Category Archives: Role-playing game history

D&D’s Biggest Controversies Ranked—10. TSR Trashes the Entire Print Run of the Palace of the Silver Princess Adventure

In 1981, D&D publisher TSR printed B3 The Palace of the Silver Princess, but when the new copies reached key TSR management, they ordered the entire print run sent to a landfill rather than to distributors.

The debacle started when, after a year working mostly administrative tasks, the module’s author, Jean Wells, had finally landed a creative assignment writing an adventure that would introduce D&D to new players. Perhaps the company’s management expected a woman to deliver a gentle module that would nurture D&D’s burgeoning young audience. Instead, she wrote a sandbox with the same grown-up sensibilities as prior TSR products.

When TSR co-owner Brian Blume saw the newly printed adventure for the first time, one illustration titled “The Illusion of the Decapus” led him to have the printing trashed. In the picture a woman dangles from a ceiling beam, bound by her own hair. Men taunt and poke her, “pulling at what few clothes she has on.” Just a year earlier, such an illustration might have passed unnoticed. After all, in the October 1980 issue number 42 of Dragon, TSR printed a picture of a bound, naked woman on her knees before the corpulent, goat-headed figure of Orcus.

Illusion of the Decapus by Laura Roslof

Illusion of the Decapus by Laura Roslof

In 1981 though, D&D enjoyed rocketing sales that reached beyond the older wargamers and sci-fi fans who first found the game. Now the public worried that the game blurred reality and fantasy, potentially leading players to real trauma or to act out the violence in the game in real and dangerous ways. Fundamentalist parents feared the spells, demons, and devils in D&D would lead their kids to actual witchcraft, satanism, or ritual sacrifice. TSR strategy focused on building sales to younger gamers while comforting the parents who might worry about a game full of evil creatures and supernatural make believe. The original Palace of the Silver Princess failed to fit that approach.

For the whole story, read Part 1 and
Part 2

Tomorrow: Number 9.

How D&D’s Rules Changed To Encourage More Varied Groups of Heroes Than Those in the Pulp Fantasy That Inspired the Game.

Today’s Dungeons & Dragons focuses on letting players build custom characters to suit their taste, but for half of the game’s 50-year history, the rules emphasized rolling a character and playing the numbers the dice gave. Especially at first, gamers demonstrated their play skill by making the most of some random combination of scores. Original D&D paired non-humans with particular character classes, so dwarves could only become fighting men. Every elf, dwarf, and (until 1977) hobbit fit their race’s archetype. Mainly though, gamers loyal to the game rules played humans, because the rules limited the number of levels non-humans could gain. For example, a dwarf could only reach level 6. Largely human parties suited the taste of D&D co-creator Gary Gygax. Ability scores hardly mattered, and with limited character options, characters became distinctive as they adventured and won magical gear. Those magic trophies served as mementos and made one elf play differently from all the others.

Today’s game looks very different. If a party contains a single human, the group rates as unusual. Player’s typically want characters who feel extraordinary from level 1. Often, that means playing the best ale-loving, hammer-smacking, dwarf who ever craved gold. Sometimes that means playing a dwarf wizard who happens to love gardening. The countless tiny, fairy barbarians that have joined my tables show that players relish a chance to play a character who defies type and at least seems one of a kind. Non-human characters only match a racial archetype when a player chooses it. To most players, the old rules that made races fit a stereotype now feel confining. Sometimes, those old rules even feel like a troubling reminder of outdated attitudes.

This evolution took all of D&D’s 50 years. This post tells the story of the change.

“In the old days, elves and dwarves and some of the other playable options were very much the product of folklore, and in folklore, elves and dwarves were embodied metaphor,” says D&D’s lead rules designer Jeremy Crawford. “They were metaphors for different aspects of the human psyche. So, elves were often associated with more elevated lofty aspects of the human psyche. Dwarves were often associated with the industriousness that some people manifest.” In fairy tales, these metaphors became talking creatures. “You can meet a demon that’s embodied evil. You can meet an angel that’s embodied good. You can meet a dwarf that’s the embodiment of industriousness and hardiness.”

Early D&D included rules that made characters fit the archetype of their chosen race. The game restricted non-humans to particular classes and blocked their advancement to higher levels. Later, the game added racial ability score modifiers that encouraged characters to fit certain archetypes, so half-orcs gained strength and constitution, but lacked charisma. Originally, half-orcs only excelled as assassins.

Gary Gygax favored the sort of human-dominated fantasy that appeared in the fiction that inspired him. To Gary, non-human level limits explained why humans dominated D&D worlds despite the extraordinary talents and longevity of elves and dwarves. Gary wrote, “If demi-humans, already given some advantages, were as able as humans, the world would be dominated by them, and there goes the whole of having a relatively familiar world setting in regard to what cultures and societies one will find in control. So, a demi-human is unlimited in thief level only, as that this a class not destined to control the fate of major groups or states.

“Why are humans more able to rise to higher levels than demi-humans?“ Gygax wrote in a internet discussion. ”Because the gods say so, and don’t like pointy eared types with curly-toed shoes, squat miners with big beards, hairy-footed midgets, etc.” Gygax intended the comment as harmless fun at the expense of make-believe creatures, and in 2005 most readers read it that way. But now the comment reads in a way Gygax surely didn’t consider. In our history, people have justified inflicting countless horrors on other humans by claiming that God disapproved of some group. Talking about even fictional half-humans like this raises uncomfortable echoes.

Arduin adventure party

This adventuring party was pictured in Arduin Grimoire III

Even in D&D’s first years, not every player shared Gygax’s taste for games where most characters resembled the human heroes of Poul Anderson, Fritz Leiber, and Robert E. Howard. When J. Eric Holmes wrote the 1977 D&D Basic Set, his draft explained, “An expedition might include, in addition to the seven basic classes, an African witch doctor/magic-user, a centaur, an Amerindian medicine man/cleric, a lawful werebear, a Japanese samurai fighting man and a half-human, half-serpent naga”. The published book cut most of those options, leaving only “a centaur, a lawful werebear, and a Japanese samurai fighting man.” In Dragon 53, Holmes wrote about the set’s limited character options. “I am personally sorry to see the range of possibilities so restricted. The original rules (the three little brown books) specifically stated that a player could be a dragon if he wanted to be. I enjoyed having dragons, centaurs, samurai and witch doctors in the game. My own most successful player character was a Dreenoi, an insectoid creature borrowed from McEwan’s Starguard.” Meanwhile, Arduin Grimoire III (1978), an unofficial supplement to D&D, included pictures of an exotic adventuring parties that scarcely resembled a typical group. Author Dave Hargrave wrote, “The fact is that most players want individuality in their characters.”

When Wizards of the Coast purchased TSR, new CEO Peter Adkison steered D&D to more flexible character options. “My biggest beef with the older rules were the consistent limitations on what characters could become,” Adkison wrote. “Why couldn’t dwarves be clerics. Why could wizards of some classes only advance to some pre-determined level limit? Why couldn’t intelligent monster races like orcs and ogres pick up character classes? In my mind these restrictions had no place in a rules set but should be restrictions established (if at all) at the campaign-setting level.” The 2000 edition scrapped non-human level limits and rules that limited each race to particular classes.

Still, ability score modifiers remained in the game, and they stayed in the 2014 Player’s Handbook. Lead rules designer Jeremy Crawford said the modifiers “are specifically there just to reinforce the traditional D&D archetypes for dwarf adventurers, elf adventurers, halfling adventurers, and so on.” The modifiers meant a player who wanted to play something like a dwarf wizard had to settle for a less efficient character.

Experienced players rarely settled, so the ability score modifiers felt like as much of a restriction as the old rule that limited dwarves to playing fighting men. As for new players, the ability score modifiers became a trap. A player who fancied playing a halfling barbarian would later learn their character suffered a permanent limitation. Restrictions that force players to make interesting choices can make better games. Much of the fun of character building comes from choosing among enticing options, but for players set on a class, the choice between one race and a plainly weaker option adds nothing. “All games are about making choices and making meaningful choices,” Crawford said. “But we want the choices to be between things that are all fun and interesting. Like a great example is making the choice between the classes where it’s an open-ended field and you get to just choose the one that sing to you. What we don’t want is choice where just hiding inside it is some kind of trap. And that’s what the traditional ability score bonuses often feel like to people.”

Aside from adding a trap—and not the fun kind—ability score modifiers raise troubling reminders of how real ethnic groups can suffer from racist stereotypes that paint people as lacking certain aptitudes. D&D’s unfortunate use of the word “race” makes those reminders far more powerful. When D&D creators Dave Arneson and Gary Gygax adopted the word race for the playable species in D&D, they used the term in the same sense as the human race. More commonly, “race” refers to human groups who share superficial traits common to their ancestry, and that use recalls a long history of people using ancestry and appearance to justify mistreating and exploiting people.

Our characters in roleplaying games represent us in the game’s imaginary world. They might be just-pretend types like dragons, vampires, and robots—sometimes pronounced warforged—but we identify with them because our game world stand-ins think and feel mostly like us as people. Our characters represent people, and if they’re people, we can imagine them enjoying the same versatility and potential as real-world people.

To “pave the way for truly unique characters,” Tasha’s Cauldron of Everything (2020) stopped linking ability modifiers to race. Now, players could create a dwarf wizard with a green thumb without settling for a less efficient build than a similar character who happened to be an elf. “It is not our assumption and never has been in fifth edition that those bonuses in the players racial traits are true of every member of the race,” said Crawford. “As the game continues to evolve, and also as the different types of character people make proliferates and becomes wonderfully diverse as people create types of characters that many of us would never imagine. It’s time for a bit more of those old assumption to, if not pass away, to be something that a person can set aside if it’s not of interest for them and their character. It’s with that in mind that we created this system to be true to our philosophy. We sometimes talk about when we give DMing advice to whenever possible say yes. This is a system about saying yes to players. That yes, you can play the dwarf you want to play. You can play the elf you want to play. You can play the halfling you want to play.” In D&D, player characters stopped serving as metaphors.

The Scandal of Palace of the Silver Princess, the D&D Adventure that TSR Printed and Trashed

In 1981, Dungeons & Dragons publisher TSR printed an adventure so scandalous that when new copies reached key TSR management, they ordered the entire print run sent to dumpsters rather than to distributors.

The story of the adventure, B3 The Palace of the Silver Princess, began when Dungeons & Dragons co-creator Gary Gygax hired Jean Wells as the first woman to join the design team at TSR. After a year working mostly administrative tasks, Jean finally landed a creative assignment writing an adventure that would introduce D&D to new players. Perhaps the company’s management expected a woman to deliver a gentle module that would nurture D&D’s burgeoning young audience. Instead, she wrote a sandbox with the same grown-up sensibilities as prior TSR products.

Gygax had hired Wells because he liked her ideas, and she wanted her first module to show her unique voice. She feared that other developers would meddle, so she had Gygax remind the development team to leave her ideas intact and to limit changes to proofreading. Artist Erol Otus remembers “The module was sent in and the editors were told hands off. Don’t change Jean’s stuff. Send it through.”

TSR editor Stephen Sullivan says that the adventure “was what Jean wanted it to be. It was her baby. And for another place and another time, it probably would have been just perfect.” Wells and Sullivan collaborated on one of the module’s illustrations.

The liberty that Gygax granted the project gave artist Erol Otus a sense of creative freedom. For the module, he illustrated a group of 3-headed creatures called ubues. He says, “I remember asking Jean if the ubues could be male/female. I remember being thrilled when she said yes. I remember being really happy to put male and female together in different combinations and just thinking about what they’re lives would be like.”

Home of the Ubues by Erol Otis

Ubues by Erol Otus

Work on the adventure came after some recent firings, leaving tension between TSR’s management and creative staff. “We [artists] were down with the editors and designers,” says Otus. “We felt like we were a team.” In the spirit of team and perhaps as a cheeky dig at management, Otus drew the ubues’ heads so they resembled members of TSR’s creative team.

Ubues besides TSR staff photos

Photos in reading order: Lawrence Schick, Dave Cook, Jean Wells, Dave LaForce, Skip Williams, and Darlene

When the module reached print and upper managers saw the drawing, they saw the resemblances, but could not figure out who the picture mocked. Designer Lawrence Schick says, “There were a lot of in-jokes in there. And if you aren’t ‘in’ on the in-jokes, it can be easily misinterpreted.” Designer Kevin Hendryx says, “Management was very sensitive about mutiny in the ranks at the time and took all these perceived slurs or snoot-cockings as an insult and a challenge.”

Forty years later, Otus no longer remembers more of the creative process behind the picture, or even who the likenesses match.

Even though management found Otus’s picture of the ubues troublesome, another illustration in the adventure actually landed the print run in the garbage.

For the adventure, Wells imagined a new monster called the decapus that used illusion to lure prey. “I created the decapus to draw paladins into the room quickly without thinking and to be the first in. I wanted them to rescue the maiden whose clothes were torn and seemed to be surrounded by nine ugly men taunting her. Editor Ed Sollers thought it was a good idea and so did our boss Harold Johnson. It went through the channels with no problems at all until it had been printed.”

Illusion of the Decapus by Laura Roslof

Illusion of the Decapus by Laura Roslof

Artist Laura Roslof drew the creature’s illusion as Wells described. A woman dangles from a ceiling beam, bound by her own hair. Men taunt and poke her, “pulling at what few clothes she has on.” Just a year ago, such an illustration might have passed unnoticed. After all, in the October 1980 issue number 42 of Dragon, TSR printed a picture of a bound, naked woman on her knees before the corpulent, goat-headed figure of Orcus.

But in 1981, TSR no longer just catered to an older audience of wargamers and sci-fi fans. James Dallas Egbert, a gifted and troubled 16-year-old studying at Michigan State University, disappeared in 1979, and the detective searching for the teen blamed D&D. The case fired a media sensation that introduced D&D to America. Dragon magazine editor Tim Kask wrote, “Dungeons & Dragons is getting the publicity that we used to just dream about.” The attention led to rocketing sales, but news reports also consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players. By 1981, TSR strategy focused on making sales to younger gamers while comforting the parents who might worry about a game full of evil creatures and supernatural make believe.

The decapus illustration threatened to alarm parents. Worse, the drawing appeared in a teaching module for the basic D&D line, all targeted for younger gamers. “D&D was under attack by religious conservatives at the time,” explained Lawrence Schick, “and TSR thought that releasing the original B3 would be just throwing red meat to the mad dogs.”

According to Gygax, when copies of the newly printed module reached Brian Blume, he “pitched a fit.” Blume held a seat on the TSR board and was part of the family that controlled TSR. Only he and his brother held the power to overrule Gygax.

Jean Wells and her editor Ed Sollers were called into the office of art director Dave Sutherland. She remembered that TSR vice president Will Neibling waited “mad as hell.” She and Ed knew they were in trouble, but had no idea why. Neibling asked, “Why did you write S&M into a child’s module?”

According to Wells, neither she nor Sollers knew what sadomasochism was. “Ed and I just looked at each other and went, ‘What’s S&M?’ Will didn’t believe us, but we just stood there looking dumbfounded because we didn’t know.”

Kevin Hendryx remembers the blowback. “It happened very, very fast. One day they were handing out our office copies, and then one day we were told that supervisors were collecting copies, telling people to turn theirs in. Most of us, having got a whiff of what was going on, were busy squirreling ours away.”

Stephen Sullivan estimates that the print run numbered between 5,000 and 10,000 copies. Management made sure that TSR handyman Dan Matheson supervised the work of moving the stacks to the landfill and personally witnessed their burial. “I find it funny that management was so concerned about anyone filching copies of B3 that they had employees like Dan—who was a big, imposing bear of a fellow, burly and bearded—riding shotgun on the garbage dump,” says Hendryx.

“It really was just a tempest in a teapot,” Gygax wrote later. “Had TSR not made a fuss about it, I think it would have passed largely unnoticed. They’re going now for really high prices, but I think most of the people who get them are really disappointed because there’s nothing really very wrong in the thing.”

“Jean held onto her filing job, but her only shot at success was blown,” writes TSR insider Frank Menzer. “Tom Moldvay rewrote the module significantly, removing most of Jean’s flavor and replacing it with his own style and preferences.”

The trashing of her creative work left Wells feeling soured, but she rallied and pitched more creative projects to TSR. “Everything I suggested to someone, anyone, was shot down as not a good idea.” Soon, Wells would leave TSR, marry, and raise two sons. She died in 2012.

Related: 

The Story of Palace of the Silver Princess, the Adventure so Scandalous That the Print Run Went to a Landfill

In 1981, Dungeons & Dragons publisher TSR printed an adventure so scandalous that when newly printed copies reached key TSR management, they ordered the entire print run sent to dumpsters rather than to distributors. According to legend, the art featured a bound, naked woman menaced by leering monsters, and another art page that mocked TSR’s owners by putting grotesque versions of their faces on three-headed creatures. The legends proved exaggerated, but because surviving copies sold at auction in shrink wrap for sky-high prices, few knew the truth.

B3 Palace of the Silver Princess“I think that the reaction to the module is more interesting than the module itself,” said TSR design head Lawrence Schick. “The actual content of it is only mildly eccentric by current standards. It’s more a matter of what light it shines on the management reaction at the time, and the ‘Satanic Panic.’ It’s like Bigfoot, except the first edition of this module actually exists. It can be seen.” (Teaser: Schick’s likeness appears as one of those monstrous heads.)

The true story mixes the trials of the first woman to work at TSR as a D&D designer, a cheeky bit of rebellion by the TSR art staff, and executives fearful of provoking angry parents at a time when the media consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players.

In 1979, 23-year-old Jean Wells responded to an ad in Dragon magazine seeking game designers, D&D co-creator Gary Gygax liked the ideas she pitched well enough to hire her. “Gary and I corresponded from around Thanksgiving until mid-January when he flew me up,” Wells said. “I spent three days at his house.” Wells became friends with Gary and his wife Mary, who Wells taught how to make southern fried chicken and tried to show the game. “We liked each other, but Gary knew I didn’t know how to really write rules. He told me he’d teach me how to do them his way. He was hiring my imagination and would teach me the rest.”

Gygax said he wanted “to give the game material a feminine viewpoint—after all, at least 10% of the players are female!”

D&D insider John Rateliff wrote “Wells’ hiring was a deliberate attempt by Gary Gygax to expand beyond the all-male perspective that had dominated the design department for the company’s first eight years—no doubt with an eye toward attracting a female market to match the burgeoning youth market the game had already tapped.”

Wells became The Sage who answered rules questions for Dragon magazine. Readers enjoyed how she answered even the strangest questions with poise and wit. She contributed art for the eye of the deep and for the rat to new printings of the Monster Manual. For Gygax, she edited B2 Keep on the Borderlands (1981). When Gen Con needed an extra DM to run the D&D Open competition, Jean stepped up. “I grabbed my stuff and met the team and did that. One of the semi-washed teenaged boys on the squad there looked at me, gaping, and said, ‘It’s a woman!’. I said, ‘10 points for perception.’”

However, Gygax lacked time to develop her design skills, and no one else filled in. Instead of getting design assignments, she got filing and administrative tasks. “I don’t think my sex had anything to do with it being difficult for me,” she said. “I lacked a proper mentor and that is what I believe made it difficult. I believe that lacking a mentor cast me into the role of token female.” She underestimates the disadvantage of being dismissed as a token.

Still, Wells paid her dues and earned an assignment writing a teaching module for D&D. That project became B3 Palace of the Silver Princess (1981). But now, her friendship with Gygax may have hurt her chances of success.

The adventure let players explore the haunted ruins of a castle and dungeon 500 years after its silver princess mysteriously disappeared. The adventure includes clues to the princess’s fate for players to discover, and the discoveries can prove surprising. Reviewer Merric Blackman praises the adventure’s attention to non-player characters. “Wells’s work gives hints to the palace existing in a greater world: there’s a wilderness outside it, and NPCs that are described to be more than simple opponents or allies.”

Wells delivered something more than a first adventure; she created the foundation for a campaign. The original describes the wilderness around the palace and includes rumors and random encounters. Wells created the keep above the dungeon to give characters a home base for future adventures. The dungeon includes multiple collapsed tunnels and advises, “To expand the dungeon, the DM need but open up the blocked passageways and add new and challenging dungeon levels.”

But in 1981, such an old-school, sandbox design might have just seemed old fashioned to the rest of the design team. Surely, one of Wells’s instructional tricks seemed outdated. Like in B1 In Search of the Unknown (1978) by Mike Carr, Wells left blank spaces for new DMs to fill with their own traps, monsters, and treasures. Gygax had already dropped that technique when he wrote Descent Into the Depths of the Earth (1978). To be fair, Wells improved on the method by leaving the spaces for rooms that start empty but that a DM might want to fill later. Justin Alexander writes, that the space “emphasizes that dungeon keys are designed to evolve and change over time: These rooms are empty now, but perhaps they will not be the next time the PCs come here.”

Later when Tom Moldvay redesigned Silver Princess to create the version that reached stores, he abandoned the content that created the backbone for a campaign. He reworked the sandbox adventure in favor of the newer fashion of designing for a particular story. For example, he eliminated a staircase leading to the lower level, forcing players to take a more linear path through the dungeon to the final foe and to the story’s climax.

For all the original adventure’s virtues, it suffered from inevitable rough edges. “Jean did pretty well, though there were a few errors characteristic of a newbie who didn’t know the ropes,” wrote TSR insider Frank Mentzer. “I was also involved in the playtests. I helped a bit, critiquing some of the details, but didn’t give it a full checkover. I didn’t have time.” Mentzer assumed development and editing would lead to improvements, but Wells’s friendship with Gygax let the project skip some of the usual development process.

After a year of paying dues, the adventure stood as even more than Wells’s big shot, it also gained a personal investment, perhaps too personal. “The Silver Princess character was also her persona in the Society of Creative Anachronism—a hauntingly lovely woman who destroyed hearts,” artist Bill Willingham wrote. “It was clearly the private fantasies of the author.”

Wells wanted to protect her work, and so she leveraged her relationship with Gary Gygax. Game developer and designer Kevin Hendrix wrote, “When this thing came through, and the development people wanted to edit it, Jean went to Gary and said—and I know I’m going to make this sound more harsh than it actually was—‘They’re changing my stuff, tell them not to do it.’ And Gary reminded us all that we were not to change the designers’ word or intent in the work.” So, a new hire, editor Ed Sollers, got the project and only did proofreading.

Despite the flaws that skipped development, Menzer still rated it as publishable “and potentially popular for Jean’s style (notably different from other writers).”

Instead, the adventure’s art destroyed Well’s chance at design success and landed virtually the entire print run into a Lake Geneva landfill.

Part 2: Scandal!

The Astral and Ethereal Went From Interchangable to Overcomplicated. How Can D&D Fix Them?

As introduced in the original Dungeons & Dragons supplements, the astral and the ethereal planes seemed like two names for the same place. D&D characters visited both planes for the same reason: to snoop undetected. Either way, travelers pass through walls. On both planes, travelers braved the psychic wind. Monsters with attacks extending to one dimension invariably touched the other as well. The two planes shared the same encounter tables.

dosctor strange etheral selfToday, thanks to decades of new planar lore, the astral and ethereal now differ. Instead of psychic winds, ethereal travelers face ether cyclones. On both planes, travelers fly around at will, but on the ethereal, creatures have a sense of gravity. Planar diagrams show the astral plane touching outer planes like the Hells and Limbo, while the ethereal touches the elemental planes. (Nonetheless, characters will still use plane shift and portals to travel the planes.)

Despite these differences, when the fourth-edition designers simplified the lore in their Manual of the Planes (2008), they dropped the ethereal plane. No wonder fans felt incensed!

How did D&D wind up with the Coke and Pepsi of planes? Do their redundancies just add useless complication to the game’s cosmology as the fourth edition designers seemed to conclude?

Signed Greyhawk CoverTwo magic items that appeared in Greyhawk (1975) introduced the ethereal to D&D. Both oil of etherealness and armor of etherealness put characters “out of phase,” letting them through solid objects and making them immune to attack except by other creatures that can also become out of phase. Only a mention of creatures that can see ethereal things reveals that ethereal travelers are invisible rather than merely intangible.

One spell that debuted in Greyhawk introduced the astral to D&D. The astral spell let casters send their astral form out of their body. The form can fly at the speed of 100 miles per hour or more “and nothing but other astral creatures could detect it.” so the spell offered a superb way to find the best treasures and the worst traps in the dungeon.

The astral spell offers no more detail about astral travel, but fantasy gamers in the early 70s likely understood the concept. In Doctor Strange’s comic book appearances of the time, the Sorcerer Supreme frequently traveled in ethereal, astral, or ectoplasmic form; the superhero’s writers used the terms interchangeably. Gary Gygax included every idea he found in fantasy and folklore in his game, and gamers in his circle knew Doctor Strange. Brian Blume, the co-owner of D&D publisher TSR, was a fan. The teenage artist Gary recruited to draw the original D&D cover patterned the image after a panel in a Doctor Strange comic. Gamers could also consult books like the Art and Practice of Astral Projection (1975). Back then, astral projection attracted popular attention and even the U.S. Army took the paranormal seriously enough to launch a research effort that included astral projection.

The Eldritch Wizardry supplement (1976) frequently mentions ethereal and astral travel together, making the two dimensions interchangeable except for the magic item or spell required to reach them. The distinction between oil of etherealness and astral spell created one big difference in play. The oil made the body ethereal, so when the effect wore off, the user gained substance wherever they had traveled. With the astral spell, the caster’s astral form left their body behind and then returned to their body when the spell wore off or when something destroyed their astral form. This let someone scout while nearly immune to harm, but they could not physically travel to another place.

Until the plane shift spell debuted in the Advanced Dungeons & Dragons Player’s Handbook (1978), characters could not bring their bodies to the astral plane. Plane shift enabled travel to and from the astral and ethereal, making visiting either plane equally simple.

In the AD&D Player’s Handbook, Gary’s urge to gather ideas from other sources led him to complicate the astral spell with more lore from astral projection. Some real-world investigators into astral projection claimed that during their out-of-body experiences, they saw an elastic, silver cord that linked their astral form to their physical body. Based on this, the astral spell added cords that tether astral travelers to their flesh and blood. Breaking the cord kills the traveler, so the cords potentially add some risk and tension to astral projection, even though “only a few rare effects can break the cord.” When Charles Stross created the astral-dwelling githyanki for the “Fiend Factory” column in White Dwarf issue 12 (1979), he wisely gave them swords capable of cutting the silver cords, adding some real peril to astral travel.

In the July 1977 issue of Dragon magazine, Gary Gygax printed a diagram that showed a difference between the astral and ethereal planes. The astral stretched to the outer planes like Olympus and the Hells, while the ethereal reached the inner, elemental planes. This proximity hardly made a difference in gameplay, since Gary never explains how astral travelers can navigate to Olympus, or why someone might care in a game with plane shift on page 50 of the Player’s Handbook. Besides, with Queen of the Demonweb Pits still years away, a DM who allowed players to travel the planes lacked any example to follow.

doctor strange ectoplasmicAs far as players cared, the astral and ethereal just offered ways to snoop while undetectable and unblocked by walls. The choice of plane depended on the available magic. In 1977, D&D co-creator Gary Gygax would write about how astral and ethereal travel “posed a headache for DM’s.” In Tomb of Horrors (1978), he writes “Characters who become astral or ethereal in the Tomb will attract a type I-IV demon 1 in 6, with a check made each round.”

The Manual of Planes (1987) finally created differences between the astral and ethereal that factored into game play.

The astral no longer overlapped the material plane, so astral travelers lost the power to scout and spy. At best, astral travelers could find a portal called a color pool leading to the material plane and use it as a window to scry. Instead, the astral became a crossroad of connections to other planes. The astral gained those color pools and also conduits that work like portals but looked different. Years later, the fourth-edition designers fully realized this idea of the astral connecting to the outer planes when it made the Heavens, Hells, and other outer planes domains floating in the astral sea.

The ethereal still allowed invisible, intangible scouting, but it now extended into the deep ethereal, a place that connected to the elemental planes and various demi planes. The deep ethereal seems like a useless complication that stems from a diagram Gary printed in that 1977 issue of Dragon, because it resembles the astral plane, and besides players travel by plane shift and portal.

By the 90s, as D&D settings started proliferating, D&D designers started looking for ways to connect them. The Spelljammer setting gave characters a way to pilot their fantasy spaceships between Faerûn, Krynn, Oerth, and so on. The Planescape setting uses the deep ethereal to create similar connections between D&D worlds.

The astral and deep ethereal are different thanks to Coke versus Pepsi nuances of flavor and because each plane led to different places. (Does that feel like too much complexity for few gameplay rewards?) In practice, plane shift and portals mean that few visit the astral except to fight githyanki and no one visits the deep ethereal ever. In today’s game, the new Spelljammer setting uses the astral sea to connect D&D worlds, leaving the deep ethereal with no reason to exist. (Update: The Radiant Citadel of Journeys Through the Radiant Citadel exists in the deep ethereal, which provides the feel of a magical place disconnected from the ordinary, but without the problems created by locating a city in the astral where nothing ages.)

If I were king of D&D, I would adjust the astral and ethereal with some changes:

  • Drop the deep ethereal, keeping the ethereal as the sole, overlapping plane of creatures out of phase. The deep ethereal rates a description in the 2014 Dungeon Master’s Guide, but I suspect no fifth-edition character has ever visited it.
  • Drop the astral projection spell and the silver cords. The ability to spy from the astral plane disappeared in 1987, so the astral spell just rates as a pointless nod to a passing interest in the paranormal.
  • Make the astral sea the plane of portals and conduits that serves as the crossroads of worlds and planes.

Related: Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes

How Shadowdark Delivers Old-School D&D Intensity With Modern Game Mechanics

The Shadowdark game by Kelsey Dionne of The Arcane Library bills itself as delivering old school gaming with modernized mechanics. Shadowdark hardly rates as the first game with this approach. Into the Unknown (2019) boasts 5E compatibility combined with old-school mechanisms such as “morale, reaction rolls, random encounters, gold for XP, and henchmen.” Still, with a Kickstarter closing in on a million dollars, Shadowdark stands as an unprecedented success.

I played Lost Citadel of the Scarlet Minotaur, an adventure from the Shadowdark free quickstart set, and marveled at how well the game duplicated so much of the charm of D&D in 1974—except with zero confusion over inches, initiative, and what Gary Gygax meant by writing that elves could “freely switch class whenever they choose.” Make that year 1975; Shadowdark has thieves.How does Shadowdark create the experience of early fantasy gaming with rules that echo fifth edition Dungeons & Dragons, from the ability score bonuses, to advantage, disadvantage, and inspiration?

Death always seems near

In my Shadowdark party, two characters started with 1 hp and one had 2. Sixty percent of the group would likely drop from a single hit! Those rock bottom numbers come from the game’s randomly rolled hit points and from the lowly stats that result from rolling 3d6 in order. My character suffered a -2 Constitution adjustment. To be fair, Shadowdark offers PCs one advantage over brown box D&D. Characters who drop to 0 can be revived. But stabilizing a character takes a DC 15 check and spells often fail, so forget the popular fifth-edition strategy of just letting characters drop to 0 before healing because damage beyond 0 heals for free.

This risk of sudden death gives Shadowdark a sense of peril that I’ve never felt in a fifth-edition game. That makes for a tense, exciting game.

Treasure is the goal

Shadowdark awards experience points for treasure gained and not for monsters slain. This mirrors the original D&D game, which awarded characters much more experience for winning gold than for killing monsters.

D&D players could take their characters anyplace they chose, but the XP-for-gold mechanic rewarded them for risking the dungeon crawls that made the original game irresistible fun. The lure of gold joined priests and rogues, law and chaos, together with a common goal. Plus the quest for treasure resonated with players. Gary wrote, “If you, the real you, were an adventurer, what would motivate you more than the lure of riches?” (See The fun and realism of unrealistically awarding experience points for gold.

Battle becomes a last resort

In addition to rewarding players for seeking fun, the XP-for-gold system offers another benefit: It creates a simple way to award experience points for succeeding at non-combat challenges. As a new character, potentially with 1 hit point, you stand little chance of leveling through combat. Players joke that D&D is about killing things and taking their stuff, but in the original game and in Shadowdark, you are better off using your wits to take stuff. So long as your cunning leads to gold, you get experience.

In modern D&D games, fights routinely drag on until one side is wiped out, often because monsters that surrender or run can spoil the fun unless dungeon masters cope with the hassles of broken morale. To most D&D players, an escape feels like a loss, and nobody likes to lose. But when battle is a dangerous setback in a quest for treasure, monsters who break and run give players a quick and welcome victory. Shadowdark offers morale rolls that make fights quick and unpredictable.

Wandering monsters quicken the pace

Wandering monsters can improve D&D play, mainly by giving players a sense of urgency. Gary recommended “frequent checking for wandering monsters” as a method to speed play. In a perilous game like Shadowdark, players can slow the game with meticulous play, searching everything, checking everything, accomplishing nothing. But the game’s wandering monsters turn time into danger. Every passing minute gives foes more chances to find the party. Wandering monsters rarely carry loot and the XP reward that it brings, so idle characters just face danger with scant reward. Players keep moving, risking the next room in search for treasure.

Players choose their difficulty

In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper. This system gives players a choice they rarely get in today’s D&D, and it adds a element of strategy. To lure characters to danger, the 1974 game doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. (See The Story of the Impossible Luck that Leads D&D Parties to Keep Facing Threats They Can Beat.)

The Shadowdark quick start game doesn’t explain this approach, but the structure is there. Treasure and XP rewards escalate as characters rise in level, coaxing players to delve as far down as they dare.

This design frees DMs from the burden of designing encounters that make players feel challenged without killing characters. Instead, players decide on the risks they dare to face, and if an encounter proves unbeatable, players can run. After all, skilled players avoid fights.

Success requires conserving resources and planning for escape

In the 1975 Greyhawk supplement to D&D, the 6th-level cleric spell find the path focused on escaping dungeons. “By means of this spell the fastest and safest way out of a trap, maze, or wilderness can be found.” In the original books, the sample tricks and traps aimed to get PCs lost in the dungeon where wandering monsters and dwindling resources might finish a party. When Gary’s shifting rooms and unnoticed slopes made the PCs hopelessly lost, find the path offered a way out. (See Spells that let players skip the dungeons in Dungeons & Dragons.)

Shadowdark includes rules that make dungeons as risky as the underworlds that made find the path merit a 6th-level spell. All characters need light to see, so the guide explains, “In this game, a torch only holds back the pressing darkness for one hour of real-world time. There isn’t a moment to waste when the flames are burning low.” In darkness, the characters suffer disadvantage and wandering monsters rush to prey on the vulnerable.

A supply of torches and other light sources become essential, and the tracking the supply becomes more than bookkeeping. The game boasts a simple encumbrance system that matches the one Runequest offered as an old-school innovation in 1978. Characters can carry one item per point of strength. Torches and other light sources fill those precious inventory slots.

Shadowdark also lifts the burden of totaling time in the dungeon by dropping 10-minute turns in favor of the simple method of making 1 hour of play equal 1 hour in the dungeon. This speeds play by spurring players to act with the same urgency as their characters.

In the game I played, as we lit our last torches, we knew we only had an hour to escape the dungeon with our loot. And the wandering monsters made that escape no sure thing. This made our run to the exit as tense as our descent into the underworld.

Ability checks become unusual

Some gamers say that ability checks make modern D&D less fun. These fans of an older style prefer a game where instead of rolling perception to spot a trap door, characters tap the floor with their 10-foot pole.

Shadowdark includes D&D’s modern rules for d20 ability checks, but the game favors an old-school reluctance to make checks. The Game Master Guide recommends “giving players the opportunity to make decisions that rely on their creativity and wits, not on their dice rolls or stat bonuses.”

Faced with a challenge, players must observe and interact with the game world. Instead of scanning their character sheet for solutions, players rely on their wits and ingenuity. Ideally, the game tests player skill more than character stats.

Characters develop through play.

Before starting my Shadowdark game with my 1 hp character, I joked that I’d just finished writing his 8-page backstory. For modern D&D games, I appreciate players who invest in backstories; for a 1 hp character, such a document is pure folly. Instead, the story of a Shadowdark character evolves from playing the game and from the random luck of the die. Starting with characters rolled using 3d6 in order, Shadowdark asks players and GMs alike to surrender control to the dice. Forget planning a story and nudging characters along. Things like wandering monsters and morale rolls take the game into into an unknowable future. Even when characters advance, they roll their hit points and new talents. This trades the fun of building characters in favor of the challenge of playing a character that fate and the dice delivered. Characters stories begin and end as part in the shared story everyone experienced at the game table. (See D&D and the Role of the Die Roll, a Love Letter.)

Modern mechanics

With so many nods to the D&D of 1975, why play Shadowdark instead? The game gains from a foundation built on the fifth edition rules and the nearly 50 years of innovation in the modern game.

So Shadowdark includes cyclical initiative instead of a reference to a system that only appeared in the Chainmail rules.

In the original D&D game, ability scores hardly mattered. Characters with a high score in the most important ability for their class might get at 10% bonus to XP, but otherwise the scores meant little more than a +1 on certain attacks.

In the Blackmoor campaign that led to D&D, Dave Arneson used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. However, when Gary penned the D&D rules, he lost that effect. Gary favored estimating the odds and improvising a roll to fit. Now, GMs and player alike prefer a clearer system for deciding whether a character succeeds. The d20 mechanic delivers that transparency. (See How Dungeons & Dragons Got Its Ability Scores and Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D.)

Rather than the system of ranges and movement in inches that made sense to a tiny audience of miniature wargamers fluent in inches on a sand table, Shadowdark puts distances into close (5 feet), near (up to 30 feet), and far (within sight during an encounter or scene). You can still play on a grid, but narrative battles play fine too.

Gary’s early games would sometimes put as many as 20 players into a party. The 1975 D&D tournament at Origins gathered parties of 12 for a trip into the Tomb of Horrors. Such large parties designated a caller to speak for the group. Nowadays, gamers speak for themselves. In Shadowdark, everyone takes turns, even outside of combat. No one feels like a spectator. Disciplined parties avoid scattering and becoming easy prey for wandering monsters.

As for elves switching classes, Shadowdark opts for the the 1979 innovation of separating race and class, and the 2020-something innovation of calling “race” something else (ancestry).

As a mix of old and new, Shadowdark lands in a good place.

Credit D&D’s Push Into to the Multiverse for Spelljammer

Wizards of the Coast releases new settings for Dungeons & Dragons faster than ever. Those settings include worlds borrowed from Magic: The Gathering like Ravnica and Theros, a world taken from Critical Role, older settings like Eberron and Ravenloft, and now the Spelljammer setting. The last time the D&D team released so many settings, the flood of options split the D&D market and helped send TSR, the game’s owner, to the brink of bankruptcy. Then as now, D&D players only have so much time and money. Faced with a game store full of D&D campaign options, most customers will skip some. Each setting still costs to develop, but it competes with others, splitting the D&D customer base and potentially leading to financial losses.

Clearly, today’s D&D team doesn’t fear repeating the history that brought TSR to ruin. Part of that fearlessness comes from D&D’s surging popularity. So many folks play the game now that numerous campaign releases can profit despite a diluted audience. Of course, some enthusiasts buy them all, so more of my money goes to Hasbro.

Also, the product lines for D&D settings released now just include a set of miniatures and a book, or for Spelljammer a slipcase of 3 slim harcovers. From 1989 to 1993, the original Spelljammer line included 4 boxed sets, 6 adventures, 11 accessories, plus novels and comics. A committed Spelljammer fan could spend their entire budget on D&D in space without buying other products. TSR spent money creating all these products to support a setting that surely trailed other D&D settings in popularity.

In 2015, Wizards polled to rank their campaign settings’ popularity and then reported the results. “Our most popular settings from prior editions landed at the top of the rankings, with Eberron, Ravenloft, Dark Sun, Planescape, and the Forgotten Realms all proving equally popular. Greyhawk, Dragonlance, and Spelljammer all shared a similar level of second-tier popularity, followed by a fairly steep drop-off to the rest of the settings. My sense is that Spelljammer has often lagged behind the broad popularity of other settings, falling into love-it-or-hate-it status depending on personal tastes.”

Gamers mostly remember Spelljammer for its silliest ideas, like hippo people and giant space hamsters powering ships by running on wheels attached like paddle wheels. “The infamous giant space hamster also came out of ship designs,” writes original Spelljammer designer Jeff Grubb. “The gnome ship looked like a galleon and a sidewheeler slammed into each other. Someone asked what the big paddle wheel housings were for, since there was no air other than in the air bubbles. I said they were giant hamster wheels. Roger Moore (editor of Dragon) thought that was hilarious and it was off to the races with the giant space hamster.” Sometimes Spelljammer treats D&D as seriously as the 60s Batman TV show treated the dark knight. To some fans, Spelljammer felt like a setting that mocked their passion for D&D by making the game seem ridiculous and childish.

For years, D&D enthusiasts online joked about any slim hint of a Spelljammer revival by announcing, “Spelljammer confirmed!” The humor came from treating a sometimes ridiculous second-tier setting as an eagerly awaited release when in truth Spelljammer seemed like one of the least likely targets for return. Even Chris Perkins, the architect of Spelljammer’s return, jokes about Spelljammer’s lesser popularity.

So if the gleeful shouts of “Spelljammer confirmed’’ come from a joke rather than a groundswell of fans, then how did Spelljammer get confirmed? Credit Chris Perkins’s true passion for the setting. He even embraces the setting’s gonzo elements like killer space clowns and murder comets—ideas that made some gamers snub the original.

Mainly credit D&D’s new emphasis on the multiverse for Spelljammer. D&D’s lead rules designer Jeremy Crawford explained the shift. “We’ve been letting fans know for the last year or two that we are going out there to other worlds, to other planes, and there’s going to be a lot of exciting journeys ahead.” D&D is headed to “this wonderful array of worlds that make the D&D multiverse special because it’s not just one fantasy setting, it’s a dizzying array of fantasy settings, including each DM’s home setting all in one massive multiversal setting.”

Rather than asking players to select a world and stick to it, the focus on a multiverse encourages D&D fans to dabble in different settings, skipping from world to world or gathering their favorite bits for their own worlds in the wonderful array. Hints of a D&D multiverse date back to Queen of the Demonweb Pits (1980) where the Demonweb included gates to parallel worlds on the material plane, but Spelljammer made the game’s worlds accessible by Spelljamming ships.

The multiverse gives D&D room for settings that feel less conventional. By design, Spelljammer delivers. “I wanted to push the envelope on what D&D fantasy was,” Jeff Gubb writes. “We had done Forgotten Realms and Dragonlance, but those had been written down as typical fantasy worlds. Vanilla fantasy. Default fantasy. Background static. Here was a chance to go out on more of a limb and push the envelope. So this was the chance to do D&D in space. I’m sorry—Innnnn Spaaaaaaace!” Spelljammer brings a different tone than those grounded settings. Fans love the setting’s swashbuckling flavor, ships like the mind flayer nautiloid, heroes like the hippo folk on safari, villains like the half-spider/half-eel neogi, and the chance to explore strange new D&D worlds.

Jeff Grubb pitched Spelljammer by describing a knight standing on the open deck of a ship in space. Based on the preview of the new Spelljammer, the setting moves from shining armor and wizards in pointy hats to the Guardians of the Galaxy and a cast as varied as the Star Wars cantina scene.

Spelljamming lets characters take the scenic route while they travel the D&D multiverse, leading to more adventure than using spells like plane shift. “Spelljammer was initially thought of as being AD&D in space, but soon became obvious as a way to tie the existing campaigns together.” In the revised setting, D&D worlds exist in spheres of magical space called wildspace. In wildspace, even objects as small as ships have enough gravity to capture bubbles of air and for sailors to walk the decks.

The emphasis on the multiverse shows in changes to the Spelljammer cosmology. In the old version, indestructible crystal spheres locked each world into a bubble suspended in phlogiston, “a turbulent, unstable, multicolored, fluorescent gas.” The designers imagined the crystal shells to account for different gods and rules in different spheres. “Want to run a hard science version? It works that way in the sphere. Want the constellations to move around? There you go. Want a flat world resting on elephants, with iterative turtles below? Go for it.” But the crystal barriers strike me as unnecessarily clutter separating magical pockets. Meanwhile, phlogiston overlaps too much with existing D&D lore around the astral plane. So at the edge of wildspace, the bubbles now transition to the astral sea where explorers might meet gith, astral dreadnoughts, and planetoid-sized bodies of dead gods. Here, Spelljammer blends into Planescape. Planescape confirmed!

7 Discarded D&D Rules That Could Still Improve the Game

Past editions of Dungeons & Dragons include many, many rules that fifth edition drops. No one misses racial level caps, any of the old grappling rules, or the unplayable AD&D initiative system. But old editions also included rules that improved the game, often in subtle ways. Some might have improved the fifth edition. Still, the D&D designers dropped each rule for a reason, but did they make the right choices?

1. Add the bloodied condition

Fourth edition included a bloodied condition triggered when creatures lost half their hit points. The designers likely dropped bloodied because it seemed to offer too little benefit to merit the weight of another condition. Besides, DMs hardly need a rule to describe the status. The Dungeon Master’s Guide explains, “You can describe a monster taken to half its hit points as bloodied, giving the players a sense of progress in a fight against a tough opponent, and helping them judge when to use their most powerful spells and abilities.”

But the bloodied condition added more than a sense of progress. The bloodied condition can trigger extra abilities that show a creature’s rage or desperation, adding a useful way to bring a second stage to boss battles. Just as a showdown settles into a familiar pattern, a bloodied monster could gain new powers, transforming to add new excitement. The bloodied trigger proved so irresistible that the D&D designers designed something similar when they gave some high-level monsters the mythic trait. “If you wish to increase a battle’s stakes, though, using a monster’s mythic trait results in some mid-battle twist that changes the way the monster behaves, restores its resources, or provides it with new actions to use.” The bloodied condition could enhance monsters of all levels.

2. Limit hit point increases after 10th level

By the time fifth edition D&D characters near level 10, few monsters inflict enough damage to seem threatening. Obviously, DMs can still create challenging encounters by adding more and more dangerous monsters, but that solution can prolong battles, turning exciting fights into grinds.

The obvious fix to high-level creatures and their feeble damage is to make monsters’ attacks deal more damage. This adds challenge, but it makes concentration spells much weaker.

What if the solution doesn’t come from the monsters? What if characters at double-digit levels just have too many hit points? If high-level characters had fewer hit points, high-level monsters with their puny attacks would suddenly become a bit more threatening. Lower-level monsters could pose more of a threat to high-level heroes without becoming too dangerous to low-level characters. High-level PCs would still rip through weak foes, but the survivors could deal enough damage to seem dangerous rather than laughable.

Lower hit points at high levels would suit the reality that characters typically enter every fight at maximum health. In more battles, foes would seem like credible opponents.

Up to D&D’s third edition, when D&D characters reached level 9 or so, they started gaining hit points at a much slower rate. In Advanced Dungeons & Dragons, fighters rising above 9th level gained 3 hit points per level with no bonus for constitution. Other classes gained even fewer points. Continuing to let characters gain a full hit die plus a constitution bonus at every level defies D&D’s origins.

In a fifth edition version of this rule, after level 10, barbarians that gain d12 hp per level would only gain 3 hp, d10 classes like fighter would gain 2 hp, d8 classes like cleric would gain 1 hp, and wizards would gain 0 hp. High-level wizards get plenty of goodies to make the difference.

Suppose Gary Gygax had hit points right all along. Would D&D play better if characters stopped gaining so many after level 9? For more, see Would Dungeons & Dragons Play Better If It Stayed Loyal to How Gary Gygax Awarded Hit Points?.

3. Award skills for high Intelligence

In modern D&D, Intelligence vies with Strength as the most common stat where players dump their characters’ lowest ability score. See Should PC Intelligence Matter? Of the classes in the Player’s Handbook , only wizard requires Intelligence, a prime requisite that rarely figures in saving throws. Unlike in earlier editions, high Intelligence no longer brings more skills or even languages, contributing to the attribute’s low value.

The D&D designers found good reasons to stop awarding smart characters more skills. Fifth edition awards skills based on background instead. This emphasizes the importance of a character’s history by pairing it with mechanical benefits. By ignoring Intelligence, the designers let every character gain enough skills to get ample mechanical benefits based on their history. Besides, if Intelligence led to even more skills, wizards would check almost every box and those brainiacs show off enough.

If the game awarded fewer skills based on background, class, and race, and awarded more skills based on Intelligence, then Intelligence would switch from an easy place to dump a score of 8 to a worthwhile choice.

4. Require some recovery period after dropping to 0 hp

In first edition, characters reduced to 0 hit points needed a week of rest. “The character cannot attack, defend, cast spells, use magic devices, carry burdens, run, study, research, or do anything else.”

All that rest seems too limiting for a heroic game, but fifth edition not only lacks any consequences for reaching death’s door, the game offers a sort of reward. Players intent on wringing every advantage from the rules will only heal characters when they drop to 0 hp, because damage below 0 heals for free. Imagine being injured but denied healing until you lie dying on the dungeon floor because the magic somehow works better that way. As an adventurer, I would find a less psycho group of comrades in arms.

The remedy ranks as one of fifth edition’s most popular house rules: Characters who fail a death save suffer a level of exhaustion.

By making characters who fail a death save suffer a level of exhaustion, the dying condition becomes something to be realistically feared rather than an inconvenience where players can exploit their metagame understanding of fifth edition’s lack of negative hit points.

Players gain an incentive to heal their allies before anyone drops to 0, losing the incentive to let party members drop and revive in a macabre dance.

5. Require magic ammunition to overcome resistance

When you blog about D&D long enough you gain a limited ability to see the future. So when I post, I can predict many of the comments. For example, if I gripe about an overpowered character feature, some readers will advise countering by giving foes the same capability. As if players would return for a campaign where every monster took the Sharpshooter feat.

If I gripe that the fifth edition rules make archers too effective, readers will remind me that historically, bows do beat swords. Weapons that let you poke holes from a distance always rule. For example, polearms also beat swords. Still, thanks to millennia of promotion by a ruling class of men on horses with swords, we romanticize swords and most D&D players favor them over polearms.

Like punching monks and loincloth-wearing barbarians, D&D gives swords and other melee weapons a boost to make fun but fanciful characters attractive options.

Still, the boost falls short. The rules make ranged weapons far better than swords, axes, and such. This imbalance weakens the game. Players choosing swords and spears for their characters must accept weaker characters. Also ranged combat usually proves less fun. Movement and terrain disappears. Instead, characters stand at the door and shoot, tallying damage until the battle ends. I could list more consequences, but I already did.

Fifth edition skips a few rules that made ranged attacks a bit less attractive in past editions.

  • Arrows shot into melee used to suffer a chance of hitting allies.
  • Ranged attacks used to lack a damage bonus based on Dexterity to match the damage bonus melee attacks gained from Strength.
  • To overcome resistance to magic weapons, attackers used to need magic ammunition rather than a magic bow.

The first rule deserves to stay on the scrap heap. Hitting allies hardly feels heroic and the risk creates bad feelings between archers and melee attackers. No one wants to shut down their ranger once the barbarian reaches melee.

As for the second rule, D&D’s math rests on damage bonuses based on Strength or Dexterity. Removing the Dexterity plus for ranged weapon damage would crack the game’s foundation.

The third rule boasts potential. In D&D, ranged martial attacks gain their biggest edge because no one bothers tracking arrows or crossbow bolts. Even if a DM required the chore, a 1 gp quiver of 20 arrows only weighs a pound, so players will argue they can easily carry 20 quivers totaling 400 arrows. Some gamers recommend using toothpicks to track arrows. That’s a lot of toothpicks. But what if only magic ammunition overcame resistance to bludgeoning, piercing, and slashing from nonmagical attacks?

Such a rule makes sense; after all, the silver arrow hurts the werewolf, not the silver bow. Even if DMs give out more magic ammo, magic arrows merit counting. At low levels the lack of magic arrows would hardly matter, but as levels rose and more foes brought resistance, a demand for magic arrows would create interesting and realistic resource management choices.

6. Use healing surges or hit dice as a limit to healing

In early D&D editions, limited healing challenged players to carefully manage their hit points and healing spells. Except for days of bed rest, the game offered no easy substitutes for healing spells. Players faced thorny decisions over how to best use their healing resources. Should the party delve deeper into the dungeon toward greater rewards despite the risk of running low on hit points and healing?

Third edition erased that resource management strategy. Even 2nd-level characters could afford enough wands of cure light wounds to completely heal between fights without using a single spell. In modern D&D, inexpensive healing potions create the same effect.

The fourth edition designers aimed to return some of the old resource management strategy to the game. The edition added healing surges to limit the healing characters could use between encounters. Characters had a set number of healing surges. During a short rest, players could spend surges to restore lost hit points, so healing surges worked much like fifth edition’s hit dice. But healing surges also capped the magical healing available to characters. In battle, spells and healing magic like potions let characters trade surges for hit points without stopping to rest. Fourth edition’s treatment of hit points and healing ranks as one of the edition’s best innovations.

Without a limit like healing surges, fifth edition campaigns can’t recapture the slow loss of healing resources and the strategy that limit created.

For a house rule that turns hit dice into a resource more like healing surges, see D&D’s Designers Can’t Decide Whether Characters Must Rest for Hit Points and Healing, but You Can Choose.

7. Add the dazed condition

The stunned condition brings a harsh penalty. Stunned shuts down a player for a turn or more. A stunned monster can’t take actions, turning a potentially fun battle against a legendary evil into a quick beatdown of a helpless opponent. I’ll roll my damage in advance and go make a snack. The most common source of the stunned condition comes from the monk’s Stunning Strike ability, a power that can turn every boss into a piñata and that tempts DMs to “cheat.” Well-designed monks stun frequently enough to diminish the fun. Other players wind up beating helpless foes while the DM just counts damage and runs monsters with cartoon stars circling their heads.

A redesigned monk that remains fun to play calls for a condition that counts as half stunned, something like fourth edition’s dazed condition. Attacks against dazed creatures gained advantage. On a dazed creature’s turn, they could choose between moving, taking an action, or taking a bonus action. A more fun Stunning Strike ability could daze first and then stun if the dazed creature took a second strike. Such an adjustment would bring Stunning Strike down to the power of the monk’s other abilities that cost ki points. This lesser stunning strike would weaken the monk class, but a bigger allotment of ki points could make up for the change.

Of course, returning the dazed creatures could improve more than the monk. The dazed condition would add flexibility, allowing new character and monster abilities that just won’t work with a condition as punishing as stunned.

If Dungeons Offer Riches, Why Don’t the Authorities Loot Them?

During the 70s, the debates that raged in the pages of fantasy game fanzines mostly matched the gaming topics argued on Facebook and Reddit today. For example, forty-some years ago, gamers debated if dungeon masters should break the rules for the sake of story.

But we have forgotten some arguments that raged in places like Alarums & Excursions. Today’s post revisits an interesting debate that now seems as contentious as angels on pinheads.

First, some background. The original Dungeons & Dragons rules recommend 20 players as an ideal number for a campaign, although the text says one referee can handle as many as 50 players. Of course, 50 D&D players probably never crowded a basement at once. Smaller parties formed from the available players and mounted treasure hunts into the huge dungeons that dominated play. At the peak of the  Blackmoor and Greyhawk campaigns run by D&D co-designers Gary Gygax and Dave Arneson, such sessions ran several times a week.

Instead of talking about a dungeon master’s campaign or game world, most gamers talked about a DM’s dungeon, because that’s what they played. (See When Megadungeons Ruled Dungeons & Dragons.) Active players took characters from one DM’s dungeon to another. As long as DMs played in similar styles, that worked. (Early fanzines included much talk about coping with PCs coming from incorrectly run dungeons, but no one agreed on, say, the correct ratio of casualties to treasure.)

Popular dungeons saw lots of traffic from twenty or more players, each with a collection of characters at different levels, some recuperating from injury. Gamers started to notice that these dungeons resembled tourist attractions that drew crowds hoping a few risks would lead to a quick score, much like Las Vegas.

Dave Arneson and his group saw how much his dungeon resembled a tourist trap and they exaggerated it. The elves who managed the site of Blackmoor dungeon created a faire at the entrance boasting “hundreds of fabulous deals (some worth what you pay for!)” The elves constructed turnstiles at the dungeon entrance and charged 1 gp admission.  “You can also sign the Adventurers Book, which gets you a genuine ‘I Visited Blackmoor Dungeon’ button when you come out the main entrance. No winners yet.”

In the First Fantasy Campaign (1977), Arneson described the entrance to his dungeon.

After the second destruction of Blackmoor Castle, the EIves were made responsible for the care and protection of the area and it’s defense. Our
Elf player took a number of steps to do this:

  1. They have set up a barricade at the foot of the hill leading to the Castle that forces each entrant to pass a test of Purity (generally anti-Vampire), including a drink of Holy Water for each (provided at bargain rate by the Church of the Facts of Life run by Bishop Carr).
  2. Making it through that, the would-be adventures enter the Castle where the Elves have set up a great fair that fills the courtyard. There are  hundreds of fabulous deals (some worth what you pay for!) and some shady types (cutpurses and the like). This lets the Judge wheel and deal with the players to empty their purses and make them wonder what is going on.
  3. There are now turnstiles into the Dungeon (1 GP admission as well as taking an Elven Tour (since canceled when the two Dwarves let Fang out of his box) (see attached short tout sample). You can also sign the Adventurers Book, which gets you a genuine “I Visited Blackmoor Dungeon” Button when you come out the main entrance. No winners yet.
  4. Each of the regular exit/entrances from the Dungeon are heavily guarded by Elves armed with Holy Water Hoses, and other anti-Evil charms plus an Elven Prince and two Elven Lords! So, if you can reach a door and are still good, the pursuit will break off and the Elves let you in.

Other DMs treated dungeons as tourist attractions, although with less silliness.  In the Forgotten Realms, a famous tavern called the Yawning Portal monetizes the main entrance into the Undermountain dungeon. The innkeeper “Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece of gold, sent up in a bucket in advance.”

The debate came when game masters wondered how authorities would react to the heavily trafficked dungeons that made homes to monsters and sources of treasure.

Arduin Grimoire Volume IX End War

Ed Simbalist and Wilf Backhaus, the creators of Chivalry & Sorcery (1978), favored adventures outside dungeons. They imagined a society that eliminated dungeons. “A large concentration of ‘evil’ will attract the Church and might bring down a ‘Crusade’ against it. A large concentration of loot will attract the King, a personage always in need of money. Nor is it possible to keep such a dungeon complex secret for long. Myths and legends about such a place and what is to be found in it soon become common knowledge.”

Meanwhile, Dave Hargrave loved dungeons. Page 1 of The Arduin Grimoire Volume IX includes the topic, “Dungeons and why the authorities don’t shut them down,” which counters the opinion voiced in C&S.

Nowadays, few campaigns run in the style that made Blackmoor seem like Six Flags, so few wonder why the Lords of Waterdeep never send their troops into Undermountain for coin. But if anyone asks, some of Dave Hargrave’s points seem plausible.

Dungeons and Why the Authorities Don’t Shut Them Down by Dave Hargrave

I am sure the question of why local authorities don’t just run troops into the “dungeons” of the land has come up now and again. I mean, what could be a more intelligent and logical method to deal with the creature-ridden madness and loose magik of these places? Here are a few reasons to wet your appetite on why they don’t just do that.

  1. With such a large contingent of troops away from their stations, it would be easy to attack the kingdom directly since there would be fewer defenders to face.
  2. It would be too easy for a “bad guy” associated with such a place to trap the soldiers in the dungeon, perhaps sealing them away forever. This directly relates to point one above.
  3. With the high casualties of this kind of action, soon there would be few willing to join the constantly thinning ranks of the army, no matter what the price. Most men are not fools when it comes to dying for no good cause. Again, this directly relates to point # 1.
  4. The troops mucking about in one of these places could open some old gate or cause some awesome and terrible bane to come forth upon the land, thus turning the people against the fool who caused such a calamity.
  5. The “dungeons” act as a constant “honey pot” that ensnares the more adventurous (read that as trouble makers) and any loot they manage to bring out, is, of course, taxable. A hell of a lot cheaper way to make money.
  6. With such a spot to attract undesirable things, it is easier to be aware of just what nasty beings are about. You don’t have to go hacking about the dark and dreary countryside; you know where all the uglies are hiding.

There are still other reasons, but I hope I have made my point. It just isn’t worth all the risk for a king to send his troops into such a mess.

The Movies and Stories than Inspired Dave Arneson to Invent the Dungeon Crawl

Around 1971 Dave Arneson and his circle of Minneapolis gamers invented games where players controlled individual characters who grew with experience and who could try anything because dice and a referee determined the outcomes. The group tried this style of play in various settings, but Dave invented one that proved irresistible: the dungeon.

Dave’s Blackmoor game—the campaign that spawned Dungeons & Dragons—began with a gaming group playing fictional versions of themselves in a fantasy world. The characters became champions in a series of miniature battles featuring armies clashing above ground. Without dungeons, the Blackmoor game might have stayed miniature wargaming rather than becoming D&D and a game nearly as well known as Monopoly. But by creating the dungeon crawl, Dave invented a new activity that transformed the campaign and ultimately made a lasting addition to popular culture.

The dungeons under Castle Blackmoor began as a minor diversion to the campaign’s fantasy battles above ground, but the Blackmoor bunch spent so much time underground that Arneson ultimately declared the above-ground conflicts lost to forfeit. In a recollection of that first dungeon adventure, player Greg Svenson writes, “By the end of the weekend I had fallen in love with the game.” Dave Megarry of the Blackmoor game wanted to capture the dungeon experience during Arneson’s down time, so he created the Dungeon! board game.

The dungeon crawl contributed as much to the initial popularity of D&D as roleplaying. In the dungeon, D&D brought a fun and evocative activity for a group of players. See (How the Dungeon Powered the Success of D&D and the First Role-Playing Games.

The strangest thing about focusing a game on parties of adventures who explore monster-infested dungeons for treasure is that this activity never happens in the fantasies that inspired the game. At best, you can find elements: traps and treasure in the mummy’s tomb, orcs in Moria, and so on.

The Kibri Castle Branzoll like the one owned by Dave Arneson

The Blackmoor campaign first adapted the Chainmail rules, co-written by D&D co-creator Gary Gygax. But Chainmail never mentions dungeons. At most, the rules suggest using graph paper to map efforts to tunnel under fortifications.

Dave’s Blackmoor games featured a toy castle, which served as the focus for the above-ground battles. Castles can have dungeons, although in 1971 the dungeon of popular fiction was an underground jail rather than a sprawling compound stocked with monsters and treasure.

Nonetheless, in 1972’s second issue of the campaign newsletter, the “Blackmoor Gazette and Rumormonger”, Arneson reported on dungeons below the castle where “heroes went looking for adventure and treasure.” In Playing at the World, Jon Peterson writes, “By this point, Arneson had mapped, on a pad of graph paper, a dungeon six levels deep beneath the castle, with each level containing progressively more formidable adversaries.”

How did Dave Arneson invent the dungeon crawl? By the time people started asking about it, he no longer remembered all the details. Enough clues remain to reveal the specific stories and movies that probably inspired his creation, likely during a June weekend in 1971.

The Hobbit and The Lord of the Rings offer obvious inspiration. J.R.R Tolkien imagines parties of heroes who keep finding themselves in sprawling, underground compounds.

The Hobbit takes readers into the goblin king’s warrens under the Misty Mountains, where Bilbo gets lost in the tunnels and encounters Gollum. Later, Bilbo and his party reach the abandoned dwarven city under the Lonely Mountain, where Smaug sleeps in the “great bottommost cellar or dungeon-hall of the ancient dwarves right at the Mountain’s root.” Even though the tunnels under Lonely Mountain do not fit the definition of a dungeon as an underground jail, Tolkien takes a bit of poetic license and refers to the halls as a dungeon. The Lord of the Rings revisits the dungeon again with Moria, the vast underground compound where the fellowship encounters both orcs and the demonic Balrog.

Dave cites a different inspiration for dungeons. In a 1978 interview that appeared in Wargaming issue 4, he explains. “A local TV station had on several old monster movies, which I watched while eating popcorn and reading old Conan novels. It was then that Blackmoor Dungeon was first conceived.”

Different Worlds issue 3 June/July 1979

His next account of inventing the dungeon crawl comes from his “My Life in Role Playing” article for Different Worlds issue 3, from June/July 1979. “How did it all start in Blackmoor? I can’t really say. I had spent the previous day watching about five monster movies on Creature Feature weekend (ch. 5), reading a Conan book (I cannot recall which one but I always thought they were much the same) and stuffing myself with popcorn, doodling on a piece of graph paper. I was also quite tired of my [Napoleonic] Campaign with all its rigid rules, etc., and was perhaps rebelling against it too (in fact I’m sure I was!!).”

Dave forgot the Conan book and never names the movies that sparked his imagination, but clues lead to some likely answers.

To start, the Horror Incorporated Project compiles a list of all the creature features broadcast on KSTP-TV in Saint Paul – Minneapolis throughout the 1970s.

Blackmoor started with Dave’s toy castle. “I had this neat German plastic kit and I just imagined what sort of fantasy setting it would make,” he recalled in a 2009 interview in Kobold Quarterly issue 9. Meanwhile, on Saturday May 29, 1971, The Black Room (1935) aired on the local station. The movie features a baron’s castle that, like Castle Blackmoor, sits atop a rocky hill and includes a bricked, secret room. But most revealing, the names of the movie and of Dave’s creation just swap two letters. “All this happened a few weeks before the first adventurers caught sight of [the castle].”

So Dave had a castle backdrop for fantasy miniature battles, but perhaps no dungeons yet.

Two weeks later, House of Dracula (1945) aired. This one movie might seem like five because it features all of Universal’s most famous monsters, Dracula, the Wolfman, and Frankenstein’s creation. In a remarkable piece of detective work, Daniel H. Boggs lists several similarities between the House of Dracula castle and Blackmoor. Both stand on rocky pinnacles overlooking a graveyard, a village, and the sea. Both include laboratories and torture chambers. Tunnels underneath both lead to seaside caves.

Castles with underground tunnels, monsters, and torture chambers offer much inspiration, but the Conan book surely provided even more.

While Robert E. Howard never has Conan willingly enter a dungeon, the barbarian often finds himself trapped in dungeons, forced to overcome monsters to earn freedom.

Weird Tales 1935 -The Hour of the Dragon

In “Hour of the Dragon,” Conan is imprisoned in the dungeon under the palace of King Tarascus in the Nemedian empire. A sympathetic slave girl gives Conan a rough map of the tunnels, and then warns, “Beyond these dungeons lie the pits which are the doors to Hell.” To escape, Conan defeats a monster that was one of “the goblins of Hyborian legendry, and were in reality ogres of the natural world.”

In “Rogues in the House,” Conan is lost in the pits below the house of the Red Priest, where he evades the traps that slay companions who lack Conan’s “steel-spring quickness.” Although the covered city of “Red Nails” lies above ground, its interior shares the ambiance of a dungeon.

Still, one story presents a dungeon that best resembles those in D&D. In the “Scarlet Citadel,” Conan escapes from “tunnels and dungeons” where an evil sorcerer “performed horrible experiments with beings human, bestial, and, it was whispered, demoniac, tampering blasphemously with the naked basic elements of life itself.” With a torch and sword, Conan explores a maze of tunnels while overcoming monsters.

In 1971, Dave Arneson started with a toy castle, a location inspired by creature features,  and the notion that something might lurk underneath. “[The model] was too small for the scale I wanted,” Dave said. “But it was a neat kit and I didn’t want to abandon it, so the only way to go was down [into the dungeons].”

He added a treasure hunt from Tolkien, traps from Robert E. Howard, lurking monsters from both authors—and perhaps from some creature features—to invent a new activity for the characters in his Blackmoor campaign. When Gary Gygax played one of Dave’s Blackmoor games, the experience so fired Gary’s imagination that he went on to flesh out the game that would become Dungeons & Dragons. In the process, Gary’s imagination and broad knowledge of sword and sorcery would add countless details inseparable from the game. Ultimately, the dungeon crawl proved so compelling that it took root in popular culture.