Progressive Revelation of AD&D

Within orthodox Christianity, there’s a concept called “progressive revelation,” which means that God did not reveal everything about Himself at once to humankind.  Otherwise, who knows what would’ve happened?  Maybe our heads would have exploded, a lá Dogma.

Dogma-Bethany-and-friendsRegardless, the Christian God chose to reveal Himself in baby steps.  And I like to think that Gary Gygax did the same.

As I have mentioned before, AD&D was released in this order:

Monster Manual (December 1977)
Players Handbook (June 1978)
Dungeon Masters Guide (August 1979)
[These dates come from this unbelievably helpful site]

As a result, the ruleset was somewhat incomplete until all three books were released.  Nowhere is this more apparent than in combat and character creation.  Since I wrote at length about combat and initiative order last week, let’s focus on character creation this week. Continue reading

CtD Podcast, Episode 3: The Gygaxian Tone

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For our third episode, we commemorate the birthday of the late Gary Gygax, Dungeon Master par excellence!  In an effort to remember him well, we explore a number of quotes that I’ve chosen that accentuate his personality and role in relation to the roleplayers.

A few links to sites referenced in the show:

And without further adieu, the podcast:

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Audio:

Experienced AD&Ders Needed!

If you’re new to my project, Chasing the Dragon, you may want to read an introduction here.

I need your input on my first house rule.

Now this may surprise you, as I’ve never even played a session of AD&D yet.  Not as a GM.  Not as a player.  Never.

Now I’ve played 4e extensively and the 5e playtest.  I’ve played the FFG Star Wars RPG extensively, as well as FIASCO, Pathfinder, and the Mouse Guard RPG.  I’ve played an RPG or two, but I’m certainly no expert.

So please answer my question, oh experienced grognards of the first edition!

Is the following rule going to work well, while keeping the spirit of the game in tact?

So here we go.

Continue reading

CtD Podcast, Episode 2: Which Edition Now?

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In my sophomore episode, I am joined by Daniel Fisher, podcaster for Innroads Ministries and owner of knucklebonezdice.com.  I enlisted him to help me sort out the early history of Dungeons and Dragons, as well as why we call AD&D “first edition,” when it wasn’t actually the first D&D.

A few links to sites referenced in the show:

 

And without further adieu, the podcast:

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AD&D Players Handbook: The Best

If you’re looking for the AD&D podcast, subscribe here!  For the history of this project (Chasing the Dragon), start here.

The 1e AD&D Players Handbook is the best RPG rulebook that I’ve ever read.  I say that without any qualification whatsoever.  Here are my reasons why:

  1. This picture on the title page.  It sums up  the very essence of the book and the game.http://3.bp.blogspot.com/-ozG3jA3ewPE/UzdDAg-sXTI/AAAAAAAAAJI/THAsyTtnElU/s3200/smoking-sorcerer-atop-d6.jpgGygax is seeking to harness the Tolkienesque ambiance of the Lord of the Rings with the help of a die.  I actually didn’t even notice the die in the picture until my third or fourth time looking at it.  And really, the game should function the same way.  The fantasy is primary–the dice, secondary.  Whether or not that is how it turns out still waits to be shown (to me).
  2. I actually read the whole thing in one sitting.  And I enjoyed every second of it.  Now granted, it’s only 126 pages and I may have skimmed a bit here and there, but it was an absolute blast to read.  It’s just plain fun.
  3. The organization is pretty remarkable.  I commented previously on the shoddy organization of the Dungeon Masters Guide…not the case with the PHB.  Basically, the book takes the player step-by-step through character creation, reserving some of the more space-intensive matters (spells) for later.Additionally, the way that Gygax references items that would come later or had come before really showed that he had a command of this book’s organization.  It is well thought-out, easy to process, and if something is going to be left unexplained for a time, he tells you.
  4. How blatantly Gygax is ripping off Tolkien.  On the ranger table (pg. 25), a level three Ranger is called “Strider” and levels 10-12 are called “Ranger Lord.”  This theme continues in the Dungeon Masters Guide.
  5. This explanation of hit points, which makes more sense than any other RPG (whether print, or video):It is ridiculous to assume that even a fantastic fighter can take [85 hit points, the equivalent of four huge warhorses]. … Thus, the majority of hit points are symbolic of combat skill, luck (bestowed by supernatural powers), and magical forces.So every hit point is not actually physical damage, but rather it represents the gradual wearing down of the character, as it battles and expends its energy and skills to survive.
  6. Hirelings and henchmen.  Players are straight-up encouraged to get NPCs to help them.  I could see this getting old as a DM, but as a player it sounds like a hoot.
  7. There are 60 pages of spells.  Saves you from buying a second book and I appreciate this.
  8. The optional appendices: as much as I want to play rules-as-written, psionics seems a bit complex to add to a first-time campaign.  I’m glad to feel like it’s an optional bit.

The things you might not like

Just because it’s the best RPG rulebook I’ve read doesn’t mean that it’s flawless.  I’m trying my best to reserve criticism or negative judgments until I’ve played.  And I do plan to play (at first) rules as written.  But here are a few things I can tell might be less-than-preferable:

  1. Determining characteristic scores randomly, but then limiting the races, classes, and even genders on those randomly chosen numbers.  Seems like it could be cumbersome for the player who came to the table with a clear character concept beforehand.
  2. It does seem pretty apparent that a lot of classes are squishy, especially the Magic-User (which has only 1d4 Hit dice, meaning a possibility of 1-4 hp at Level 1).  Heaven help you if you start with 1 hp.  With this game, it seems apparent that you really do need to start with at least 4-5 characters created, because characters will die.

All in all, this book may have absolutely sold me on the system.  I got into a conversation with some guys the other night who were lauding 5th Edition.  My only response was, “I don’t know, 1st Edition AD&D seems to have captured by curiosity.  It could even be the best…”

What do you think?  Am I crazy?  Have you read it?  What would you add?  Sound off in the comments below!

AD&D: Where to start?

If you decide to learn 1st Edition Advanced D&D, don’t start with the Dungeon Masters Guide.  I repeat!  DO NOT BEGIN WITH THE DMG!  Why not?  Well it’s helpful to know the release dates for the three core rulebooks for 1e AD&D:

Monster Manual (December 1977)
Players Handbook (June 1978)
Dungeon Masters Guide (August 1979)
    [These dates come from this unbelievably helpful site]

That’s right, the DMG didn’t come out until almost two years after the first release!  Well how did players play without a DM’s guide?  Easy.  They were using the rules from either the Original D&D (January 1974) or D&D Basic (June 1977).  So DMs more or less cobbled together a way to play until the DMG came out in 1979.

So why not read the DMG first, oh new learner of AD&D?  Here are my reasons why:

  1. Gygax has assumed you’ve read and used the Monster Manual and the PHB already.  So when he hits the ground, he hits it running 100mph.  If you don’t understand the basics of character creation and stats, you’re really going to struggle to know what you’re reading.
  2. The organization of the DMG is less than stellar.  It’s fun and fascinating to read, but without the grounding knowledge of the other books, retaining that information will be very difficult.
  3. If you’ve read the other two books first, you’ll feel competent enough to jump in and DM, even if you’ve only read a bit of the DMG.

So where should you start?  As someone who has now officially read them completely backwards (DMG -> PHB -> MM), I’m actually going to give the advice I’ve gotten from my grognard friends: go in chronological order.

MM40th04

The Monster Manual is a quick read (if you only read the introduction, conclusion, and skim the monsters).  It will give the necessary explanation of hit dice, monsters, and encounter style.  Plus, you’ll get Gygax’s personality instantly.

The Players Handbook is next.  And what a treat it is!  I’ll be dedicating a whole post to that wonderful work either this week or next.  I literally read the entire thing in one sitting.  Perfectly organized.  Really fun to read.  This is the bulk of what you need to learn.

And finally, the DMG.  I bailed after 140 pages to go back and read the other books.  Now I’m wrapping it up.  Again, it’s classic Gygax, in terms of tone and writing style.  But, good heavens, it’s poorly organized.  Now thirty-seven years later, this organizational problem has been mitigated for us by the good folk over at OSRIC.  Using the 3rd edition Open Gaming License from WotC, they’ve reproduced the rules from AD&D in a more organized, easily processed version.  It sure doesn’t have the flair of Gygax, but it’ll get the rules across more clearly.

Anyway, that’s my recommendation to you.  Don’t…please don’t start with the DMG.  I made the mistake so you don’t have to.  Start with the Monster Manual, then the PHB, and you’ll be on your way, faster than you can roll a d20.

CtD Podcast, Episode 1: Dead at the Door

As a complete noob to 1e AD&D, I thought I’d enlist the help of some experts to educate me (and you as well!).  Thus for my first Chasing the Dragon podcast, I am joined by Jeff Romo, board member of and podcaster for Innroads Ministries, and Joshua Brown, member of and podcaster for The Mad Adventurers Society.  I interviewed them on topics like:

  • Their first AD&D experience
  • What they loved about the game
  • What they would (and did) change in the game
  • What their advice would be to folks (like me) who are learning AD&D

A few notes from the show:

  1. Our theme music was used with permission from the excellent band, Lame Drivers.  For more on their music, click here.
  2. Links that are mentioned in our conversation:

And without further adieu, the podcast:

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Audio:

Chasing the Dragon: The Beginning

There’s just something about the first time you play a roleplaying game–the newness, the mystery, the excitement, the fun!  As soon as my first session was over, I wanted to play again.  And in many ways that initial experience of roleplaying compels us to keep going.  In the drug subculture, they call it “chasing the dragon,” always trying to recapture that initial experience–trying to get back to that first high.

Despite the necessary warnings attached to such an endeavor, I have decided to chase the dragon.  Which dragon, you ask?  The advanced one, of course.

In 1977, the first AD&D rulebook was released.  Gary Gygax had taken the kernel of an idea that was original D&D and developed it into its own independent game.  And thus, modern roleplaying games were born.  Unfortunately, I was not yet born.  When I first saw the light of day in 1983, AD&D books were already in their 7th printing.  It was a bit before my time.

In fact, I didn’t start roleplaying until 2011, using the oft-maligned 4th Edition D&D.  Maligned or not, me and my friends enjoyed it for quite a while.  For three years in fact.  Eventually I grew tired of the system (for a whole host of reasons) and I moved on to other games, most relevantly the FFG Star Wars RPG.  But when 5e starting getting really good reviews, I found myself wanting to go back to the swords and shields…yet I was left with a nagging question:

Why play 5th Edition, when I could play 1st Edition?  Why play new modules and scenarios, when I haven’t even played the oldest, most revered, and most nostalgic?

So I envisioned a project, which I’ve called Chasing the Dragon.  It’s all about going back in time and recapturing the experience of the first D&D players.  I’m learning the rules of 1st Edition AD&D from the ground up.  And then I intend to either DM or play through every module written by Gary Gygax.  And I’m going to chronicle this process here on MadCleric.com.
Every Tuesday and Thursday, you can expect new content.  It may be short and sweet.  It may be a full-length podcast.  It could be recordings of live-play!  The sky (and my schedule) is the limit.  So, grab your sword and put on your running shoes, because we’ve got a dragon to chase.
Have you ever played 1e AD&D?  What advice would you give me?  If you’ve never played it before, why not?  Answer below in the comments!

Star Wars LCG Winter Tournament Recap

Yesterday, the St. Tammany Star Wars Gamers played the 2015 Winter Tournament for the Star Wars LCG.  Listed below are the decklists along with their records.  I will be posting some statistics from those lists very soon:

1st Place – Jason D. Wood

Navy (2-1)
1x Dark Time for the Rebellion (51)
1x Imperial Blockade (88)
2x Tarkin Doctrine (178)
2x Might of the Empire (179)
2x Enforced Loyalty (180)
2x Imperial Entanglements (181)

Smugglers (3-0)
1x A Hero’s Journey (1)
1x Asteroid Sanctuary (72)
1x Watchers in the Wasteland (91)
2x MTFBWY (112)
2x A Hero’s Trial (127)
2x Survivors (146)
1x A Hero’s Beginning (161)

2nd Place – Patrick Ledet

Patrick won 2nd place after a one-round tiebreaker with Alex Lacour.  This accounts for the additional win and loss in each of their records.

Navy (2-2)
2x Fall of the Jedi (19)
2x Counsel of the Sith (20)
2x Emperor’s Web (23)
1x Dark Time for the Rebellion (51)
1x Agent of the Emperor (104)
1x The Imperial Bureaucracy (163)
2x Enforced Loyalty (180)

Jedi (3-0)
1x Journey to Dagobah (4)
2x MTFBWY (112)
2x A Hero’s Trial (127)
2x Survivors (146)
1x A Hero’s Beginning (161)
2x Forgotten Masters (166)
1x Mysteries of the Rim (176)

3rd Place – Alexander Lacour

Scum (2-1)
2x Deploy the Fleet (46)
1x Sabotage in the Snow (58)
1x Imperial Blockade (88)
2x All Out Brawl (136)
2x Might of the Empire (179)
2x Imperial Entanglements (181)

Smugglers (2-2)
2x Questionable Contacts (15)
2x Raise the Stakes (70)
2x Trust Me (71)
2x Across the Anoat Sector (74)
2x Against All Odds (103)

4th Place – Jack Wilson

Navy (2-1)
2x Fall of the Jedi (19)
1x Counsel of the Sith (20)
2x Emperor’s Web (23)
1x Agent of the Emperor (104)
2x Tarkin Doctrine (178)
2x Enforced Loyalty (180)

Jedi (1-2)
1x A Hero’s Journey (1)
2x Forgotten Heroes (3)
1x Journey to Dagobah (4)
2x MTFBWY (112)
2x Flight of the Crow (107)
2x Forgotten Masters (166)

5th Place – Garrett Platner

Navy (1-2)
2x Deploy the Fleet (42)
1x Sabotage in the Snow (58)
1x Imperial Blockade (88)
2x Tarkin Doctrine (178)
2x Might of the Empire (179)
2x Imperial Entanglements (181)

Smugglers (0-3)
1x Journey to Dagobah (4)
2x MTFBWY (112)
2x A Hero’s Trial (127)
2x Survivors (146)
2x A Hero’s Beginning (161)
1x Mysteries of the Rim (176)

6th Place – Matthew Crain

Sith (1-2)
2x Fall of the Jedi (19)
1x Counsel of the Sith (20)
2x Emperor’s Web (23)
1x Reconnaissance Mission (36)
2x The Executor Arrives (66)
1x Scouring the Empire (100)
1x Agent of the Emperor (104)

Smugglers (0-3)
2x Hoth Operations (38)
1x Prepare for Evacuation (49)
2x Attack Pattern Delta (59)
2x Rogue Squadron Assault (141)
1x Breaking the Blockade (162)
2x Heroes of the Rebellion (167)

(Re)Creating the Meta: Star Wars LCG Pt. 2

This article continues a series for the St. Tammany Star Wars Gamers, as we continue our slow-grow Star Wars LCG League.

Well, the meta has shifted once more!  With the addition of Edge of Darkness, the Echoes of the Force cycle, and Balance of the Force, it’s practically the Wild West out there.  Here’s how I want to handle this meta shift:

  1. Remind you to read Alex’s excellent post about deckbuilding.  It really is insightful.
  2. Discuss some of the new cards that were showing up last Saturday
  3. Give you a very brief breakdown of my decklists

The Light Side: Wookiees, Jedi Ewoks, and Sleuth Scouts

So let’s talk Wookiees.  I mean, come on.  These dudes are punishers.  Nobody was running A Wookiee’s Journey (fwiw, I’ve never used it well), but Chewbacca’s objective set was a particular thorn in the derriere.  Why?  Observe:

ChewbaccaWookiee WarriorLet the Wookiee Win

Just think on that for a few minutes.  And then remember that the objective grants Wookiees Protect Character.  And then put those furrballs in your deck!

Next, Jedi Ewoks?  Really?  We’re talking about Ties of Blood here.  I like the objective and I like Leia’s Reaction, but I struggle to justify putting her on the board.  A 3-cost, 2-health Vader magnet?  I dunno.  But that Ewok Companion with Native Support?!  Just too good to pass up.

Ewok CompanionNative Support

Now keep in mind that Native Support has received an errata: “Should read ‘…(Limit once per turn).'”  But still!  If you can get him in there, along with some other shielding units, like the ET-74 Communications Droid and its objective set, it’d be like having a Worlds-winning deck.   Wait a second

Last on deck for the Light Side is the Sleuth Scouts.  I mean, seriously?  No units can defend, except those that cost 0-2?  That’s crazy!  No, what’s crazy is when you pair it with this nonsense:

Across the Anoat SectorArcona Rumor Monger

I mean, seriously.  The number of confounding options is significant.

The Dark Side: Mara Jade, Galactic Scum, and the Regulars

I didn’t notice a huge shift in our DS decks last Saturday.  Why not?  Probably because the core Sith units are still boss.  Even in the Rogue Squadron meta, they are still awesome cards.  So what regulars are still popping up?

  • Vader w/ his beautiful Reaction to Sith events
  • Palpatine w/ his beautiful Sith events
  • Counsel of the Sith: giving you a Twist and some resources
  • Executor with SITH HOLOCRON

Outside of that, we did have two notable newcomers show up on the scene:

Galactic Scum

I go back and forth on Mara.  Yes, she’s awesome when committed to the Force.  But do you want her committed to the Force?  Targeted Strike only applies when attacking, so unless you have Rage in your back pocket, you’ve got a challenging decision to make.  Also, while she costs one less than Vader, she also has one less health and she lacks his awesome Reaction.  I put one copy of Mara in my deck, but you’ll have to find how she works best with your strategy.

Galactic Scum, like Hired Hands for Smugglers, is a really neat card especially for battling Sleuth Scouts.  Not to mention, its objective goes really great in capture decks.  For that matter, an edge-enabled tactics for 1-cost with three damage?  That’s like three Twi’lek Loyalists for the price of one.  For what it’s worth, this set is in almost every DS deck from Worlds 2014.

What did I run?

I’ll make this quick and to the point.  You can see the principles highlighted above in the decks below:

Jedi
Strategy: get all those cheap little units out there to fight the war, while Obi-Wan and Yoda keep the Force.
Unmentioned cards worth noting: Yoda, You Seek Yoda, Shistavanen Wolfman, and Executor-killing Yoda.
Sith
I basically swapped out my Hoth sets with Jerec and Mara’s sets.  This may not have been the best strategy, as I got clobbered by Garrett last night.  First time I’ve ever decked out in this game.  I was going for a control deck, but I think I may need to add in some Scum to help with that.
Bring it on!
I’m going to leave my decks as is for this Saturday’s games.  So get your Sleuths, your Wookiees, your Executors, and your Scum!  Let’s do this thing!  See you on Saturday.