The Editioning, AD&D 1st Edition, Part 2

So Charming

He turned up at our door. The lord of the realm, Count Strahd von Zarovich, just appeared at our door on our first night in Barovia. We were expecting maybe wolves? Nope. The great vampyr himself paid us a visit in person. I’ll be honest, we were at something of a loss for how to deal with this. There was a silence around the table (video call.) And then, Warder Jon Blackhall, my paladin, gallant protector, answered the door. He’s not that smart, but also, he believes in good manners. Actually, his lack of smarts drastically compounded the situation moments later. The Count cast Charm Person on him, and just like that, they were best buds.

Charm Person in AD&D 1st Edition is a potentially ruinous spell. There are a few of these low level spells that really punch above their weight. Hold Person is another one. They feel powerful in a satisfying way, whether they are used on you or by you. Strahd cast Charm person on Jon and he was ready to invite the master vampire inside. I had fun roleplaying this and the whole scene was great because the other players had to work hard to convince Jon he was being manipulated. They eventually succeeded and the door was closed. But that didn’t change the fact that he could still under the Count’s sway for at least another week! Lucky old Jon, he’d be allowed another saving throw at that point. This sounds punitive when you look at it through a modern D&D lens. We weren’t even in combat and an element of my PC’s independence was hijacked. And there was nothing we could do.

My other PC, Merryn, the elven Magic User had attempted to learn Dispel Magic during character creation, which would have been enough to remove the charm, but she had failed, and, according to the rules of AD&D 1st Edition, she simply cannot ever learn it now(! This, too, feels rough, at the time.) But, what I found, at the table, was a fantastic prompt for role-play. I think, when player’s complain about their characters’ losing agency, it is often because the game does not go the way they had planned in their head that it should go. But, just like a GM starting a game with an exact idea of what will happen in it, this approach will lead only to frustration and dissatisfaction. This way of thinking presupposes that everyone else at the table is not only ok with your ideas for how your character’s story will go, but also that they are willing to sacrifice their own fun to make that happen for you. Instead, if you go into it with a few major personality traits and ideas for how the PC might act in a given situation, and then roll with the punches, you are far more likely to have a freewheeling good time. For me, Jon getting charmed felt like a pivotal moment for him. Either he would remain charmed for the rest of the game, potentially, and act in Strahd’s best interests when he otherwise wouldn’t, or he would get the spell lifted and this whole adventure would suddenly become much more personal. Read on, dear reader, to discover which way that went!

Night in Barovia

If you haven’t read the first part of our adventure, dear reader, and you want to catch up, please go here. If you think you might want to be a player in Ravenloft, someday, turn back now! There will be SPOILERS!

My paladin, Warder Jon, upon hearing of the missing village girl, Gertrude, felt it important that they make an effort to find her. He thought perhaps she might have run off into the forest, and having found the messenger killed by wolves in the woods, he was worried for her life. I wish I hadn’t pushed this now, actually. I do think this is how Jon would react to hearing about the missing girl, but Isaac had already told us there was nothing more to find around her house. No clues, no tracks. I think it is fairly obvious that we’re supposed to think she might be found in the castle. All roads lead there, after all. Anyway, we wasted a bit of the session doing that.

Afterwards, we still had some daylight so we bought some supplies and returned the Burgomaster’s house to help repair it. We boarded up windows, reinforced doors, patched up holes in the walls, that sort of thing. And then we waited. Merryn went looking for spell books, and found none. Endrei went up to the top floor and looked out over the cemetery with Ireena, the Burgomaster’s daughter who had been bitten by Strahd. Together they witnessed the mass exodus of the ghostly adventurers who had met their end in the castle. They rose, silvery and ethereal, from their graves and progressed up the hill to the castle. Ireena said they did that every night.

And then Strahd came a-knocking. I outlined the upshot of that above. We sent him packing but not before Jon got enchanted. He went to bed thinking the vampire was his best friend. And so, when an aspect of the Count appeared at his boarded up window in the dark of the night, he welcomed it. He was in the shape of a bat, and I’m not sure if this was just a dream or if it was real. Either way, Strahd asked a reasonable favour of Jon. He wanted to know if one of our number possessed a sword that had been broken in two at some stage. Jon thought this might refer to the fighter, Caldan, whose sword had seemed to pull him through the gates into Barovia the previous day. He promised he would get the sword for his new undead mate.

Ireena - a dark, curly haired, white woman in a cloak, golding a sword.
Ireena

The following day, we visited Madame Eva, accompanied by both Ireena and her brother, Ismark. She was to be found at a camp with the rest of her people, along the river. Merryn was very excited to witness what she insisted on referring to as “human magic.” Eva drew the cards for those of the party who entered her tent. For this, Isaac was able to use the Tarokka deck that I had recently procured. It is the official one made for the recent 5.5E version of Ravenloft, but one Tarokka deck is as good as the next, I assume. Anyway, since we were playing online, Isaac drew all the cards himself, and then read out the readings from the adventure. These gave us a lot of clues! I believe they also have a concrete effect on events within the adventure itself, although I’m not sure exactly how since I haven’t read it yet. We discovered something of the location of a “protector of good,” discovered that knowing the history of the place would help us, that the object of our search could be found where a prince is buried, that there is a weapon of light in the hands of darkness, and that all of this would be cast in a dark shadow.

Once the reading was done, the group asked Eva to remove the magic laid upon Warder Jon. She did so in exchange from a promise that we would bring her the two parts of the sword that was broken! We didn’t reveal to her that part of that might be in Caldan’s possession but we did promise we would bring it to her. So, she dispelled the Charm Person and Jon was freed! Of course, he swore an oath to kill the Strahd for the ignominy of ensorcelling him.

Castle Ravenloft with a cariage approaching through a storm.
Castle Ravenloft

From the camp, we made out way back along the road and took the other fork in the crossroads. Up we climbed until we discovered an unmanned black carriage and set of ebon horses, all beautifully appointed and apparently waiting for us to climb board. Only three of us took the ride, including Merryn and our resident gnome assassin, Celfi. The rest refused on principle and, instead, got soaked to the skin as the weather worsened. Eventually we all reached the castle, and it was introduced with some very evocative read-aloud text from the adventure, which, I think, assumed that the whole party would take the carriage.

The front door of the keep stood open, braziers flickered in the hall and it seemed warm and welcoming. We rejected it despite Celfi’s insistence that going in the front door would be the last thing the Count would expect! Instead we investigated the northern side of the courtyard where we found a gate. We easily opened that and found ourselves in another open yard. This one played host to the coach house which was, eerily, filled with the carriage which had just transported some of us there, despite the fact we had just left it on the road out front moments before. Also in this yard, surrounded by high walls was a gate into a neglected garden right at the back of the keep. Our assassin picked the lock for us and we investigated. The garden itself was a sorry affair but right at the back was another gate leading out to the overlook. This promontory jutted out from the pillar of rock the castle was built upon, and allowed an unparalleled vista of the count’s domain. From here, we were also able to line of windows below us, set into the rock face, glowing slightly with a feint light.

We returned to the yard once again to try the back door. This was the only door into the keep other than the front door, so we thought we should enter this way. Inside, we discovered a small, cold chamber. There was a pair of armoured skeletons slumped on either side of a stairway leading down from the room. Upon investigation it became obvious that they were not undead, merely decorative. The room also had a table and on that table rested an ancient book. It was half filled with names, all illegible. Some of us signed the tome, Merryn signed the pseudonym she said she used for her novels, Theodore Woolyfoot. Another member of the team signed it, Count Strahd von Zarovich! Anyway, it then occurred to us that this book could contain the names of all those adventurers who are forced to return to the castle at nigh as ghosts. If that were the case, perhaps destroying it would free them! We took it out to the overlook where there were a pair of bare stone structures sheltered from he wind and the rain. Just as we were about to set it alight, we heard a voice from the shadows behind us, welcoming us to his castle. The Count had come to greet us. Jon prepared to fulfil his oath! Time to roll for initiative!

Conclusion

The cover of the 2012 reprint of the AD&D Player's Handbook - faux-leather cover, with an inset illustration of the head of the famous demon statue from the cover of the D&D Basic set.
AD&D PHB 2012

What I have described above were the events of two sessions. Both were a little short, about two hours each. So, after three sessions, we have not had to interact with the mechanics of the game too much. I get the impression that’s about to change. I recently read the Player’s Handbook cover to cover so I’m pretty well prepared for it, I think, though I am still a little unsure how to factor ⁣segments into a combat round. Thankfully, I’m not the DM so Isaac will have to figure that part out!

I’m very excited to finally be in the castle and exploring. And encountering the antagonist himself, not once, but twice in the course of the adventure so far has been very cool. It makes me feel like he is a real personality and not just a bag of XP and treasure. How will the fight go? Badly, I expect. Let’s find out next time!

The Editioning, AD&D 1st Edition, Part 1

1E or 2E?

The covers of both 1st and 2nd Edition Player's handbooks, side by side.
1E v 2E

I don’t have a lot of experience with AD&D 1st Edition. By the time I felt ready to move on to an “advanced” version of the game, 2nd Edition was available and TSR was releasing a truck-load of source-books, settings, splat-books, adventures and accessories for it. It was natural to move from Basic directly to that. So, I couldn’t really say what the big differences are between the two versions.

PHB page 4 - illustration with a wizard blowing smoke rings and the credits for the book. All writing credits are Gary Gygax.
Smoke Rings

The creator is different, of course. Gary Gygax wrote 1E. And, I mean, he’s Mr D&D, right? That’s got to count for something. Here’s what he has to say about that in the preface to the 1978 Player’s handbook for AD&D 1st Edition:

…the game’s major appeal is to those persons with unusually active imagination and superior, active intellect — a very demanding audience indeed. Furthermore, a great majority of readers master their own dungeons and are necessarily creative — the most critical audience of all! Authoring these works means that, in a way, I have set myself up as final arbiter of fantasy role playing in the minds of the majority of D&D adventurers. Well, so be it, I rationalized. Who better than the individual responsible for it all as creator of the “Fantasy Supplement” in CHAINMAIL, the progenitor of D&D; and as the first proponent of fantasy gaming and a principal in TSR, the company one thinks of when fantasy games are mentioned, the credit and blame rests ultimately here. Some last authority must be established for a very good reason.

I’ll let you make of that what you will, dear reader. But, one thing’s for certain, Gary was sure there was only one man for the job!

From his writing early on in the PHB, Gary seems to have intended this as almost an add-on to the earlier B/X D&D. Here’s another excerpt from the preface:

I am convinced that it does for the old D&D + supplements what GREYHAWK did for D&D when it first appeared, and then some.

Here, he’s referencing the Greyhawk supplement for OD&D, which greatly changed and added to the rules, the classes and the gameplay of that game. And then, in the introduction he states how easy it should be to port your existing D&D character over to AD&D:

You will find it easy to integrate your existing character or characters into the new system, and at the same time the game will be both familiar and different.

I mean, its obvious that the games are built on the same foundations, and that it should be relatively simple to update a PC to work in any version of it, but I don’t think I had realised before that it had been one of Gygax’s intentions going into this project.

To compare, this is an excerpt from David “Zeb” Cook’s foreword to the 1989 AD&D 2nd Edition Player’s Handbook:

It’s not accurate to say this is a book that I alone have written. First off, there are a lot of other names listed in the credits. They, especially the developers, contributed time and talents that I don’t have. Improving the organization and readability was one of the reasons we started this project in the first place. These are tasks that can’t be done without talented developers and editors who play and care about the game. If you discover that it’s easier to find rules during your gaming sessions and that everything seems to make more sense, thank them.

He goes on to state how much the input from players shaped the entire edition here, too. You can see a different approach from the outset I suppose. But is the result all that different?

As to 2nd Edition’s compatability with previously published D&D materials:

Overall, it is best to approach the AD&D game as if it is a completely new game and be pleasantly surprised when you find overlapping concepts.

It’s pretty clear that, in the post-Gygax era, TSR’s attitude to AD&D as a game had shifted. Of course, both D&D and AD&D were being sold concurrently and marketed separately as two distinct games. The D&D Rules Cyclopedia was just around the corner at the time 2nd Ed came out. Indeed, I remember playing a Hollow World campaign run by a friend, using the Rules Cyclopedia, while I ran Dark Sun in AD&D 2E, around the same time. There were good business reasons to see them as separate entities.

I would have to agree that the two games are related but not interchangeable, though, whether we are talking about 1st or 2nd Edition. Your characters generally feel more powerful at low level in AD&D, the options on your character sheet are more numerous, the rules are more likely to dictate the outcome of situations than the DM.

I have to say, the actual character creation process for 1st Edition was time-consuming and involved a great-deal of page-flipping. We created two PCs each for our AD&D 1st Edition adventure. I went for a Magic User and a Paladin for maximum variety. If we had not only recently been through the AD&D 2nd Edition character creation process, I’m sure it would have taken even longer, actually. The two are more similar than different. In fact, this is so much the case that I began to wonder if the two systems are really different enough to even require an entry each in the Editioning. Still, in the end, it’s the playing that matters. I’m excited for it either way.

This surface level analysis has not led me to an answer to the question in the subheading. But then, we have only just started our playthrough of our AD&D 1st Edition adventure, Ravenloft!

Ravenloft

Friend of the blog, Isaac is taking the baton for this leg of the Editioning. He had actually been planning to run Expedition to the Barrier Peaks, but after the way my adventure for OD&D worked out (crashed, underground spaceship, lots of constructs and weird tech,) he felt it might be a bit too similar in theme. Anyway, given the season we were starting in, he decided to switch to the classic gothic horror adventure for 1st Edition, Ravenloft. He even got a copy of the original printed module for it. The adventure is by Laura and Tracy Hickman and was first released in 1983.

Ravenloft, Realm of Terror boxed set cover and Ravenloft, the Horror Within cover
2E Ravenloft and 5.5E Ravenloft

This module has spawned more rereleases, reimaginings, re-hashes and reproductions than maybe any other in the history of the game. Personally, I’m more familiar with the 2nd Edition Ravenloft setting, where Barovia joined a plethora of other strange and moody countries to make up the Demi-plane of Dread. These days, I would imagine that most players are more aware of the incredibly popular 5E module, the Curse of Strahd, or even the 5.5E setting, Ravenloft, the Horrors Within.

Anyway, it was with a great deal of excitement that I joined this game as a player, having never experienced it before.

Including yours truly, there are four players, with two PCs each, all starting at 5th level. Isaac felt that, as the adventure is designed for 6 to 8 players of levels 5 to 7, we would not get by with just one PC each. We’ve got:

  • Dowi playing Din and Dar, twin half-orc fighters, one neutral good, one neutral evil
  • Tom playing two humans, Caldan the fighter and Endrei the cleric, more siblings!
  • Jude playing Celfi, the chaotic evil gnome assassin and Nicholas Duskwater, the neutral good half-elf ranger
  • Me playing Warder Jon Blackhall, the lawful good human paladin and Merryn the true neutral elven magic-user

It’s a doughty crew with so many fighter types but we are fairly stacked when it comes to anti-undead powers and spell-casters. So, I’m confident we’ll come out of this with most of our blood if we’re not too stupid…

Our characters were all that remained of the Company of the Summer Sun, a mercenary band that had recently endured the worst defeat in its history. This ragtag band assumed that they were the only survivors, of course. Although, some of you clever readers with particularly good memories will recall that this was our origin story in Isaac’s previous Editioning game, of Basic D&D. So, Edmund of the Sun and Eandril Summerstream had trudged off to find employment and adventure at the Keep on the Borderlands, knowing nothing of these other survivors who ended up on the road, somewhere near the Svalich Woods. A small, but satisfying nod for those of us who took part in that game.

Welcome to Barovia

The Cover of Ravenloft. illustration by Clyde Caldwell shows the Vampire Lord, Strahd van Zarovich staring moodily from a darkened balcony.
Ravenloft

From this point on, there will be some SPOILERS for Ravenloft so turn back if you think you might play in it sometime.

Our adventure began in a tavern. While enjoying a drink and planning our next move we were approached by a recently arrived traveller, with a message for us and a drink for everyone in the bar. He took off immediately, leaving us to follow the message’s directions all on our own. It begged us to make haste to the aid of the Burgomaster of Barovia, some day’s travel through the Svalich Woods. The love of his life, Ireena had been afflicted and he needed help to deal with it. Merryn, my magic-user, concocted a story on the spot about how she knew the Burgomaster well, having spent a wonderful time in Barovia with him and his family. Just before we began the session I decided I needed at least one major personality trait for each of my characters. Merryn’s was being an inveterate liar, which is tempered only sometimes in the presence of Warder Jon, the Paladin of Forseti, who never lies. Of course we set off the very next morning.

Following the road, we came upon a great gate, with beheaded statues either side of it, which opened eerily before us, welcoming us in. One of our three fighters, Caldan, felt as though his sword was pulling him through the gates and into Barovia. We entered…

Not far down the road towards the town of Barovia, we discovered a corpse. The man looked to be a messenger, who had been torn apart by wolves. Searching him, we found another letter. This one, also seemingly from Kolyan Indirovich, Burgomaster of Barovia and dated before the first message, had very different contents. His daughter, Ireena had been bitten by a Vampyr who had controlled and cursed their land for 400 years. The letter implored the reader to give them up for dead and never to enter Barovia.

Too late did this warning come for our Company of the Summer Sun. We proceeded into the gathering dark, on to the town, taking the poor messenger’s corpse with us. Here we found most of the shops and homes closed up and shuttered. Jon and Endrei took the corpse to the church, where they discovered Father Dunovich in a bad way. He looked in desperate need of sleep and his church looked to have been ravaged by some creatures with great claws. He told us that we were trapped now in Barovia, thanks to the evil powers of Strahd von Zarovich, who resided there, in Castle Ravenloft, a thousand feet above on the mountainside. The town was being attacked every night by creatures, he said. His was the only power able to hold them at bay, which explained his exhaustion and the state of the building. He also told us how the Burgomaster found Ireena near the Pillar Stone of Ravenloft, years before and adopted her.

In town, Caldan and Merryn went shopping and then went for a drink. Here I got to really go to town on Merryn’s lies. They were elaborate and completely unnecessary, about how she held an interest in a vineyard back home and how she couldn’t wait to see some “human magic” in operation. They tried to get some chat from a group of Vistani but got nowhere. They seemed like a bad lot who acted like they owned the place. Even buying them drinks did no good. They did tell us we could visit Madame Eva at her camp along the river if we wanted our fortunes told. In the Blood ofn the Vine tavern, we also encountered Ismark, the burgomaster’s son, who invited us to the big house.

Finally, all the other members of our troupe went to investigate the weeping they had heard from one of the boarded up houses on the Main Street. They found a woman crying endlessly in grief. Celfi, assuming she was some sort of evil spirit, wanted to stab her in the back but Dar tossed a book into her room to get her attention, spoiling the chance for a backstab. The woman was inconsolable, but eventually, the PCs found out that she had imprisoned her daughter, Gertrude in the house, “for her own good.” But she had escaped and now the mother feared the worst.

Later, we all reconvened at the Burgomaster’s house. It, too, was covered in battle-scars: claw-marks, broken windows and burns from the nightly attacks. Warder Jon demanded entry, introducing himself as a paladin who never lied. This prompted Ireena to open the door to the party. Jon used his ability to sense evil on her, but detected nothing. Here we discovered the the Burgomaster was but recently deceased of natural causes and that the nightly wolf attacks had continued until the Burgomaster’s death. We were also told that the ghosts of other adventurers who threatened Strahd rose from the unmarked graves at the church every night. We decided to stay at the house that night to see what happened and then to go on to see Madame Eva the next morning.

Conclusion

So far, so excellent. I have not been a player in an AD&D adventure in well over 30 years. It felt good to be back! And for such an iconic adventure? Genuinely exciting. It’s so timely too, as the nights close in, the winds begin to howl and the cold begins to claw at the door…

I’ll be continuing my analysis of AD&D 1st Edition and comparing it to the other versions in the Editioning over the next few weeks as our Ravenloft experience continues, dear reader. Do join me.

The Editioning: From OD&D to 5E 2024

Bloggies Inspiration

I have read a lot of TTRPG blogs in the last few weeks, dear reader. I imagine the chances are good that you have too, if you’ve been following the Bloggies awards over on Explorer’s Design. There have been so many wonderful reads, I really did find it hard to choose between many of them. What a I liked most of all were the posts that expressed their enthusiasm for the hobby in one way or another. You can feel it shine from a d66 table of carefully curated results as much as you can from the effusive prose of some bloggers. And there were blogs about every aspect of this weird pastime from story-telling to initiative methods and everything in between. So often, what I found is that writers went back to the source material for inspiration, those historical tomes that defined the RPG scene and continue to play an outsized part in it, whether we like it or not. Most of these we were OSR bloggers with a keen interest in the original D&D from 1974. But you would occasionally see other editions get a shout out. On top of this, I get a newsletter from the Shop on the Borderlands that tempts me weekly with a lot of old dragon game shit I don’t need… Unless, what if I did need it?

The Editioning

Now, I have some to lots of experience with most of the editions of the game, and I already have a bookshelf full of D&D, mostly AD&D 2nd Ed and 5E, but also several 4E books, a smattering of 3rd Ed and a couple of 1st Edition tomes. So, I figured, if I undertook a challenge to play a full adventure in every edition of D&D during the next twelve months, I wouldn’t need to supplement my collection too much to make it possible.

So, that’s where we are now. The Editioning is coming to pass. The plan is to play every edition of the D&D game, in order (although there may be some overlap) in our gaming community, Tables and Tales, between now and February next year. Isaac has agreed to take up DM duties for several editions. I will run OD&D, AD&D 2nd Ed, 3rd Edition and 3.5 and Isaac has said he would like to run B/X D&D, Ad&D 1st Edition and 4E. Someone else in the community might run 5E 2014 and 2024, but if not, I’ll probably do those too.

Pre-loved

The covers of the AD&D 1st Edition Dungoen Master's Guide and the D&D 3.5 E DMG.
Just arrived!

I’m trying to source second-hand copies of the main rule books of each edition where possible. It seems more like a real history project when you have relics, primary sources, legendary tomes. It’s part of the adventure. I like to think about others using the books to play their own campaigns twenty, thirty, forty years ago. It puts me in touch with my own teenaged self and allows me to tap into the enthusiasm I had for the game back in the day. Also, its just cool to have them.

I’ve been surprised to find that you can get most of them for prices that I don’t consider extortionate, either on Shop on the Borderland or Ebay. I started shopping for them last week and a couple of DMGs showed up on Friday, AD&D 1st Edition and D&D 3.5E. They’re in good condition considering how much I paid for them. But before we get to those editions, we need to take a look at OD&D and D&D Basic/Expert.

The Educationing

This undertaking has taken me to school. I had to figure out which editions were really distinct enough to deserve to be a part of it. I started by looking up the full list of editions here. I found this useful table:

A table nicked from the Wikipedia entry for Editions of Dungeons and Dragons. it shows all the versions from OD&D to 5E 2024.
From Wikipedia

You can see that it clearly shows the parallel evolution of Dungeons & Dragons and Advanced Dungeons & Dragons. I remember, as a young DM being quite dismissive of the non-Advanced version of the game. I had cut my teeth on the Basic Set but felt as though I had graduated past it to AD&D after a year or two. Never-the-less, I did play it in the nineties. A friend DMed it for us using the Rules Cyclopedia and the Hollow World campaign setting. Looking back at it now, I wish I had had more of an interest in it. Above any other version of the game, except, perhaps OD&D, it seems to have had the greatest influence on the modern OSR. Hindsight is 20/20 I suppose.

I have seen the terms B/X and BECMI and Blueholme and The Red Box and whatnot, for a long time. But this was the first time I bothered my arse to figure out the differences between them. This despite having actually played the using the Basic Set myself. I did not know that the confusing “abbreviation,” B/X referred to the first two boxed sets of the D&D rules, Basic and Expert, which allowed play from level 1 to level 14. I also had not known that the initialism, BECMI, referred to the full set of five rule-books, Basic, Expert (why is Expert shortened to ‘X’ in B/X but ‘E’ in BECMI? Make it make sense!) Companion, Master and Immortal. BECMI supported advancement all the way from 1st level to 36th!

Anyway, I made the executive decision to collapse all these versions into one, and just refer to it as B/X, since the main difference seems to be the extension of level caps with each successive book and we will not be playing long enough for that to be an issue. Nonetheless I have ordered both the Basic Set rule book and the Rules Cyclopedia, just to make sure we have all our bases covered.

Whither Adventure?

The cover of the Making of the Original Dungeons and Dragons. It has a red cover with a big gold ampersand on it.
The cover of the Making of the Original Dungeons and Dragons.

There are still a few decisions to make. And there is a lot of work to do to prepare.

I have a relatively easy task to begin with, and that’s the reading of the OD&D books. I picked up the PDFs of these from Drivethru for a song. I do have them in a a slightly unwieldy printed form in “The Making of the Original Dungeons & Dragons” book that a friend kindly gifted me at Christmas, so I am happy not to need to empty my bank account to purchase a vintage copy of those books. I’ve quickly realised that I would also need the Greyhawk supplement since, otherwise, I would need to use the Chainmail medieval miniature war-game to run combat, and that was a bridge too far for me. The Greyhawk supplement included the first iteration of the D&D combat system that we might recognise today.

On top of that, we have to decide on what adventure modules to run for each edition. I would like to use vintage adventures that were made for the particular edition that we’ll be playing. For B/X, AD&D etc. there are tonnes of options, which means we’ll have to narrow them down somehow. But for OD&D, we have a very different problem. Adventure design appears to have been mainly the domain of the DM. The main books give you rules and tables, monsters, treasures etc, but mainly they encourage the DM to create their own stuff. Which is great! But it leaves me with the question, is that what I should do? Since that’s the intention? Or, should I use the one adventure I could find in any of the OD&D supplements, Blackmoor? The adventure is “The Temple of the Frog,” and I haven’t finished reading it yet. But it does strike me as the sort of scenario that could be quite lethal unless the PCs turn up with an army of hirelings. If that’s what’s intended, maybe that’s just what we should go for.

Conclusion

I don’t yet know which way I’ll go with that decision, dear reader. I would welcome feedback from anyone with more experience of OD&D or the Temple of the Frog than me.

In general, this challenge has got me quite excited about playing D&D for the first time in quite a while. I wrote a few posts about maybe getting back into playing AD&D back in 2024, specifically I wanted to play Dark Sun. The experience of even making a character put me off it. But I now think that, with other players involved, it could be not only of historical interest, but it could be really fun! I know some of our players in Tables & Tales really like a bit of crunch, while others love the OSR principles of rulings above rules that OD&D might bring.

One thing you can be assured of, dear reader, is that I’ll be taking you with me along the way. I hope to have some interesting things to write about reading, prepping and playing these games, so stick around!

Hex-jammer

Messin’ with 5E

I’m sure those of you who have been around for a while are aware of how much I enjoy mucking around with my D&D campaign. It is a Spelljammer campaign of the 5E variety and it has been running for quite some time. About 25 sessions, I think. That makes it one of the longest running campaigns I have ever had. That’s probably what makes me want to keep messing with it. A while ago, I introduced the very FitD idea of Engagement rolls before big jobs/dungeons and that has worked pretty well. I also brought in the adversity token, which have come in handy for our heroes in a few clutch moments, let me tell you!

1E Throwback

This post is not so much introducing yet another rules hack or even anything home-brew. It’s more about utilising a style of play that went out of fashion in D&D a long time ago. Hexcrawling! A couple of the oldest D&D publications I own are from AD&D 1st Edition. One of those is UK5 Eye of the Serpent, written by Graeme Morris and released in 1984. This was designed for one DM and one PC! Specifically, it was made to be the first adventure for a druid, ranger or monk character. This is besides the point. I just thought it was unusual. Also, it reminds me of a Troika! adventure I just read, The Hand of God, mainly because it starts much the same way, with the characters being abducted by a powerful winged creature and dumped in their nest at the top of something very, very high up.

Anyway, the point is the hex map of the outdoor region, Hardway Mountain (the name of which, I think we can all agree, is a little on the nose.) Now, the use of this map was incredibly restricted in the text. If your PC was playing a druid, not only did they have to have a prescribed set of three NPCs with them, they should also be forced to take a particular selection of the marked “routings.” These would be distinct from the routings a ranger or monk character would be forced down. You can see this laid out in the unfeasibly complicated two-page spread below.

Now, I think this is really interesting in comparison to what you might deem a hexcrawl style game today. I think most OSR games that use a hex map are thinking along the lines of open-world or sandbox play where you go to a certain hex on the map to explore, with the understanding that the whole thing will be open to your PCs. There might be geographical or other obstacles they have to overcome but that’s up to them, they can either try them out or forget about them.

When it comes to encounters, places of interest, etc. a lot of the time these will be generated randomly and the GM is discovering along with the players in many cases. Even if the GM is the one who came up with the encounter table they’re rolling on, they are not to know what the roll will turn up in the moment or what the PCs will do with them! I realise I am probably teaching my grandmother to suck eggs here, but I want to point out that, although the hexcrawl is a pretty old school style, it wasn’t always necessarily as free a style as it is generally taken to be today.

One last thing. That Eye of the Serpent module has some fantastic art by Tim Sell. Just check these out.

Hexing the Rock

The Spelljammer campaign may have gotten a bit bogged down on the Rock of Bral. Why? Is it because it is the only location described at all in the Spelljammer 5E set? Maybe. Is it because all the plot threads of the campaign led there? Partly. Is it because it takes a life age of the earth to get through a round of 5E combat? That’s a distinct possibility. Anyway, the crew have spent a lot of time exploring, murdering, stealing, negotiating, shopping, drinking and dating on the topside of the Rock already. But one of them has had a literal ooze-heart pulling them to the underside since they got there and they finally made it down. Now, to get them there, I invented a little something I like to call the Shaft of Bral. Stop sniggering! It is a shaft of pure void half a mile wide through which you can reach not just the top and under sides of the Rock but everything in between too. So they took a little row-boat called a spell-rudder down to the bottom and now they are crawling through the hexes underneath. I threw a few random encounters at them on the way down as well. I invented a few encounters for the Shaft of Bral and put them in a d6 table. I got the players to roll for those and they had fun getting hit by another spell-rudder in a hit-and-run and avoiding the sickly air of a boat full of corpses on their way down.

So far, using the encounter table in Boo’s Astral Menagerie (the Spelljammer Monster Manual,) I have been unimpressed. The first time I used it they got an encounter with a ship of aggressive Vampirates. Then there was a fight that lasted three full sessions. It wasn’t all bad, it just derailed things in a less than ideal way. So, I thought I would just make my own encounter tables from now on.

Once they were finally on the Underside of the Rock, I had to think about how I was going to handle it. It is a very large area, made up largely of farmland and forest and they were there to find one wee gnome. I could have just given them directions, but I wanted it to feel like they were exploring and finding their own way, so I took the map of the Underside of Bral and popped it into Roll 20. We are playing this game online so this worked out well. Then I set the map layer to have a hex grid, instead of the standard square one. Now, as they travel, each time they pass from one hex to another, we roll for an encounter. Some of these encounters are designed to beneficial, some are quite the opposite and others are what they make of them. They have been using their own skills, abilities and traits to push on towards their goals while getting the impression of uncovering things about this place as they move through it. I’m not sure how the creators of this version of the Rock imagined people using this map. Maybe this is exactly what they thought we would do! But, I doubt it. It doesn’t feel as though any thought went into that, in fact. As it is with so many recent D&D 5E products, you are given the bare minimum and expected to figure the rest out for yourself. Even a little advice to go along with the map would have been useful. I mean, even Eye of the Serpent did that in 1984.

Anyway, the last session we had was one of these hex crawl sessions and I can’t remember a funnier time. Genuinely laughed the whole way through. Now, I am incredibly loathe to take any credit for that. It was entirely the hilarious antics of the fantastic players I am blessed with. A couple of highlights:

  • Our Giff Charisma-Fighter/Paladin climbing a tree to hide from a patrol with his trousers ‘round his ankles because he thought his hairy grey arse-cheeks would help disguise him as a bunch of coconuts (didn’t work, it was an oak tree.)
  • Encountering a bunch of Hadozee who were on the run from the nearby prison but didn’t know how to escape the Underside. The party told them all about the secret hatch in that stump over there which led to the Shaft of Bral. What’s that? Do we have a boat there? Yep! On, ok, bye then! Good luck in the shaft!
  • Herbert Gũsfacher, ornithologist, the latest identity adopted by the party’s resident illusionist, Balthazar.
  • Gary, Son of Gary. Oh, are you based in the Garrison, Mr Gary-son? No, the Citadel, actually.

Anyway, these random encounters did help along the good times and, I hope, gave the players a sense of active exploration. They haven’t found what they were looking for yet (it’s Eccta, the plasmoid Mum) So I can’t go into any detail about what is in store but I will be using a lot more of my own home made hexcrawls and random encounter tables, that’s for sure.