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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AD&D: Embrace the Imbalance

AD&D is imbalanced.  There, I said it.  The classes are imbalanced.  The races are imbalanced.  Many of the monsters feel imbalanced.  Everything about the game reeks of imbalance.

But is imbalance necessarily a bad thing?  I don’t think so.

Picture by Kevin Thai

My players are just learning the basic combat rules.  We’re only 2 full sessions in, due to crazy schedules, so we’re still working it out.  I’m still working it out.  So as we engaged our first serious combat opportunity, I thought, let’s keep the guard rails on:

4 PCs (a fighter, an assassin, an illusionist-thief, and a cleric)
1 allied PC (Elmo, if you’re familiar with The Village of Hommlet)
3 opposing NPCs (2 bandits and one fenced-in wild horse)

Everything about the encounter reeks of caution:

  • One less NPC than the PCs
  • The wild horse was fenced-in, just in case the 2 bandits were too much

But there was more than meets the eye:

  • The Monster Manual recommends bandits be in group of…wait for it…20-200!
  • Wild horses appear in packs of 5-30

So, yeah, I was pulling my punches.  But why?  I wanted to allow the players to learn the system without their characters getting slaughtered.  Is that so bad to do?  The game feels so imbalanced–weighted against low-level PCs–I don’t want them to get frustrated with the system.  In the end, this is the question I found myself facing:

Can I trust the numbers in the books—or do I need to flub them?

Well, I learned from the experience big-time.  Here’s how:

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Budget-Friendly Nostalgia: Miniatures

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

It was one of the scenes with the greatest foreshadowing in “Stranger Things”: when Mike slammed down the terrifying miniature of a demogorgon smack-dab in the middle of the adventuring party.  They were playing AD&D.  And things just got real.

This thing's no joke: 200 hp straight up (MM, 16).

Demogorgon’s no joke: 200 hp straight up.  3 attacks per round, incl. psionics.  Just run. (MM, 16)   

But a few grognards out there may have taken exception at this point.  “Miniatures!” they might exclaim “We didn’t use no filthy miniatures in AD&D!  It’s was theater of the mind!”  So I’ve heard some say.  But as one who has not only recently read the rulebooks in toto, but has also been recently playing AD&D 1e with miniatures, I think it’s the best way to play the game.  And, for that matter, it’s not going to break the bank either.

But let’s start at the beginning: should AD&D even be played with miniatures?  Is it really going to enhance my gaming experience?

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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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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

Budget-Friendly Nostalgia: DM Screen and Dice

If you haven’t figured it out already, I’m really trying to experience the nostalgia of playing AD&D.  But as you know, nostalgia ain’t always cheap.  There are whole industries rooted in this idea of recapturing the experience of the past.

One part of the nostalgia for me is the tactile experience.  I want to hold the dice, smell the books, and hear the pencils scribble.  Pencils are cheap.  And the books can be had at a reasonable price.  But there are two items out there that are not so easy to get at a reasonable price: Dungeon Masters Screens and original D&D dice.

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Dungeon Masters Screens

I will not think less of you if you want to buy one on Ebay.  But the best price (as of the time of this writing) is $45 for an original 1e DM Screen.  Now that’s actually not a bad price.  I’ve watched them for about two months now and they trend toward a hundred bucks.  But if you’re like me and you’re trying to keep a budget, there are other options out there for you.

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Modules for Learning to DM AD&D

New DM for AD&D?  Want to know where to start?  Me too.  I’ve never DMed this system, let alone played it.  So I may be getting ahead of myself.  Regardless, I took everyone’s advice and started at square one:

T1 – The Village of Hommlet

For many players, this was their first experience of AD&D.  A very sandboxy Gygax module featuring a sleepy town with more than meets the eye.  And, of course, a dungeon.  What sets this module apart from others that I have read is this: there is no quest, no storyline, no plot.  Only very detailed and interesting setting.  For a beginner DM, this could be very challenging.

But what other options are out there that support new DMs and new players?  A challenging question, to be sure.  Hommlet is Gygax’s only introductory AD&D module.  But there are a few out there that I’ve tracked down.

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N1 – Against the Cult of the Reptile God

Another village.  With yet more secrets.  I think a pattern may be forming.  This module was actually written specifically for new DMs, so it might actually be my first recommendation for those looking to learn.  If I were not trying to go through all of Gygax’s work, this module would probably be the one I started with as a DM.

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CtD Podcast, Episode 4: The Nostalgia Factor

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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:

CtD Podcast, Episode 3: The Gygaxian Tone

Subscribe to the CtD podcast on iTunes!

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:

Video:

Audio:

AD&D Players Handbook: The Best

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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!