Monthly Archives: March 2020

The D&D Adventures That Stumble by Missing the Hook

Every adventure starts with a hook that (1) entices the characters to follow some goal and (2) reveals ways to reach that goal.

Appealing to rogues, paladins, and players

A good adventure hook appeals to both the party’s rogues and paladins. More than popular classes, rogues and paladins represent two ways players often imagine their characters’ outlooks. Steve Winter, a Dungeons & Dragons designer since second edition, writes, “Hooks aren’t about characters; they’re about players.”

Rogues and paladins make popular character perspectives because they bring escapes from either the restrictions or the unfairness of modern life.

In our world, we often feel bound by rules and obligations. Playing a rogue who’s free from ethical burdens and who boasts the power to ignore rules feels exhilarating. Much of the vicarious joy of playing a rogue comes from gaining wealth. Certainly most players of rogue types would say their character is in it for the money.

In our world, we see misdeeds rewarded, good people suffer, and too often we feel helpless to act. Playing a paladin with the strength to punish wrongdoers, help the deserving, and right wrongs feels rejuvenating. Paladins seek chances to act heroic.

Hooks that only appeal to one type can leave other characters just following along because their players came to play D&D. For example, Waterdeep: Dungeon of the Mad Mage presents a megadungeon similar to those that D&D co-creators Dave Arneson and Gary Gygax imagined for their first campaigns. But when I ran it, the paladin types kept wondering why they bothered with Undermountain. A mere search for fortune failed to motivate them; they wanted to become heroes. As the delve continued, I sought ways to add heroic missions.

Vicarious wealth and glory make a solid appeal to players, but curiosity can grab players emotions even more. Most D&D games tease a little curiosity with questions like, “What waits under Skull Mountain.” Especially compelling hooks make players ask, “How can this be so?” Television shows like Lost build mysteries that hook viewers who crave explanations.

Missing the hook

Some adventures risk only hooking one character type. Hoard of the Dragon Queen starts with the characters nearing a town under attack by a dragon and an army—foes that add up to near certain death to a 1st-level character. The adventure depends on new characters charging into the town, so it demands heroes willing to ignore impossible odds to do good. If everyone makes a paladin type, the start works. Of course, the rogues and the sensible characters probably tag along because their players came to play D&D, but their players feel the dissonance of making their characters do things they really wouldn’t. A broader hook might add rumors of a wagon load of treasure in the town. Movies like Kelly’s Heroes (1970) and Three Kings (1999) work from a premise like this.

Alternately, the characters could start the campaign knowing they must play do-gooders. Hoard includes an appendix listing character backgrounds that bring them into the adventure. D&D blogger Merric Blackman writes, “Ultimately the Tyranny of Dragons storyline is a heroic one. The characters get into it because they’re heroes.”

Even adventures that start with an appeal to every character can run short of interest for one type, usually the rogues.

An adventure like Baldur’s Gate: Descent Into Avernus can switch goals. At the start, the characters just aim to thwart some evil cultists. The opening hook brings both a payment that appeals to the rogues and a chance to smite evil for the paladins, so it works for both character types. Later though, the adventure asks players to send their characters to hell. The paladins might volunteer, but any sensible rogue would say, “I’m out.”

Nonetheless, the rogue players want to play D&D, so their characters dutifully tag along. Perhaps the expert role players invent a new goal that fits their character. Maybe they go for the sake of their friendship with the team. Maybe, like Han Solo, they go because they discover an unfamiliar desire to do the right thing. Perhaps the player does a bit of improvised world building by imagining a legend of treasure in Avernus. Most likely, the rogues just ignore the dissonance of having to do something their characters wouldn’t.

As the goals of an adventure change, the hooks still need to appeal to the entire party.

None of these missed hooks make the adventures I cited bad. I rate Dungeon of the Mad Mage as the best megadungeon to ever appear in print. Merric ranks Tyranny of Dragons as fifth edition’s best hardcover adventure. DMs grow accustomed to tinkering with hooks—many would consider such adjustments mandatory. After all, every adventure deserves a strong start.

Next: The D&D adventures that falter by letting the hooks stop in the first scene.

Improve the Start of Baldur’s Gate: Descent Into Avernus With These 2 Add-On Adventures

Baldur’s Gate: Descent Into Avernus suffers from a slow start. The adventure begins when the material plane around the city of Elturel splits open. Massive, flaming chains reach from the gash, seize the city, and drag it to hell. But instead of witnessing the cataclysm, the characters start nearly 200 miles away, where they learn of the trouble from fleeing refugees. Instead of calling the party members to adventure, the opening box text drafts them. The group’s first assignment has them serve as bodyguards until a bar fight lifts them to 2nd level. Imagine 20 minutes into the campaign, halting the action so everyone can level up.

Baldur’s Gate: The Fall of Elturel

For the DMs Guild adventure Baldur’s Gate: The Fall of Elturel, authors Anthony Joyce and Justice Arman replace that awkward launch with something stronger. This 2-hour adventure begins in Elturel with the players meeting authorities who need help investigating cult activity outside the city. Two of these three patrons play a part later in the hardcover, so the opening lays a foundation for later. The adventure tackles so many introductions that I made picture cards to introduce key non-player characters. One picture needed a bit of redeye correction for what’s definitely the flash and not a devilish taint. Have Duke Ulder Ravengard give at least one character a copper badge that bears the Flaming Fist’s coat of arms.

The adventure assumes that characters begin in one of three factions. Instead of assuming membership, I asked each player whether glory, wealth, or justice motivated their character. A representative of the Hellriders contacted the characters interested in glory, one from the Flaming Fist contacted those craving wealth, and one from the Order of the Gauntlet reached out to seekers of justice.

The party’s meetings with the folk of Elturel bring the best parts of the adventure. The authors dreamed up touches to make these citizens likeable, creating affection that will add weight to the city’s fall. At a wedding scene, my players kept bracing for something terrible to happen. Nothing happens yet, but the anxiety amused me. I’m awful.

In gratitude for witnessing the wedding, have the priest cast Aid on the party. The extra hit points enabled me to increase the number of cultists the party battles later, while still limiting the chance that a character might die. Without more foes, some of the fights could end too quickly for everyone to get a turn.

When the scenario serves up four different evil cults, it risks confusing players. My newer players asked questions and would have benefited from a scorecard. To be fair, the authors just play a hand dealt by the hardcover’s first chapter where all four cults appear again.

After facing the cults, on the way back to Elturel, the party witness the city’s fall. Baldur’s Gate: The Fall of Elturel provides a superior start to Descent Into Avernus that I strongly recommend.

Bridging to the hardcover and the next add-on

The group reaches Baldur’s Gate (and the hardcover’s content) with a badge that proves a connection to the Flaming Fist and a clue pointing to Dead Three cultists in the city. The young Hellrider Reya Mantlemorn will probably be with the party. Perhaps Reya sees fellow Hellriders arrested by the Flaming Fist outside the Basilisk Gate.

Captain Zodge will wish to speak and invites the party’s help dealing with the cults. Before the party enters the dungeon of the Dead Three, let Reya leave to investigate the fate of Elturel. The next time the players meet, she will bring new leads to follow.

The dungeon of the Dead Three can lay a path to the next add-on adventure. I suggest planting clues that show the cultists working with the Vanthampur family to steal a magical shield from the Hhune family. For this, I relied on Vendetta Kress in room D23. She distributes wine and spirits for the Oathoon patriar family of Baldur’s Gate. The Oathoon mansion neighbors the Hhune’s and city legend suggest that the catacombs under those old estates connect. The Vanthampurs hope Vendetta can show a path from the Oathoon wine cellar into the tunnels under the Hhune’s compound.

Mortlock Vanthampur knows his mother seeks the shield. The prospect of someone else taking it amuses him.

Shield of the Hidden Lord

Shield of the Hidden Lord by M.T. Black enables the players to gain the shield during a dungeon crawl under Baldur’s Gate. The adventure targets level 3 characters, but like an Adventures League scenario, the text lists adjustments for stronger or weaker groups.

This adventure proved especially easy to run. Black keeps his descriptions short and evocative, while including plenty of headings to make information easy to find at the table. I never felt slowed by the long columns of unbroken text that so often appear in other adventures.

Every room features things that invite interaction. For example, the first room includes the usual monsters, but it also includes a ghostly chorus trapped in a choir stall, an enclosure that resembles an ornate jury box. The characters can raise a baton and lead the choir to sing to the hidden lord. Opening the stall releases the specters, with the result you probably expect. To add temptation, the gold bolt that closes the stall appears valuable.

Elsewhere, an incubus seeking the shield makes an entertaining foil for the party. “Trait. I enjoy shapeshifting often while talking to mortals, as it annoys them.” The adventure suggests some amusing shapes to take.

Sometimes, I rate adventures based on whether I could improvise something similar. Most adventures combine a few standout features with many familiar details. Shield of the Hidden Lord goes well past that benchmark. Almost every room shows invention and a flair for evocative details.

The amount of content prompts my one reservation: Shield of the Hidden Lord will take most groups 6-8 hours to finish, so it makes a long detour from the hardcover. Still, no players will mind the trip.

D&D’s Inconspicuous Phrases That You Notice Once You Master the Rules

Despite using common language, the Dungeons & Dragons rules feature such precise wording that a close reading answers most questions and foils many schemes to break the game. You can tell that the designers dreamed up plenty of min-maxing exploits, and then engineered text that prevented any shenanigans.

Sometimes the implications of the game’s precise phrasing take experience to spot.

For example, the description for alchemist’s fire says, “Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon.” That text includes plenty to unpack. Alchemist’s fire is treated as an improvised weapon, so unless you’re a tavern brawler, you don’t add your proficiency bonus to attack. Because the throw counts as a ranged attack, you add your Dexterity bonus to your attack roll. Most players miss the next implication: Ranged attacks add your Dexterity bonus to the damage roll. The specific rule for alchemist’s fire changes the general rule for when a ranged attack inflicts damage. “On a hit, the target takes 1d4 fire damage at the start of each of its turns.” As with any other damage bonus, the one for Dexterity only adds to the attack once.

(For another example of how a close reading of the rules differs from the common interpretation, check out the strict method for rolling damage from a magic missile.)

As I learned the D&D rules, I noticed phrases that once seemed innocuous, but that now reveal importance.

For example, consider the phrase “that you can see” in spell descriptions. Many spells require the caster to see the target of an effect. Invisibility rates as the game’s most potent defensive spell because so much magic requires sight for targeting. Sometimes the phrase “that you can see” turns against the players. Spirit Guardians lets casters spare any number of creatures they can see from the spell’s effect. Any invisible or otherwise out-of-sight allies must suffer the guardians’ effects.

Many monsters can cast spells “requiring no material components.” This enables a flameskull to cast Fireball despite lacking pockets full of bat guano and sulfur. (Flameskulls also cast without somatic components—an essential accommodation for their lack of hands.)

Monsters able to cast spells “requiring no components” gain a significant advantage: These creatures can cast spells without being interrupted by a Counterspell. “To be perceptible, the casting of a spell must involve a verbal, somatic, or material component.” With no components, no one notices the casting until it finishes.

The monsters able to cast without components mainly fall into two categories:

• psionic creatures like githyanki and mind flayers
• constructs

Many character features allow extra attacks “when you use the Attack action,” which creates a limitation that often goes unnoticed. For example, a monk’s extra unarmed strike requires an Attack action, so a monk cannot just take the Dash or Dodge action and then use a Bonus action to get some licks in. This same phrase prevents two-weapon rangers from casting a spell, and then making an attack with their off-hand weapon.

Most extra attacks delivered “when you use the Attack action” cost a Bonus action, but the barbarian’s Form of the Beast feature lets you make extra claw attacks as part of your Attack action. This enables such barbarians to rage and to still make that extra attack.

The D&D rules overload the terms “attack,” “melee,” and “ranged,” giving them different meanings in different contexts. That can fuel confusion. The Attack action usually includes an attack (unless you choose to grapple). But sometimes you can make an attack with a Bonus action, often “when you use the Attack action.” Spellcasters can take the Cast a Spell action, and then make a spell attack with something like a Fire Bolt. Spells like Booming Blade and Green-Flame Blade have you to make a melee attack (and not a spell attack) with a weapon as part of the Cast a Spell action.

No wonder the 2nd edition of Pathfinder attempts to cut the fog by calling a single attack a strike.

“Melee” and “ranged” can describe types of weapons and types of attacks. Usually the weapons and attacks stay in their lanes, but when you hurl a melee weapon it crosses into oncoming traffic.

A melee weapon, such as a dagger or handaxe, remains a melee weapon even when you make a ranged attack by throwing it. Normally a ranged attack adds your Dexterity bonus to damage, but the thrown property can change that general rule. The thrown property says, “If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. If you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.”

When used to make a ranged attack, melee weapons that lack the thrown property count as improvised weapons. They add your Dexterity bonus to the attack and damage rolls, and deal 1d4 damage.

If I were king of D&D, my edition would adopt “strike” for a single attack, and I would consider phrases like “close attack” and “distance attack” in place of the overworked “ranged” and “melee.”

Sometimes a close reading of the D&D rules leads to interpretations that might differ from what the designers first intended. Perhaps lead designer Jeremy Crawford got questions about sneak attack, reviewed the rules, and then thought, I didn’t mean that, but it still works.

Your rogue can use the sneak attack feature “once per turn,” but it’s not limited to your turn. During a round, rogues can sneak attack on their turn and again on someone else’s turn, typically when a foe provokes an opportunity attack.

For spells like Wall of Fire and Blade Barrier, the distinction between turns and rounds also becomes important. These spells deal damage the first time you enter their effect on a turn—anyone’s turn. This means that if a monster gets forced through a Wall of Fire on consecutive turns, they accumulate more damage in a round than if they had just stayed in the fire. I suppose you get used to the heat.

For Better D&D Fights, Use This 1 Simple Trick That the Designers Won’t Tell You

Late in the third edition of Dungeons & Dragons, the design team started presenting each encounter in a 1- or 2-page diagram. By putting everything needed to run an encounter on a page, this “delve format” benefited dungeon masters. The format especially suited fourth edition’s focus on tactical combat encounters played on battle maps. It encouraged designers to craft locations that fueled interesting battles.

Delve format encounter

While many DMs favored the easy-to-run encounters, the delve format took some heat too. Critics argued that lavishing so much space and attention on encounters encouraged adventure designs that forced players to battle through all those set pieces. The approach led to linear adventures, and it discouraged letting players use diplomacy, stealth, or ingenuity to skip combat. All that sunk cost in maps, stats, and setup tempted DMs to make fights inevitable.

So in fifth edition, the pendulum swings to the opposite extreme. Today’s adventures avoid framing situations as encounters. Instead DMs get a monster name in bold without any extra detail that might invite combat. Sample fifth-edition design: “This 20-by-20 room has 3 manticores. Fight them or whatever. Doesn’t matter.” I’m paraphrasing.

But combat remains part of D&D, and such lightweight non-encounters can lead to too many dull battles. Too often, characters and their foes crowd a doorway trading damage until monsters drop. If the designers aimed to make roleplaying interaction and exploration seem more appealing, then mission accomplished!

Even though the delve format seemed to foster more interesting combat encounters by lavishing more space on them, the key ingredient was rarely the extra text; the key was the map.

The delve format shined a spotlight on encounter maps and inspired designers to dream bigger than a 20-by-20 room. Better maps led to better battles.

Fifth edition abandoned the delve format, but it still features maps. Often, the secret to better D&D fights lies in imagining a better location. Not every potential battlefield merits the attention, but many do. I compare drawing the map for a likely battle to piling kindling. If a spark appears, I want fire.

Designing better maps doesn’t necessarily mean every fight needs to play on a grid of 5-foot squares. But even if your players favor narrative combat, more knotty locations probably mean sketching a rough map of the battlefield and of relative positions. (DMs, your players may not love theater of the mind as much as you do, so check.)

The 1 simple trick is more of a mindset: When you you map a battleground, start by seeking ways to favor the home team, usually the monster. 

Smart monsters will seek lairs that benefit them, but even beasts will instinctively seek the best place to ambush prey. From a game perspective, the most engaging fights will come from battlegrounds that let monsters exploit their abilities. Flyers want airspace to rise from reach and perhaps walls, columns, or stalactites to swoop behind. Giants need space to move. Intangible creatures want tight, knotted corridors with walls to phase through.

Mapping locations that favor the home team makes sense, but DMs seldom do it. Too often we fall into patterns set by the oldest dungeons. Originally, DMs like Dave Arneson and Gary Gygax drew maps, and then populated them by rolling from tables. We came to mock those monster hotels, but just about every DM has started with a map and sprinkled it with picks from the monster manual. Modern dungeons still tend to settle for that pattern. I’ve seen official adventures with beholders in small rooms under low ceilings and even an archmage guarding a hallway. Here’s a super genius who spent a lifetime making space and time his playthings, and somehow he winds up alone in a hall where he can only hope for a high enough initiative to loose a cone of cold before getting beaten to death. (His stats say Int 20, but if he fails to use his turn to teleport far away, I suspect daddy got him into wizard school.)

This old pattern of drawing a rectangle and posting a few monsters heavily favors the players. The party brings durable heroes who can block attacks, plus spellcasters and sharpshooters who can heap damage on monsters while safely behind the defenders.

Maps that draw characters into interesting locations make sense for the monsters, and bring more fun. For help designing maps that fuel dramatic battles, see D&D Locations and Tactics that Encourage Dynamic Combat Scenes.

Sometimes a battlefield that favors the characters can prove even more fun than one that favors the monsters. To work, such locations must invite some bigger advantage than a defensive line at the door. While most fights at a door prove tiresome, if the players cross to such a choke point and then draw their foes there, the battle rewards clever play and brings fun. Often the most exciting battles pit characters against more powerful foes, and then add features that players can use to even the score. Classic adventures like Night’s Dark Terror and Isle of the Abbey turn this premise into sieges, where players have time to prepare a defense against hordes of foes. Whatever the specifics, players feel clever while they savor the thrill of defying the odds.

Good maps don’t help if everyone winds up crowding the door. To avoid bottlenecks, flip the usual script: Give the party time to enter a room and scatter before having the monsters intrude. Beyond that, break from the old pattern of thinking of each room as a separate encounter area. Instead, think of encounter areas as clusters of rooms, hallways, and whatever else lies in earshot. As scattered monsters sense intruders, they come from different directions. If the set of rooms includes a route that leads behind the characters, monsters can circle back and give those wizards and archers a taste. For good battles against the leader types who make the players’ first targets, let the leaders move into view on their turns.

When you map a location for a likely battle, think of the monsters, and then favor the home team.

The Arduin Grimoire: The “Coolest RPG Book Ever,” also the Book Gygax Mocked As Costing Readers 1 Int and 2 Wis

When creators dream up imaginary worlds, they can go in two directions. They can build their world from a curated set of ideas, and then fit these pieces together into a logical and consistent manner. In a fantasy gaming, these creators worry about how magic affects society and culture, and then wind up with worlds like Glorantha or Tekumel.

The Arduin TrilogyDave Hargrave’s campaign world of Arduin was not built; it was piled. To create Arduin, Hargrave took every fantastic element he dreamed up or fancied and piled them into one work of love. If Tekumal is a museum, with treasures for contemplation, then Arduin is a dragon’s horde, with everything shiny heaped to the walls.

Dave Hargrave pictured in his adventure collection, “Vaults of the Weaver”

Inspired by the Greyhawk and Blackmoor supplements, Hargrave printed his house rules, lore, and advice in a little, brown book named after his world, The Arduin Grimoire. In 1977, his unofficial supplement to Dungeons & Dragons debuted at California’s DunDraCon II convention. The book’s success led to the sequels Welcome to Skull Tower (1978) and The Runes of Doom (1978).

In a look back on the trilogy, Ryk Spoor called Arduin “one of the most absolutely concentrated essences of the fun of roleplaying games ever made.” Jonathan Tweet, the lead designer of third-edition D&D, called Arduin the “the coolest RPG book ever.”

Sometime in 1979, I found the series on the shelves of The Hobby Chest in Skokie, Illinois. The pages teemed with fresh ideas. The author suggested strange pairings of science and fantasy. He tore up the D&D rules and offered wild changes. It all seemed a little subversive. I became enchanted. I haven’t found a game book that proved as enjoyable to read. At first I thumbed through the books at random, discovering gems, then I turned to page one and read. (Due to the books’ random organization, both reading orders felt the same.) As Hargrave wandered through Arduin lore and free-associated roleplaying game wisdom, I learned three lessons.

Arduin advertisement from The Dragon issue 6, April 1977

Arduin advertisement from The Dragon issue 6, April 1977

Fantasy gives freedom to imagination.

As D&D’s audience exploded, in the days before Appendix N, most new players’ experience with fantasy started with Tolkien and ended with a few imitators. The sort of science-fantasy found in say, Jack Vance, seemed wrong. To us, Hargrave preached bigger imaginary playgrounds. “The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in its content and in its appeal to people of all ages, races, occupations or whatever,” Hargrave wrote. “So don’t limit the game by excluding aliens or any other type of character or monster. If they don’t fit what you feel is what the game is all about, don’t just say ‘NO!,’ whittle on them a bit until they do fit.” (Vol. II, p.99)

Evidence of his creative abandon appears everywhere, from the “Multiversal Trading Company” to descriptions of the world’s 21 hells. For instance, the 17th plane of hell features blasted futuristic cities and space ports under a blue-black, moonless sky. Most vegetation is petrified. This hell’s most common inhabitant is The Black Wind, a fog of shifting shadows, lit by crackling, blue lighting bolts. The wind envelops and attacks psychically, taking over the body, and “forever making it alien.”

Hargrave welcomes a variety of character types. “Do not be a small player in a small world, embrace the whole Alternity and give different types a chance. I think you will find that the world your game is in will become a lot more fun if you do.” (Twenty years later, Dave Hargrave’s portmanteau “Alternity,” from alternate eternities, would become the name of a Wizards of the Coast RPG.)

‘Alliance’ from Arduin volume 3 and an advertisement in Dragon issue 30

Gary Gygax favored D&D parties where humans outnumbered the elves, dwarves, and other non-humans. Such groups matched the mostly human characters in the fantasy tales that inspired D&D.

Today’s D&D groups resemble the Star Wars cantina scene, where exotic species outnumber the odd human. Hargave encouraged similar, strange mixes. An advertisement for Arduin shows an adventuring party consisting of 4 unlikely companions:

  • a phraint, emotionless humanoid insects
  • a deodanth, undead elves from eons in the future, now lost in their past
  • a saurig, dinosaur-men from the distant past bred as killing machines
  • a masked, human samurai somehow somehow fighting alongside these gonzo creatures

Even now, this assembly seems stranger than the typical Adventurers League mix of, say, a tiefling, a tortle, someone with fire for hair, and a goblin named Percy.

The rules belong to players.

Jonathan Tweet noted the weakness of the Hargrave’s rules. “The Arduin system is usually unbalanced and often unbelievably complicated.” Still, some mechanics would fit a modern game. For example, he offers rules for touch attacks and a hit point system that resembles fourth edition’s. But the specific rules hardly mattered. Hargrave encourages players to own the rules and their games, to tinker, to playtest. On presenting his magic system, Hargrave advises readers to “take whatever I have that you like, use the old established fantasy gaming systems…and put together whatever you like in a magic system. Who knows, it may end up with such a good system that people will want to publish your fantasy world.” (Vol. I, p.30)

Detail makes game worlds come to life.

In an era when state-of-the-art setting design consisted of the Wilderness Survival map and some encounter tables, Hargrave opened a world with detail that rivaled any setting that came later. According to Ryk Spoor, “One of the strongest and most powerfully attractive parts of the Arduin series was that, within and around the game mechanics, the statistics for demons and items and spells, Dave Hargrave wove tales and hints of his campaign world, giving us a look at the life of a world that didn’t exist, but…perhaps… could, elsewhere.”

Arduin Now and Then

To gamers today, Arduin’s three lessons may seem obvious. New games seek freshness by colliding genres, so cowboys meet the undead, magic meets cyberpunk, and so on. Endless setting books lend detail to world building. When the fifth-edition designers explain their hesitancy to tweak the published rules, they say the rules belong to the players now. Arduin’s phraints seem to have become Dark Sun’s Thri-Kreen.

True, but in 1978, Arduin’s lessons demolished barriers that would never stand again.

Gary Gygax versus The Arduin Grimoire

In the 70s, Gary Gygax resented products that rode his and D&D’s coattails. The man had 6 children to feed! Arduin aped the little, brown books and tore down D&D’s rules, so the grimoires earned particular ire. In the Dungeon Master’s Guide (1979), Gary added the Vacuous Grimoire (p.155) as a dig at The Arduin Grimoire. Read it and lose 1 intelligence and 2 wisdom. In the pages of The Dragon, Gary attacked spell points, critical hits, and other rules that Hargrave offered as improvements.

TSR issued a cease and desist letter to Hargrave, who responded by blanking references to D&D. My printing splices in mentions of “other popular systems” and “old established fantasy gaming systems” where D&D was mentioned. Hargrave took to calling Arduin a completely different game, although it skipped essential rules that readers must find elsewhere (in D&D). Rules sections are labeled as changes or revisions to an unnamed game (still D&D).

Over the years, Hargrave created the missing rules needed to make a stand-alone game. But no one cared about his rules. Dave Hargrave never realized that his rules hardly mattered.

His feverish invention mattered. Arduin’s lessons mattered—and they changed role-playing.

Emperors Choice Games offers Arduin products for sale. The original trilogy now appears in a single volume.