Showing posts with label dragons at dawn. Show all posts
Showing posts with label dragons at dawn. Show all posts
Tuesday, September 14, 2010

Dragons At Dawn: Experience Points

    Anyone who has been following the old-school blogs for a while will remember the 2010 release of the Dragons At Dawn (D @ D) roleplaying game. Edited by D.H. Boggs, D @ D is a meticulously researched re-creation of the original fantasy game, as played by Dave Arneson at his gaming table from 1970-1973. That was prior to Arneson's collaboration with Gary Gygax, resulting in the 1974 printing of a little boxed set called Dungeons & Dragons.

    D.H. Boggs did an admirable job of re-constructing those early rules and game approaches. Boggs also provided several direct quotes from Dave Arneson, on his approach to running a fantasy game and doling out experience points. I find Arneson's comments and original experience point system instructive, as it reveals just how far removed modern experience point systems are from the original purpose of the mechanic. Here's what Arneson had to say about experience points for roleplaying, as quoted in D @ D.

    "The all pay lip-service to the roleplaying part, but they all end just having you roll different dice for different situations. There again, that has taken away from a lot of the spontaneity of actually roleplaying. When I do my games, I give roleplaying points for people staying within their character. If they want to go out and kill things, that's easy to do, and a lot of referees, that's all they do, but there's more to it. The richness is not in just rolling dice, the richness is in the characters and becoming part of this fantasy world." (Dave Arneson, Pegasus Magazine #14, 1999)

    Not surprisingly, much of the criticism of later versions of D&D (and those other fantasy roleplaying games that have touted themselves as improvements to D&D) has been the focus, and pre-occupation, with making combat more prominent, cinematic, interesting, or (shudder) verisimilitudinous. Every version of D&D, and most competing systems, seem to spill inordinate amounts of ink creating ever-more elaborate and labyrinthine combat systems. This has culminated in what some players, of later versions of fantasy roleplaying games, lovingly refer to as "the grind", where most, or all of the gaming session is spent on one, or a few, combats.

    Original D&D is oft-criticized for it's simplistic 'experience-for-gold-looted' mechanic. A fair criticism, from those who demand verisimilitude in their fantasy roleplaying. It is not realistic, they argue, that a person gains experience for lifting some gold and treasure out of a hole in the ground, don't you know.

    D @ D uses a different set of methods for awarding experience points. One of those may be passing-familiar to those who use an 'experience-for-gold-squandered' mechanic.

    "Wizards: Experience points are awarded to Wizards when they successfully complete the creation of a spell in the laboratory....Neither use nor casting of spells counts towards experience. If the player continues to make the same spell over and over, the referee may at some point opt not to recognize more experience points for it or give some lesser percentage. Likewise, the referee may opt to award more experience for successful new research.

    Priests: Priests are awarded one experience point for every gold piece worth of treasure donated to their faith or otherwise spent in the service of their religion. Treasure must be gotten through the Priest's personal adventuring and cannot be donated by anyone else. Referees may take away experience points for any behaviour contradictory to the tenants [sic] of the Priest's faith.

    All other classes: All other classes are awarded one experience point for every gold piece spent in accordance with the nature of the character. Referee's [sic] and players may develop special interests for the characters if desired, or simply award the points for any spending which is voluntary and not for some unusual project such as freeing a hostage or donating to a bridge construction project. Only cold, hard cash won through adventuring and subsequently spent may be converted to experience points." (page 43)

    In the fantasy game originally played by Arneson, it was primarily through the recovery, and appropriate expenditure, of long-lost treasure hoards, that characters advanced in levels. Appropriate expenditure is a critical component for all classes, as it is only through the expenditure of gold (and the Wizard's case, both expenditure of gold for the spell-making materials, and time, in creating his spells) in ways meaningful to the character's motivations and interests that the characters can advance.

    If you have not taken note yet, let me draw something striking about this experience points system to your attention now. No experience points for monsters killed in D @ D.

    Monsters certainly appeared in Arneson's games, and were an obstacle to the recovery of treasure, but their destruction did not merit experience points.

    Imagine removing the benefit of experience for monsters-killed and think just how radically this would change the nature of your fantasy roleplaying game.
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Monday, May 24, 2010

Rewriting The History Of Dungeons and Dragons


    There is an old axiom: history is written by the victors. While I do not own the magazine from which the original article was drawn, there is a brief history of the origins of Dungeons and Dragons, appearing on page 29 of the Best of Dragon Magazine I. Written by Gary Gygax, it summarizes his take on the development of D&D. By the time Gary wrote that article, D&D was well on its way to becoming a huge hit. For me, and many others on the periphery of the hobby, that article became the accepted history of the game for many years. As Dave Arneson did not have his own pulpit from which to preach, few were aware of his perhaps different perspective on the development of the game. The internet has been of great assistance in providing us with a more varied and fulsome account of the early days of the hobby.

    Dave Arneson, who is credited with co-authorship of Original Dungeons and Dragons, played a different variation of the game than was revealed in those early D&D rules. In Dragons At Dawn, D.H. Boggs attempts to recreate that game. Mr. Boggs also provides us with the following alternate history of the Dungeons and Dragons game:

    "One of the wargame rulesets that became a big influence on Arneson's fantasy campaign had been co-authored by Gen Con founder Gary Gygax. After Arneson demonstrated fantasy roleplay gaming to Mr. Gygax in the fall of 1972, Gygax became extremely enthused, and offered to write up the rules for Arneson and publish them. Arneson had no means to attempt this himself at the time and young Dave [24] had collaborated once before on a set of naval rules with the nearly decade older [33] and well connected Gary, so he readily agreed to have Gygax take the lead on typing up and publishing the rules. He mailed Gygax a 16 page manuscript of his rules and consulted with him by phone. This collaboration led to the first published fantasy RPG game in 1974; a game that has continued to grow and attract new players. However the 150+ pages as published by Gygax and business partner Don Kaye were somewhat of a compomise between the way each author actually played, with by far the majority of the rules coming from Mr. Gygax. It was a similar, and yet in many respects, a very different game from what Arneson had been playing with his group in Minneapolis."

    I think the subtext of this alternate history is interesting. We are fortunate to have a wealth of information about the early days, via the various discussion boards and gaming sites. I like to think that, some 35-40 years later, old hatchets have been buried, festering wounds have been lanced, and those on either side of the Gygax/Arneson authorship debate are sharing the same pub table, enjoying a couple of pitchers of beer, a plate or two of nachos, and swapping stories of memorable D&D campaigns of yore.Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/dragons%20at%20dawn
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Monday, April 19, 2010

The Arduin Grimoire As ODnD Supplement



    Reading and reviewing Dragons at Dawn led me to reminisce about another rule set, that also held itself out as a complete game system, but was really best used as a supplement to original Dungeons and Dragons. That other rule set, is, of course, The Arduin Grimoire.

    Much (but not enough) has been said about The Arduin Grimoire. Authored by Dave Hargrave, who sadly passed away in 1988 (at the age of 42), the first three Arduin Grimoires were published in 1977 and 1978, some three years after the release of original Dungeons and Dragons. Like Dragons at Dawn, the Arduin Grimoire provided a myriad of alternate and supplementary rules and campaign suggestions, but Arduin was infinitely more extensive and table-laden. The first three Grimoires -- The Arduin Grimoire, Welcome to Skull Tower, and The Runes of Doom -- were nearly 100 pages each: the later six Arduin volumes were even longer.

    But unlike Dragons at Dawn, the Arduin Grimoire (at least the books I have had access to) was, to put it politely, of uneven quality. For every blinding insight or brilliant suggestion, you would encounter some text equally execrable. But Hargrave never gave up on even his ugliest creations, often pleading with his readers to give his ideas a try, as it was only in the crucible of a role-playing campaign that the true value of his creations would be revealed.

    Although this set of books was, and still is, passed off as a complete game system, it was born from Dave Hargrave's experience running original Dungeons and Dragons. It could be said, then, that The Arduin Grimoire is an example of OD&D house-ruling run-amok. A train-wreck perhaps, but a glorious one! While much of his material was largely derivative, there were some unique inventions sprinkled throughout his works, enough that many gamers considered his Arduin Grimoire to be part of the OD&D canon. TSR was not impressed with how close Hargrave hewed to their intellectual property, including explicit mentions to OD&D in his rulebooks, and famously slapped a cease & desist order on him. That resulted in the removal of any mentions of D&D in The Arduin Grimoire, although it probably did little to dampen its' sales. In some cases he simply whited out references to Dungeons and Dragons in his books, replacing those references with phrases such as "most often used ruleset".

    The 12 black & white illustrations for the first Arduin Grimoire volume were created by Greg Espinoza and Michio Okimura. The above Greg Espinoza illustration appears on the back cover of the original Arduin Grimoire. I love Greg Espinoza's illustrations: there is a darkness, energy, and tension to them, absent from much of the modern art being produced for more recent versions of ye aulde game. It is rumored that the female in the above illustration first appeared top-less: even the intransigent Dave Hargrave was cowed into covering her nakedness in this, his second, censored edition. As for the fighter in the background, opening the chest of treasure, he was reportedly modelled after Clint Eastwood.

    And in case you doubt my objectivity with regards Arduin, I am happy to quote from someone else that you may, given the circumstances, feel has little to gain from extolling Arduin's virtues and vices. Jonathan Tweet had this to say about Arduin:

    "Arduin's appeal isn't in its elegance, its comprehensiveness, its game balance, or its presentation. It's the author's enthusiasm that counts. Hargrave loved running his Arduin campaign, and the books read like the campaign notes of a manic DM. He often refers to his own campaign and how he makes rulings, runs combat, handles treasure, etc. Hargrave's enthusiasm is contagious.

    The good folks of Emperor's Choice have reprinted the Arduin trilogy, so this piece of RPG history is available again. They've reprinted a later edition from 1981 or so. It has references to Dungeons & Dragons edited out, and it has better art than the original. (The bare-breasted woman on the back cover, however, got a leather bra for the second edition.)"Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/dragons%20at%20dawn
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Sunday, April 18, 2010

Dragons At Dawn RPG Review

    While I was hoping to read a few more reviews of the new Dragons at Dawn RPG before I made the plunge and purchased it myself, my curiosity finally overcame my legendary steely resolve. I downloaded the $8 pdf version of Dragons at Dawn yesterday, and spent a couple of hours today immersed in 60-pages of Arnesian game design.

    How does one review a role playing game like Dragons At Dawn? That was the question plaguing me as I prepared to write this blog entry. Several approaches seemed equally appropriate. I could review this game as a exercise in historical archaeology. In doing so, I would want to determine whether the author of Dragons at Dawn (D.H. Boggs) accurately captured the essence of Dave Arneson's gameplay. Alternately, my review could compare and contrast Dragons at Dawn to original Dungeons and Dragons. In applying that approach, I could alternately reveal where "Gary Gygax played it wrong" and where "Gygax provided a much needed tune-up". Or, I could evaluate Dragons at Dawn as a set of rules that must succeed or fail on its own merits. That would require me to consider this rule-set, in comparison to other recently and professionally produced role-playing games. Or I could acknowledge Dragons at Dawn as a labour of love by a die-hard D&D fan, and review it as a DIY effort. That would result in a different set of expectations, regarding completeness and usability. As a further alternative, I could review this as a supplement to an existing game, namely original Dungeons and Dragons. That approach would require that I consider how this adds to the already existing body of rules. I could also apply some or all of those five approaches. The later would result an extremely long post, and likely more research on the part of yours truly (particularly as regards number one).

    Before I go any further, I need to say the following. What D. H. Boggs has done, in recreating the original Dave Arneson fantasy rules, is to be applauded. Dragons at Dawn is a superior effort. The author has recovered an important part of the history of Dungeons and Dragons. This offering informs our understanding of the original rules, as well as Arneson's First Fantasy Campaign, thus enriching our enjoyment of the game. This is well-worth the $8 investment.

    In the end, I decided to review Dragons at Dawn as a supplement to the original Dungeons and Dragons game. In choosing to review it as such, I acknowledge that I am ignoring the stated intention of the author of Dragons at Dawn, to produce a complete system that represents the Arnesian approach to game play. While that intention is laudable, readers demanding that his effort be wholly successful, in a slim volume of 60 pages, seem unreasonable, when you consider that Gygax was afforded more than 250 pages to produce the original Dungeons and Dragons and the first three supplements.

    As a supplement to original Dungeons and Dragons, Dragons at Dawn is a resounding success. It covers (in greater and lesser detail) such topics as cooperative versus competitive play between players, alternative classes such as the Merchant and Sage, variant multi-classing rules, an attribute-based task resolution system, rules for gaining further education and skills, fixed hit points by level, monsters as characters (including increasing their levels), adventure and setting design, random chance and fortune cards, a complicated morale-check system, a flowchart and matrix-based combat system, a spell creation system, non-adventuring experience acquisition suggestions, broadly applied alignment-based magic item rules, recommendations on tracking game time, and equipment lists that have ranges for the cost of various items.

    Considered as a variant or augmentation to original Dungeons and Dragons, Dragons at Dawn offers a lot. Peppered throughout the booklet, you are further provided with nuggets of wisdom, being quotes from Arneson himself, culled from various interviews and forums. Those are a welcome addition, illuminating Arneson's gameplay approach and accumulated wisdom.

    I am not qualified to comment on whether Boggs has fulfilled his stated goal, of faithfully recreating the game as played by Arneson, others, closer to Arneson can provide that assurance. I will also not wade in on whether or not Gygax got it right in original Dungeons and Dragons. As a collaborative exercise, original Dungeons and Dragons will necessarily contain a synthesis of their two game approaches. As for completeness and usability, the slimness of this volume almost necessitates its' use in conjunction with other gaming materials. But as a supplement or variant for OD&D, and as an illuminating look into the original fantasy campaign, you would be well-served by including this volume in your gaming collection.Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/search/label/dragons%20at%20dawn
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