The DMs Guide to Session Planning

DMs, do your players always take the path of most resistance?  Or are they content to sit in the local tavern for four solid hours, roleplaying and digging up so much information that you never could have prepared for it?  Or maybe they simply murder hobo through every NPC you carefully crafted.  Here’s my point:

Campaigns never go according to plan, if you plan.

As DMs who are trying to juggle family, jobs, other responsibilities, and gaming, it can get frustrating.  I mean, is there any point in planning at all?

I believe there is a point to planning within limits.  And it all starts with having the right attitude.  You need to make a plan in order to break it.  You heard me right.  Plan with the expectation and intention of breaking that plan.

The path your campaign takes will never be straightforward and simple.  It will be twisted and complicated with lots of course correction.  So here’s how you can plan for that  without losing your sanity:

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Your PCs Need a Mr. Miyagi

If you’re looking for a new game, you’ve got a problem on your hands.

And the problem isn’t scarcity–no, quite the opposite!  The number of  tabletop games available in 2016 is a bit mind-numbing.  Not only do you have new games coming out quite frequently, but you’ve also got years of old games just waiting at your FLGS and on eBay.

And for grown-up gamers such as ourselves, our ability to take on new games is limited by our schedule.  It’s tough to keep up with your responsibilities, while trying to learn every new game that comes your way.

So as the guy who’s been encouraging you to try out AD&D, 1st Edition, I feel it’s important for me to answer the question:

Is learning AD&D, 1st Edition worth the trouble?

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I don’t always use grid maps, but when I do…

This is the fourth post in a series on responsible and affordable AD&D shopping.

This one goes out to the GMs in the crowd.

Let’s be honest.  You’ve got a tough job.  I mean, sure, you love it.  You love the adventure, the creativity, and of course the unfettered power.  Wait, did I just say that out loud?  Don’t mind that, players.

Anyway, being a GM is great.  Until it comes to prep time.  You gotta read that module or gather those stats.  You’ve got story hooks, plotlines, and story arcs to parse out.  Even if you’re one of those rare unicorn GMs who does minimal prep (not me), there’s still one piece of preparation that you probably think about a bit: maps.

Of course, this could raise a contentious debate as to whether players need a grid map at all.  Here’s my answer to the question:

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The Mad Cleric Needs Your Help!

This blog is for you.  I write and podcast week-in and week-out to benefit your gaming and, thereby, your life.  So I want to know how I can help you better.  Below I’ve got a brief ten-question survey for you to fill out.  The first to fill it out and chime in on the comments below will get precedence in online AD&D games later in the year!  So please, give me a few minutes of your time, so that I can be even more helpful to your gaming and your life.

Thanks!

Jason, The Mad Cleric

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Do Not Read This Blog!

Seriously, don’t do it!

Credit: Richard

Well, OK, you can read this particular post.  But I’m getting at a much larger issue, which is: for whic readers is MadCleric.com, this blog, intended?

And my answer begins with a story…

Last Sunday, I got the kind of text I love to receive.  An old friend with whom I never gamed asking the question, “What do I need to get so me and my friends can learn D&D?”  And instantly, I was faced with a conundrum:

Do I direct him to AD&D 1e or to the shiny new 5th edition?

And with a weight of guilt upon my shoulders, I texted back, “You should definitely get the 5th edition Starter Set.”  And I hung my head in defeat.  How could this be?!  I’m the Mad Cleric!  The defender and proponent of AD&D 1e against detractors everywhere!  I’m the guy that’s bringing it back!

And then I had a realization: my journey is not for this particular friend.  He’s a first time tabletop roleplayer.  His friends are in the same category.  And what do they need?  A good, solid, clear, and fun high fantasy roleplaying game.  And, dammit, that’s fifth edition Dungeons & Dragons.  There’s no buts about it.  In the end, he’s chasing a different dragon than I am.

The dragon I’m chasing is a much more elusive dragon.  A dragon from the darkest hidden dungeons of the late seventies and early eighties.  I’m seeking the dragon of nostalgia.  I’m seeking to recreate the uncreatable.  I’m wanting to peer into the past and experience what they experienced.  It’s not that my friend couldn’t handle AD&D 1e.  But it’s not the game (or dragon) that he’s looking for.  Which leads to a question:

Who’s looking for the same dragon that I am?

Here’s who’s looking for the same dragon: the people that should be reading this blog twice a week.  Here they are!

  1. Gamers who haven’t been playing and want to experience something of yesteryear
  2. Gamers who have played the spectrum of modern RPGs, but have never gone back to the beginning
  3. D&D players who’ve never dabbled with first edition
  4. People who are simply interested in AD&D 1e or my journey in it
  5. Of course, experienced AD&D DMs/players who can help direct me on this journey

So if you’re one of these five people, please continue reading this blog.  And pass it on to your friends.  I’d love to see a community of gamers gathering around this idea of going back and experiencing what AD&D 1e offered so gloriously to the gamers of the past.

So please, dear friends, keep passing on your gaming questions, even if they lead to other games and other systems.  And of course, keep on chasing that dragon…whatever your dragon may be.

What’s your gaming dragon right now?  Are you digging into AD&D 1e with me?  Or do you have something else right now that’s got your goat?  Let me know in the comments or on Twitter!

Seeking a Quest in Hommlet

And we’re off!  Session 1 of Chasing the Dragon is on the books.  My home group began playing T1 – The Village of Hommlet.  As I’ve said about the module before, this introductory setting is just that: a setting.  It’s a very good setting, but a setting nonetheless.

I’ve been spoiled by more recent adventure books, where the whole story is laid out for the GM step-by-step.  Even more sandboxy ones, like D&D 4e’s The Slaying Stone or FFG’s Star Wars: The Jewel of Yavin, still had a general plotline to which the GM was supposed to draw the players back.

Not so with Hommlet!  Instead, Mr. Gygax has put remarkably painstaking detail into his setting.  Vivid characters–beautiful buildings–interest-provoking details–all of these with no plot hooks.  Now you could imagine that the details are themselves the plot hooks, but the dots are left for the DM to connect.

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My players were curious what kind of workout these guys did on a daily basis.

Now that I’m one session in, I’m fine with it.  The players are enjoying the intricacies of the adventure thus far.  They like the characters, the village, and the process.  But here are the two things I wished I’d known as a first-time AD&D DM: Continue reading

Gygax’s AD&D Modules

So we all know who Gary Gygax was.  We know that he wrote the core rulebooks for 1e AD&D.  But what about the modules?  After all, that’s the goal of my project: to play through all of Gygax’s AD&D modules!  So which ones would that be?  Let’s review all seventeen of them in chronological order according to their publication:

1978

1978 was a prolific year for Gygax.  The AD&D Monster Manual had been published in December 1977 with the Players Handbook to follow in June 1978.  So in 1978, Gygax released seven modules in conjuntion with the release of the game:

The Giant Series

G1: Steading of the Hill Giant Chief
G2: The Glacial Rift of the Frost Giant Jarl
G3: Hall of the Fire

This series was released at Origins ’78, each module intended for “tournament play.”  The adventure was run for players at the convention and then it was released for sale.  Intended for characters levels 8-12, these modules were no walk in the park.

The Descent Series

D1: Descent into the Depths of the Earth
D2: Shrine of the Kuo-Toa
D3: Vault of the Drow

This series was released at GenCon XI, again for “tournament play,” which again means most parties died.  Players needed characters between levels 9-14 to endure this difficult road.  These modules introduce the drow to the D&D universe.

The Special Series

S1: Tomb of Horrors

That’s right!  The infamous TPKing slaughterhouse was released in AD&D’s first year of existence.  Gygax had actually been using an unpublished version of it for a few years to test players’ skill and acumen.  Many self-professed heroes perished in the halls of that tomb.  It was a bloodbath.

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CtD Podcast, Episode 5: Character Creation

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For our fifth episode, I sat down with my brother in Memphis, TN to discuss character creation for AD&D.  We hear about both of our experiences creating characters for other games and how AD&D contrasts with them.

A few affiliate links to works referenced in the show:

And now, the podcast:

Video:

Audio:

CtD Podcast, Episode 4: The Nostalgia Factor

Subscribe to the CtD podcast on iTunes!

For our fourth episode, I invited my gaming buddy, Jason Rush, to join me for a conversation about how 1980s nostalgia is bringing back games like AD&D.  We get deep into his experiences as a 12-year-old gamer and how those memories are coming back in spades today, as we prepare for our AD&D campaign beginning this Friday!

A few links to sites referenced in the show:

And now, the podcast:

Video:

Audio:

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