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=Adventures in the Fractured Empire=
Here follows an account of the shenanigans that plucky adventurers have been getting up to in the weird and wonderful lands of the former Latian Empire.
==Rumour Mill==
==The Story So Far==
Six adventurers (Dwarf Fighter, Human Fighter, Elf Magid-User, Human Magic-User, Elf Thief, Halfling Thief) find themselves in the strange village of Calaca, on the South Bank of the Amrin Estuary. Decapitated humanoid corpses have been washing ashore, dressed in rough grey robes. The local fishers are refusing to fish until it's sorted.
After asking around, they discover the likeliest source is the mysterious sunken tower in the middle of the estuary, which the fishers traditionally avoid at all costs. Blando Dionikos, youngest fisher in the village, had recently rowed his boat out to the tower to impress a girl. He doesn't remember what happened, but they found him unconscious in his boat, drifting back toward the south bank. He has since developed a stutter, a morose demeanour, recurrent nightmares, and has got a new tattoo, depicting a weird snake-squid hybrid with tentacles made of human skulls.
The adventurers also discovered that the grey robes of the corpses are made of goat wool. Calaca is famous for its giant goats, which are sacred to Saint Bartholomew (whose bones reside in the town's cemetery. Sacred goat wool is their main export, and a quantity of it is missing.
Chryseos Dorapolyke, the town's leading merchant, offered the party 200 gp to put a stop to investigate the tower, and promised another 200 gp "finder's fee" if they recovered the missing wool in the process. (Her daughter, Leto, is the girl Blando was trying to impress).
With Blando and the town's eldest fisher, Benavan Neoptolemus, steering the boats, the party set off for the sunken tower.
They avoided giant frogs, trapped stairs, and a headless animated corpse, before confronting the cultists in one of the lower levels of the tower. The cult leader got off a Hold Person spell, taking a Fighter, the halfling Thief, and the human Magic-User out of action, which the minions closed in for melee with their daggers. The party took some hits, but no one dropped. Then the elf Magic-User cast Sleep, sending the cultists to dreamland - and none too soon, for two of them were in the process of opening up some floodgates in the back of the chamber.
Seeing his minions rendered helpless, and now outnumbered three-to-one, the Cult Leader dropped his dagger and surrendered.
With the immediate danger over, the party now has a prisoner, some treasure, and a few unexplored rooms.
However, they have yet to find any usable goat's wool, and the tide will be coming in at some point, trapping them in the tower for at least 12 hours.
What will they do next?
=Original Dungeons & Dragons=
=Original Dungeons & Dragons=
<blockquote>''[These rules] provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors...''<br />Gary Gygax, "Introduction", ''Dungeons & Dragons'', 1974</blockquote>
<blockquote>''[These rules] provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors...''<br />Gary Gygax, "Introduction", ''Dungeons & Dragons'', 1974</blockquote>
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[[Category:Dungeons_and_Dragons]]
[[Category:Dungeons_and_Dragons]]
[[Category:World_of_Enea]]

Revision as of 11:44, 24 September 2018

Adventures in the Fractured Empire

Here follows an account of the shenanigans that plucky adventurers have been getting up to in the weird and wonderful lands of the former Latian Empire.

Rumour Mill

The Story So Far

Six adventurers (Dwarf Fighter, Human Fighter, Elf Magid-User, Human Magic-User, Elf Thief, Halfling Thief) find themselves in the strange village of Calaca, on the South Bank of the Amrin Estuary. Decapitated humanoid corpses have been washing ashore, dressed in rough grey robes. The local fishers are refusing to fish until it's sorted.

After asking around, they discover the likeliest source is the mysterious sunken tower in the middle of the estuary, which the fishers traditionally avoid at all costs. Blando Dionikos, youngest fisher in the village, had recently rowed his boat out to the tower to impress a girl. He doesn't remember what happened, but they found him unconscious in his boat, drifting back toward the south bank. He has since developed a stutter, a morose demeanour, recurrent nightmares, and has got a new tattoo, depicting a weird snake-squid hybrid with tentacles made of human skulls.

The adventurers also discovered that the grey robes of the corpses are made of goat wool. Calaca is famous for its giant goats, which are sacred to Saint Bartholomew (whose bones reside in the town's cemetery. Sacred goat wool is their main export, and a quantity of it is missing.

Chryseos Dorapolyke, the town's leading merchant, offered the party 200 gp to put a stop to investigate the tower, and promised another 200 gp "finder's fee" if they recovered the missing wool in the process. (Her daughter, Leto, is the girl Blando was trying to impress).

With Blando and the town's eldest fisher, Benavan Neoptolemus, steering the boats, the party set off for the sunken tower.

They avoided giant frogs, trapped stairs, and a headless animated corpse, before confronting the cultists in one of the lower levels of the tower. The cult leader got off a Hold Person spell, taking a Fighter, the halfling Thief, and the human Magic-User out of action, which the minions closed in for melee with their daggers. The party took some hits, but no one dropped. Then the elf Magic-User cast Sleep, sending the cultists to dreamland - and none too soon, for two of them were in the process of opening up some floodgates in the back of the chamber.

Seeing his minions rendered helpless, and now outnumbered three-to-one, the Cult Leader dropped his dagger and surrendered.

With the immediate danger over, the party now has a prisoner, some treasure, and a few unexplored rooms.

However, they have yet to find any usable goat's wool, and the tide will be coming in at some point, trapping them in the tower for at least 12 hours.

What will they do next?

Original Dungeons & Dragons

[These rules] provide the framework around which you will build a game of simplicity or tremendous complexity — your time and imagination are about the only limiting factors...
Gary Gygax, "Introduction", Dungeons & Dragons, 1974

This game is an attempt to recreate the original version of Dungeons & Dragons, as published in 1974 in three little brown booklets.


The ruleset we will be using is a "retroclone" (updated version of an older edition of D&D, published under the Open Game License) called Swords & Wizardry WhiteBox. It is available as a free pdf, and as a print-on-demand book from Lulu.


There is also a "clone of the clone": White Box by Seattle Hill Games, also available as a free pdf. This version has some slight differences from Swords & Wizardry, and when the two come in conflict, we will probably go with Swords & Wizardry.


Swords & Wizardry comes in two other versions: Core Rules and Complete Rules. These are very different games (Core is closer to Basic D&D and Complete is closer to Advanced Dungeons & Dragons), and we will not be using these rulesets.

How is it different?

There are only three classes: Fighter, Magic-User, and Cleric (I will also allow the Thief class). Classes didn't change much as they levelled up.

There are only four races: elf, dwarf, Halfling, and human.

There is no skill system, so most actions are resolved without rolling dice!

There are only two dice needed: a d20 and some d6s.

Spells only go up to 6th level (or 5th for Clerics).

Clerics didn't get a spell at first level.

No Magic Missile!

Game assumptions

Low fantasy, low magic

The "visible" part of the world is human. Towns and cities are exclusively human. Non-humans (Elves, Dwarves, and Halflings) have their own civilizations, largely hidden from the human world. To go there requires an adventure quest. This does not, however, bar players from choosing a non-human race.


Magic is hidden, mysterious, poorly understood, and usually suspect. A level 1 Magic-User is most likely the only person in town who can actually do magic.


There is a lot of "lost" or undiscovered magic out there. The Original Game only had a handful of spells, but I have hidden many, many more out in the dungeons and wilderness, in the form of spell scrolls, spellbooks, and evil Magic-Users. Discovering spells that aren't in the rulebook is a significant and valuable form of treasure. It is also possible for players to invent their own new spells.


Rulings, not rules

There are fewer than ten specified dice mechanics in the original game. Whenever possible, I intend to resolve actions without dice, based on your descriptions of your character is doing.


When dice are required, I intend to roll in the open as much as possible, and I may not use a screen at all.

Your character

An Old School character is more like your avatar in game than a fleshed out fictional creation. Instead of frontloading their backstory and personality at character creation, the tendency is to develop the character through play, inventing the details as they become relevant.

Character death and encounter balance

Encounter balance was not a thing in 1974. You can never assume that combat is winnable. Death is always a possibility. Avoid combat when possible. Trick or evade monsters. Attack when you know you have an advantage. Run away and live to fight another day.


Also, have a look at this Primer for Old School D&D.

Other Resources

Character Sheets

The original "character sheet" was a 3x5 inch index card, and you're welcome to use these. I will most likely be bring some of these to the game. You can also use some plain lined paper.


If you want a pre-printed character sheet, there are two that I endorse:


My favourite one, from Bloat Games

and this one for Swords & Wizardry Light

Player Options

The Original Game claimed to be a "framework around which you will build a game of simplicity or tremendous complexity". So it was probably never intended that there would only be three classes.


However, before Supplements with additional player options were published, Players and Game Masters had to make up any additions to the game themselves! So if there's a class, or a spell, or any other character ability that isn't in the main rules, "homebrewing" our own version would be a good way to add it in while keeping in the original spirit of the game.


Barring that, I recommend you stick to playing the three original classes or the Thief for your first character.

Thieves

The Thief class I use comes from the White Box Companion, published by Barrel Rider Games.


The class is open to humans, elves, and halflings. Elves and Halflings have no level limits when playing the Thief class. Thieves have no alignment restriction (you may be a Lawful Thief), nor must they literally be "thieves" (any more than Bilbo Baggins was literally a burglar). Thieves do not have the ability to climb walls without climbing gear. They are not Spider-man.

Other Classes

I don't usually allow Bards or Monks, but there are some other Player Options I will consider, especially as play continues beyond the first session.