Shardra the Castrator, who in addition to her modus operandi also had a related dining ritual (nuf said) -- but I find much of his work to be a useful tool: he delves into all sorts of forgotten, ignored, and dusty corners of campaign and world-building. Sometimes his explorations will lead you into dead-ends. Other times, he opens up a tunnel to some unexplored cavern, filled with sparkling gems.

Arduin Grimoire: Runes Of Doom

shardra castrator amazon arduin grimoire runes doom dungeons dragons I suppose if you are going to be castrated, it may as well be by Shardra the Castrator, an Amazon bandit from the pages of The Runes of Doom, the third in the Arduin Grimoire series of fantasy RPG supplements.

Shardra, while topless for the first printing of The Runes of Doom, was covered up for subsequent printings. Whether you saw that as a necessary response, or an overreaction, to the self-appointed morality police, the self-censorship did ultimately result (in my opinion) in a diminishment of creativity by the professional publishers of the day.

The 100-page Runes of Doom was published in 1978, and was billed as the third, and final chapter, in the Arduin Grimoires. Dave Hargrave would go on to publish 5 more Grimoires, after this, his supposed swan-song. A sixth would be published, after his death in 1988, bringing the total to nine grimoires, comprising easily 1,000 pages. Quite an achievement, for what was largely an amateur effort. And I don't mean that in a deprecating way: Hargrave was certainly an amateur publisher, but that doesn't mean that his material can be dismissed as entirely amateurish. On the contrary, it, like the AD&D DMG, has all sorts of blindingly mind-bending (and ocassionally inscrutible) insights and suggestions.

Yes, sometimes Hargrave's material was childish and prurient -- look no further than Shardra the Castrator, who in addition to her modus operandi also had a related dining ritual (nuf said) -- but I find much of his work to be a useful tool: he delves into all sorts of forgotten, ignored, and dusty corners of campaign and world-building. Sometimes his explorations will lead you into dead-ends. Other times, he opens up a tunnel to some unexplored cavern, filled with sparkling gems.

Saturday, April 24, 2010

DMG As Referees Toolkit

DMG Dungeon Masters Guide Advanced Dungeons Dragons Gary Gygax The 1979 Advanced Dungeon Masters Guide, authored by Gary Gygax, is the original, and still best, Referee's Toolkit. It is almost entirely setting-neutral, and contains nearly every topic that a Dungeon Master could possibly need to deal with, during the course of a regular campaign.

Certainly, that version of the DMG is not exhaustive, but it gives referees the essential tools to create and develop their own campaign, and provides a myriad of other tools to add color and depth to their world. I recommend every referee own a copy of the original DMG, even if you never play that version of the game, nor ever intend to. It is an excellent resource for any version of D&D, or any fantasy RPG for that matter. And the original DMGs are easy to come by, and relatively cheap.

Several months ago, I purchased and reviewed the Ultimate Toolbox, which is billed as another referee toolkit. That is also a great resource, and I recommend it as well (although the price is somewhat steeper than the DMG).

In addition to those two resources, does anyone have any recommendations for other referee toolkits? I also have the first three Arduin Grimoires, Philotomy's Musings, and the Dungeon Alphabet, which are all handy resources, but I am looking for another comprehensive referee toolkit, to augment my current resources.

Edit: I can't believe I forgot to mention the Ready Ref Sheets by Judges Guild. For $3, as a pdf download, this is the same price as it was back in the late 1970's. Also, see the comments section for some additional referee resources. Kellri's CCD4, in particular, is quite general and covers a lot of ground.

DMG As Referees Toolkit

DMG Dungeon Masters Guide Advanced Dungeons Dragons Gary Gygax The 1979 Advanced Dungeon Masters Guide, authored by Gary Gygax, is the original, and still best, Referee's Toolkit. It is almost entirely setting-neutral, and contains nearly every topic that a Dungeon Master could possibly need to deal with, during the course of a regular campaign.

Certainly, that version of the DMG is not exhaustive, but it gives referees the essential tools to create and develop their own campaign, and provides a myriad of other tools to add color and depth to their world. I recommend every referee own a copy of the original DMG, even if you never play that version of the game, nor ever intend to. It is an excellent resource for any version of D&D, or any fantasy RPG for that matter. And the original DMGs are easy to come by, and relatively cheap.

Several months ago, I purchased and reviewed the Ultimate Toolbox, which is billed as another referee toolkit. That is also a great resource, and I recommend it as well (although the price is somewhat steeper than the DMG).

In addition to those two resources, does anyone have any recommendations for other referee toolkits? I also have the first three Arduin Grimoires, Philotomy's Musings, and the Dungeon Alphabet, which are all handy resources, but I am looking for another comprehensive referee toolkit, to augment my current resources.

Edit: I can't believe I forgot to mention the Ready Ref Sheets by Judges Guild. For $3, as a pdf download, this is the same price as it was back in the late 1970's. Also, see the comments section for some additional referee resources. Kellri's CCD4, in particular, is quite general and covers a lot of ground.

Tuesday, April 20, 2010

Old School Monsters: Manticore

arduin grimoire manticore welcome skill tower
Here is another illustration from the Arduin Grimoire, this one by Bradley W. Schenck, otherwise know as Morno back in the day. This illustration, of the dreaded Manticore surprising an adventuring party in the depths of Skull Tower, appears on the back cover of Welcome To Skull Tower, the second Arduin rulebook. It is one of 14 black & white illustrations that appear in this book. I love the look on the face of the thief, wielding his dagger and a set of keys, as the Manticore leaps over him, knocking down the axe-armed Dwarf.

The 1977 AD&D Monster Manual describes the Manticore as possessing a tail of iron spikes, which are volleyed at its opponents prior to combat. The above, alternate Arduin Manticore, has a scorpion's tail, which I find far more interesting (and deadly). I also prefer this illustration to the one by Sutherland in the Monster Manual: both are black & white, yet the in medi res nature of this combat scene adds far more tension and excitement to the monster illustration.

Which brings me to another thing I love about the old approach to role-playing fantasy art: the use of multiple artists, and art styles, allowed for a heterogeneous depiction of adventurers, scenes, and monsters. That encouraged a flowering of imagination. My scorpion-tailed Manticore was just as permissible as your iron-spike-tailed version.

Old School Monsters: Manticore

arduin grimoire manticore welcome skill tower
Here is another illustration from the Arduin Grimoire, this one by Bradley W. Schenck, otherwise know as Morno back in the day. This illustration, of the dreaded Manticore surprising an adventuring party in the depths of Skull Tower, appears on the back cover of Welcome To Skull Tower, the second Arduin rulebook. It is one of 14 black & white illustrations that appear in this book. I love the look on the face of the thief, wielding his dagger and a set of keys, as the Manticore leaps over him, knocking down the axe-armed Dwarf.

The 1977 AD&D Monster Manual describes the Manticore as possessing a tail of iron spikes, which are volleyed at its opponents prior to combat. The above, alternate Arduin Manticore, has a scorpion's tail, which I find far more interesting (and deadly). I also prefer this illustration to the one by Sutherland in the Monster Manual: both are black & white, yet the in medi res nature of this combat scene adds far more tension and excitement to the monster illustration.

Which brings me to another thing I love about the old approach to role-playing fantasy art: the use of multiple artists, and art styles, allowed for a heterogeneous depiction of adventurers, scenes, and monsters. That encouraged a flowering of imagination. My scorpion-tailed Manticore was just as permissible as your iron-spike-tailed version.