Tag Archives: Tim Kask

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: 

Ninth-level D&D spells Were Never Intended for Players

Dungeons & Dragons first supplement, Greyhawk, raised the game’s highest level spells from 6th level to 9th. None of Gary Gygax’s players had reached the level required to cast the new spells.

Tim Kask remembers that as he and Gary worked on the Blackmoor supplement, they figured players faced little chance of even reaching level 9 or 10. “This was before the gross inflation of XP’s and the corresponding levels. The highest level player in Gary’s Greyhawk campaign was level 7 or possibly 8 at that time, and they had been playing more than any other group with the possible exception of Dave’s.”

Doctor_Strange_AstralGreyhawk’s high-level spells served non-player characters and indulged Gary’s love of systematic cataloging—the same inclination that drove him to create a plane of existence for every alignment.

At level 9, Gary stashed outrageous effects from fantasy. Shape Change duplicated a scene from the movie Sword in the Stone. Wish, Time Stop, and Gate came from popular imagination. Astral Spell came from the Doctor Strange comic.

Most of the level 9 spells boasted game-breaking effects. Shape Change let casters gain the shape and abilities of any creature at will, over a duration of hours. Gate could summon a god. Wish seemed to allow anything. Astral Spell probably helped you spy, but you needed to read Doctor Strange to be certain.

To Gary, these spells stood above the players’ reach, reserved for scrolls, liches, and legends.

Gamers played D&D with more passion—and less disciple—than Gary ever expected. Player characters raced past level 17 and gained those once-legendary spells. Now the spells marked either (a) where D&D stopped playing like D&D or (b) where players rolled new characters. All of Gary’s players retired their characters at levels in the mid-teens.

Gary wrote that he designed original D&D to challenge characters between 1st and 16th level, and not 17th-level characters with their level-9 spells. Eventually, the 9th-level spells prompted the fifth-edition designers to mark a new tier for 17th-level PCs. See The obvious innovation in fifth-edition Dungeons & Dragons that no designer saw before.

lich_queen_close

When heroes oppose the lich queen, what does she wish for?

By the time Gary designed Advanced Dungeons & Dragons, he knew that 17-plus-level PCs bedeviled DMs everywhere, but he kept spells like Wish and Shape Change. Gary aimed to keep the elements of his original game. Instead of eliminating troublesome spells, he imposed limits. Shape Change now consumed a 5,000 gp. jade circlet. The description for Wish now warned, “The discretionary power of the referee is necessary in order to maintain game balance.” I wish I had known that before my players wished for level-infinity PCs. Astral Spell added some baggage about silver cords and continued to discourage casting through obfuscation.

Third edition coped with the legendary spells by adding limitations. Wish stopped granting Wishes and now offered a page-long menu of magical boons. Shapechange lost a space and added hit die limits. Deities and unique beings could now ignore the Gate spell’s summons. As for Astral Spell, I must have missed the issue of Doctor Strange that explained its value.

Fifth edition continues the strategy of containing overpowered spells with long, limiting descriptions. Wish once appeared in 4 lines, now it spans a half page. Shapechange grows almost as much.

Why do these spells remain in the game, even though Gary Gygax never expected players to enjoy free access to them? In part, I blame tradition. Fourth edition eliminated Wish and its kin, but players rebelled against a game that cut so many familiar ingredients.

Designers struggle to capture a sense of wonder appropriate for the game’s most powerful spells while keeping spells playable. Meteor Swarm never aggravated any DMs, but a cluster of fireballs just feels like more of something from level 3. Of Gary’s legendary spells, Time Stop ranks as the best. It combines an epic feel with a manageable effect. In some future revision of the game, I hope to see Wish retired to legendary status and replaced by more spells in the mold of Time Stop.

Greyhawk’s description of Meteor Swarm interjects “(Jim!)” whenever it mentions the spell’s fireballs. Before Meteor Swarm reached print, Greyhawk campaigner Jim Ward’s PC acquired the spell on scrolls. He argued that Meteor Swarm should create flying rocks and overcome fire immunity. His dungeon master, Greyhawk co-author Rob Kuntz, put his final ruling in print. Years later, Jim prevailed. The spell now produces fiery rocks that deal both fire and bludgeoning damage.

Paladins, Barbarians, and Other Classes Once Balanced by Rules of Behavior

Early in the history of Dungeons & Dragons, the game’s creators made classes that rewarded strict rules of behavior with extra power. For instance, a player taking the challenge of playing a chivalrous cavalier always fought fairly, but also gained a bonus to attack with sword and lance.

Arguably, cleric stands as the first class limited by rules of behavior. Some holy men in history attempted to straddle the gulf between peaceful servant of god and spilling the blood of enemies by opting to bash their foes’ skulls while claiming not to spill blood. Based on that lore, original D&D required clerics to choose not to wield edged weapons or arrows. Back then, all weapons dealt 1d6 damage, so this limit only counted as a disadvantage because the treasure tables made magic swords 20 times more common than non-edged weapons.

Former Wizards of the Coast head Peter Adkison shepherded D&D’s third edition design. He wanted to purge “restrictions that did a good job of reinforcing play balance but still didn’t make sense.” Why would a cleric devoted to Apollo the Archer refuse a bow? For third edition, D&D’s designers replaced the rule that prevented clerics from using swords with a proficiency system that made swords a poor option. Modern D&D follows the same pattern, but it still includes a class that requires characters who choose to limit themselves. More on that at the end.

With D&D’s first Greyhawk supplement, Dungeons & Dragons co-creator Gary Gygax started adding classes that clearly balanced extra power with limitations that required certain behavior. Paladins started as a version of fighter who always acted lawfully. (D&D lacked good and evil alignments then.) “Any chaotic act will immediately revoke the status of paladin, and it can never be regained.” The paladin’s generosity required the class to give away inessential magic items and other loot. “Gifts must be to the poor or to charitable or religious institutions, i.e. not to some other character played in the game.”

The first editor of The Dragon, Tim Kask, wrote, “It was so rigid a PC class; that smacks of Gary’s fiendish wit. Make a character truly extraordinary and make it really tough to play in terms of always having to do the ‘right’ thing, ALWAYS.”

By the Unearthed Arcana book for Advanced Dungeons & Dragons, many classes offset power with a roleplaying catch. “Barbarians in general detest magic and those who use it. They will often seek to destroy magic items.”

Gygax knew this created a recipe for party conflict and embraced it. “When I played a barbarian, I would indeed attempt to get at newly discovered magic items and rid the world of their bane, and if some mage was foolish enough to flaunt such an object before the character, and he could lay hands on it, then…” When a monster turned Gygax’s barbarian to stone, it ended the character’s career. “No cleric or mage in the group was much interested in having the poor chap returned to life.”

In most games, players saw such restrictions as problems to solve with ingenuity. Part of the paladin’s reputation for lawful stupid comes from all the do-gooders conned into leaving the room when the thief wanted to question or kill prisoners. And how many barbarian players opted for characters just stupid enough to fail to realize that their +2 sword and cloak of protection happened to be magical? Sample dialog: “Tan-kor, you should wear this cloak we found because it, um, matches your eyes.”

Second edition introduced class kits that made characters more distinctive and powerful, often in exchange for behavior restrictions. For instance, the bladesinger from the Complete Book of Elves ranked as one of the most powerful kits. The catch: Having to protect elves whenever the opportunity comes. Players got a boost for simply committing to bite on a certain sort of adventure hook. A more onerous code weighed cavaliers, who always had to fight fairly and chivalrously. So if a cavalier’s foe slips off a cliff and hangs by the edge, the cavalier must help the foe up before resuming the fight.

Such restrictions only worked in campaigns where every player valued roleplaying. In a mix of actors and power gamers, behavior limits cause friction—even when the code doesn’t require destroying magic items. Players who value immersing into character grow annoyed by the players who just look for loopholes in codes of conduct. Dungeon masters dislike the role of mandating or penalizing behavior that ignores the hindrances built into a character kit.

By third edition, the D&D team mostly dropped roleplaying limits from the class-design toolbox.

Still, one code of conduct remains in the modern druid class. The fifth edition Sage Advice Compendium explains, “Druids don’t lack the ability to wear metal armor. They choose not to wear it. This choice is part of their identity as a mystical order. Think of it in these terms: a vegetarian can eat meat, but chooses not to.” This restriction brings enough teeth for class balance while proving clear enough to defy most players seeking loopholes.

Related: 4 Ways D&D’s Creators Tried and Failed to Balance Classes

4 Ways D&D’s Creators Tried and Failed to Balance Classes

The classes in today’s Dungeons & Dragons game are balanced to make sure that when players leave a session, everyone feels like their character contributed to the party’s success. No player should ever see their character routinely upstaged and wonder, “Why am I even here?” In a list of goals for fifth edition, designer Mike Mearls wrote, “All of the classes should feel competent when compared to each other at all levels.”

The game’s designers didn’t always aim for this target, and when they did the methods often failed. What methods of class balance have the game’s designers abandoned?

1. Ineffective in one pillar, strong in another

The D&D game focuses on three pillars of play: exploration, roleplaying interaction, and combat.

In the early D&D game, players spent most of their game time immersed in exploration: mapping, searching, and evading hazards. Good play meant avoiding combat and saving spells. Expert play meant getting treasure without a fight. The original thieves lacked any combat assets—not even backstabbing—but during all the searching, scouting, and evading, only thieves brought any useful, reusable abilities. They shined in the exploration pillar, and floundered in combat.

In an interview for Drache issue 3, D&D co-creator Gary Gygax explained, “D&D’s team aspect is important. In a D&D game, each player has to use his strengths at the right place. Otherwise, the group won´t be able to survive.”

Some of that spirit remains, Mearls writes, “We’re OK with classes being better at specific things. Rogues are good at checks and handling traps. Fighters have the best AC and hit points. Clerics are the best healers and support casters. Wizards are the best at area attacks and control effects.”

But the game no longer allows classes that prove ineffective in a pillar. “If each class has wildly different combat abilities and the game doesn’t account for that, the system falls apart,” Mearls wrote. Over the years, the thief class added a backstab feature, which became sneak attack and a suite of combat abilities.

See The Thief’s Strange Trip from Non-Combatant to Battlefield Domination.

2. Weak at low levels, mighty at high levels

In D&D’s early days, Gygax saw characters who survived to high level as proof of a player’s skills. By this notion, players able to raise a weak character to the top deserved rewards. Tim Kask, the first editor of The Dragon magazine, echoed this perspective when he wrote, “Anyone that gets an Illusionist [to high level] deserves whatever they can achieve.”

No class showed this attitude more than the magic user. Originally, magic users started with the no armor, the lowest hit points, feeble attacks, and just one magic missile or sleep spell. But while a high-level fighter just added more hit points and a higher attack bonus, wizards gained power in 3 ways: They gained more spells per day, higher-level spells, and more damage with spells of a given level. Their power grew to overshadow the other classes.

“Earlier, D&D balanced wizards by making them weak at low level and powerful at high level,” wrote third-edition designer Jonathan Tweet. “But we tried to balance the classes at both low level and high level. (We failed. Spellcasters were still too good at high level.)”

The current edition starts to get the formula right. Mearls explained his goal for fifth edition. “Attaining balance is something that we must do to make D&D fit in with fantasy, myth, and legend. Even if a wizard unleashes every spell at his or her disposal at a fighter, the fighter absorbs the punishment, throws off the effects, and keeps on fighting.”

See How fifth edition keeps familiar spells and a Vancian feel without breaking D&D.

3. Higher-powered classes require more experience points

Before third edition, every D&D class had a different table of experience points required to level. As far as I know, Gygax never explained this quirk. No one asked because everyone just assumed the higher-powered classes demanded more experience points to level. The charts hint at some of this: The mighty paladin requires more experience than the weaker rogue. But for the original classes of fighter, cleric, and wizard the differences seem quirky rather than systematic. “The system sometimes gave clerics more hit points than fighters because a cleric would be higher level than a fighter with the same XP total.” Until double-digit levels, the XP requirements for a magic user never left the wizard more than a level or two behind the other classes.

4. Classes with level maximums

Originally, Gary Gygax gave little thought to high-level characters. Kask recalled, “We figured the odds of even getting to level 9 or 10 were so high that it wouldn’t pose a problem. This was before the gross inflation of XP’s and the corresponding levels. The highest-level player in Gary’s Greyhawk campaign was a 7 or possibly 8 at that time, and they had been playing more than any other group with the possible exception of Dave Arneson’s.”

After D&D’s release, TSR co-owner Brian Blume lobbied to include the monk class in the game’s upcoming Blackmoor supplement. Kask wrote, “Brian rationalized the nearly super abilities of the monk’s high levels with the argument that nobody, or damned few, would ever get that high. (This illustrates a certain naivete that all of us shared back then. We had no idea people would play almost daily and rack up XP’s at a truly unimagined rate.)”

Gygax published a class that imposed harsh limits to high-level monks. For monks “there is only one man at each level above 6th.” So to rise above 6th level, a monk character had to find the one monk of that level and win a fair fight. “There will always be a higher level to fight, even if there is no player character in the role.” The class topped out at 16th level.

A year after Blackmoor, gamers had completely disproved the theory that few characters would rise to high level. So Gygax returned to the monk class’s scheme for limiting the new Druid class in the Eldritch Wizardry supplement. Kask explained, “Every advance beyond level 11 meant fighting and defeating a fellow druid in either magical or physical combat—and the occasional 11th-level challenger of one’s own to deal with!”

In practice such limits only steered players away from choosing the classes they wanted to play, or blocked characters from advancing with their peers in a high-level party.

Next: Number 5.

Demi-Human Level Limits, D&D Adventurers League, Open Rolls, and More From the Comment Section

Time for another visit to the comment section, starting with a request.

DM Bill writes, “Could you do an article about humans versus non-humans, and the importance of the First Edition level cap, please!

Until third edition, Dungeons & Dragons limited non-human characters to maximum levels in most classes. D&D co-creator Gary Gygax favored the sort of human-dominated fantasy that appeared in the fiction that inspired him. To Gary, demi-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 regards 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.

I doubt the rare humans who become capable enough to overshadow non-humans really explain human prevalence in a D&D world, but the level limits encouraged playing human characters and tended to fill adventuring parties with humans. Of course, some groups simply ignored the rule.

Gary wrote, “Why are humans more able to rise to higher levels than demi-humans? 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.” Gary 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 Gary 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.

Nowadays, many players feel drawn to the exotic character races. In an apt post, John Arendt compares the typical Adventurers League party to the Munsters, a collection of exotic, monstrous types with perhaps one human for contrast. “When an AL player sits down with a shadar-kai shadow sorcerer, there’s no point in even asking them what they’re doing in a large human city; the players haven’t considered it. The culture is about players assembling races and classes because the mechanical bits sound cool.” I see many players drawn to exotic characters for their story, flavor, and for the chance to play someone who seems extraordinary even in a D&D world. That urge never succeeds as well as players hope. Even in the Forgotten Realms, a party that includes a deep gnome, a tortle, a triton, a shadar-kai, and a guy with flaming hair would alarm ordinary folks, but to keep the adventure on track everyone treats such groups as unremarkable.

D&D’s Animal Companions and Familiars—Choosing the Right Pet For Your Character

In D&D’s Animal Companions and Familiars—Choosing the Right Pet For Your Character I touted the power of find familiar.

Seven writes, “When used correctly find familiar is way overpowered. My owl scouts ahead so we don’t get ambushed. My owl flies down the tunnel triggering the glyph. My owl scouts the dungeon as I watch. Oh, it dies. Ok, I ritually cast. Let’s burn an hour.

I disallowed the Help action in combat for familiars and my players try not to abuse the power granted by the find familiar, but I miss the old days when you suffered a consequence when your familiar died.

Ilbranteloth writes, “Why can’t a spirit have a personality? Gwenhwyver was a magic item, but had a personality and sting connection to Drizzt. Having a personality is up the player. It has nothing to do with being a flesh and blood creature that only exists in our imagination.

If find familiar feels too strong for a 1st-level spell, I suggest limiting it by adding two elements:

  • Treat the familiar as an non-player character with an attitude and a some desire to avoid getting hurt. As controlled by the dungeon master, familiars follow orders, but not necessarily cheerfully or recklessly.

  • Doors. Scouting familiars lack the hands needed to open most doors.

The post also suggested find steed and find greater steed to players interested in gaining a mount.

Larissa writes, “Find greater steed is a 4th-level spell, so paladins won’t get it until level 13. For the greater steed, play a bard and take the spell at level 10, because for a paladin it’s a long wait.

Steal This Rule: Flashbacks and Heists in Dungeons & Dragons

The post Steal This Rule: Flashbacks and Heists in Dungeons & Dragons explained how to adapt rules for flashbacks to Dungeons & Dragons.

Morten Greis writes, “It is kind of weird to see flashbacks-mechanics coming back as if it was a wholly new thing. In 2010, I wrote this: Using Flashbacks in Your Roleplaying Game. It is a great mechanic, though, and it is good to see people using it more.

For gamers interested in flashbacks, Morten’s post gives more suggestions for using the mechanic to enhance your game.

Captain Person writes, “There’s a product on DMs Guild called Here’s To Crime: A Guide to Capers and Heists that adapts the Blades in the Dark heists to fifth-edition D&D.

Michael Lush writes, “‘The Arcadian Job’ episode of the Netflix series 3Below: Tales of Arcadia had an interesting flash-forward spin on this.

The protagonists need to break into a high security military base, but the action focuses on the planning session where they narrate what they are doing and their plans appear on screen.

We infiltrate under cover of night and cut through the wall with…BZZZZZZT!!! No, can’t do that! Look the wall is electrified…

We infiltrate under cover of night and short circuit the wall (failed Security roll. An alarm rings, guards show up, and we die in a hail of blaster fire! No, can’t do that…

OK. Infiltrate under cover of night, insulate the wall with rubber matting (rolls a success), and climb over the…ZAP!! Oh sentry turrets.

Hmm. The wall is a bust. How about the gate?

Once they bypass all the security, the flash-forward planning switches back to normal real-time play.

In a tabletop game, such planning steps would resemble a video game where when you run into trouble, you restore to the last save. The story that develops includes no failures because the framing story shows how the players planned around all the pitfalls.

The 3Below episode finds a new take on the usual storytelling approach to planning. Typically, if the characters make a plan on screen, we know the plan will fail. The narrative lets us enjoy the surprise and tension of seeing the plan unravel. But if we never see the planning, then the plan succeeds. Narratives never show heroes making successful plans because revisiting a familiar plan as it unfolds would prove less interesting.

lunaabadia writes, “One of the mechanics I really like in Gumshoe games such as Night’s Black Agents is the Preparedness skill. It represents this concept that your character has a knack for planning. As with other skills in the game, you spend one or more points to add to a roll for what you are trying to accomplish. You might say, ‘but of course I brought night goggles,’ and you make the roll. As you noted above, the whole point is to zip past the boring hours players can spend wondering what gear to bring. Preparedness answers the question of whether you brought it and frees players’ brains to focus on the action.

I would guess Preparedness could be done with Inspiration, and in a heist session it could make a lot of sense to give each player Inspiration at the start of the mission, representing their planning. Do you spend it on a roll? Or do you hold it in case you need to do a flashback?

7 Dungeons & Dragons character builds absurdly good at one thing

The post 7 Dungeons & Dragons character builds absurdly good at one thing continues to attract readers and comments.

Geoff writes, “Disciple of Life doesn’t apply to goodberries. It says ‘whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points.’ Goodberry is a spell that summons magical berries, not a spell that restores hit points to a creature.

Your interpretation adds up, but officially the interaction works. See this Sage Advice post.

Chivalry & Sorcery: What if Gary and Dave had not found the fun?

In Chivalry & Sorcery: What if Gary and Dave had not found the fun?, I had a bit of fun at the expense of one of the earliest fantasy roleplaying games.

Shane Devries tells how his group started playing Chivalry & Sorcery by ignoring most of the rules, and then slowly added complexity. “Over a period of a couple of years we were playing the entire system as written and NEVER looked back. Over time D&D and Palladium dropped away and by 1985 all we played was Chivalry & Sorcery, which we still play to this day. All my players prefer C&S BECAUSE of its complexity and revel in the system and what it has to offer. The older players in my group with decades of experience will not go back to D&D or any other system for this fact.

Why You Should Play in the D&D Adventurers League (and a New 1-Sheet Quick Start)

The post Why You Should Play in the D&D Adventurers League (and a New 1-Sheet Quick Start) prompted some readers to share their bad experiences dropping in for Adventurers League games.

Alphastream responds, “The experience really varies, but bad areas are uncommon. I’ve traveled for work across the US and tried many different stores. I would say under 15% are truly bad, primarily due to bad store management. And, even when I’ve found a bad one, I’ve offered to DM an additional table, recruited players via MeetUp (or a similar site), and had a great time. I’ve had far better results finding AL tables and meeting cool players/DMs there than I have with trying to find decent home groups. Good stores are also very welcoming to new players. Stores overall are changing a lot these days, mastering skills to draw in customers through many different programs and creating healthy and safe spaces focused on fun.

My local game store draws players interested in sampling D&D, and while many become regulars, many don’t return. The conversion rate rises when prospective players arrive at a table starting a new campaign or hardcover. When players get slotted into an ongoing game, they seem to find the experience more daunting. An ideal welcome would feature short seasons of low-level games that fed into a higher-level experience. Wizards of the Coast should support a program like that. I can even suggest a name for it.

How New Changes Created the 4 Most Annoying Spells in Dungeons & Dragons

In How new changes created the 4 most annoying spells in Dungeons & Dragons, I wrote, “By the end of the encounter, player characters go from one beguiled victim to the next, raining attacks on the defenseless pinatas. As a DM, I may be biased, but I think the least fun scenes in the game come when PCs beat helpless foes to death.”

Acemindbreaker writes, “Why play that out? If it’s clear that their opponents stand no chance, montage it instead of rolling the dice. ‘So, your opponents are all helpless as long as your wizard keeps up hypnotic pattern. Are you intending to kill them all?’

‘Yeah.’

‘All right, easy enough to do. Once they’re all dead, what next?’

Zachiel cites maze as an annoying spell that can wreck most player characters. Wizards aside, PCs never boast enough intelligence to make a DC20 check on less than a 20. Lucky for players, few will ever face the 8th-level spell. However, the spell appears on Acererak’s list in Tomb of Annihilation, so I got to send someone to the labyrinth, and that delighted me. My joy probably makes me a mean DM, but we DMs so rarely get to thwart players with such potent magic.

How to Run Better D&D Games By Doing Less

How to Run Better D&D Games By Doing Less suggested ways DMs can delegate some of their tasks to players.

Daniel writes, “My players enjoyed reciting expository dialog (usually in the form of flashback conversations involving NPCs). Maybe this is because some of them had more of an acting background than a gaming one. It does mean that I had to compose and print the dialog in advance but it then saved me having to do too much talking (and switching personas) during a session.

In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?

The post In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling? raised a question that drew plenty of interest.

RobOQ writes, “As a player I tend to get annoyed at rolling for every imaginable thing. I prefer, both as a player and a DM, to go by the rule of ‘if there isn’t an interesting outcome to both success and failure on the roll, leave the dice where they are and just describe the more interesting outcome.’ I see very little point in rolling dice where a failure means the situation doesn’t change at all.

Insight Played Wrong Can Become the Most Unrealistic Thing In D&D, a Game With Djinns In Bottles Who Grant Wishes

In Insight Played Wrong Can Become the Most Unrealistic Thing In D&D, a Game With Djinns In Bottles Who Grant Wishes, I betrayed a low passive insight by suggesting that a liar might avoid eye contact.

Dr Sepsis writes, “Someone who is lying is more likely to make eye contact as they check to see if they’re being detected.

HDA writes, “Instead of rolling dice to get information, make your players think, observe, ask questions, learn from the world around them. As the DM playing a non-player character, maybe raise your eyebrow a bit. You know, emote. What is even the point of having intrigue and deception in your game if the players can just roll to see through it?

8 Fast Facts About D&D’s Magic Missile Spell

In response to 8 Fast Facts About D&D’s Magic Missile Spell, Kristen Mork pointed me to Sage Advice that said each magic missile should provoke a separate concentration check.

This answer defies the answer the design team gave when they introduced the game, but fine. In practice, the newer ruling makes magic missile an efficient way to break concentration and to finish fallen characters. (See Can a DM Have Monsters Kill Fallen Characters Without Bringing Hurt Feelings?)

After penning my 8 facts, I watched a Q&A panel by TSR editor Tim Kask that expanded on one. Gary Gygax’s debates with Tim helped shape Advanced Dungeons & Dragons. “The only thing that I won was that magic missile always hits for damage,” Tim said. “It took me two-and-a-half weeks of arguing. I kept telling him that that’s the only thing the little guy gets and if it’s hit or miss, then he’s dead.”

Dan writes, “I would actually argue that the magic missile and shield spells were inspired by a bit earlier in that scene from The Raven, whereby Karloff produces magical knives and an ax and sends them toward Price, who blocks them with magic barriers.

The small exploding balls at the beginning of your embedded video are much more likely to have been what inspired Melf’s Minute Meteors.

Steve Blunden writes, “Seeing both these clips, and of course the wizard duels in Harry Potter inspired me to see if the rather colourless counterspell could be dramatically improved. When a character tries to cast counterspell, the player should be encouraged to describe what this might look like. E.g. if counterspell is used against fireball, the player can describe the counterspell as a jet of water leaping out of their hand to douse the fire.

In Making Counterspell Awesome, Mike “Sly Fourish” Shea recommended this approach.

How Character Death Lands D&D in a Tug-of-War Between Game and Story

The post How Character Death Lands D&D in a Tug-of-War Between Game and Story prompted alphastream to share some history.

Second edition and earlier simply had fragile PCs. You could die easily, end of story.

Third edition had monsters that were absolutely brutal at all tiers, plus some really exploitable loopholes (such as non-associated class levels) that created sky-high challenges. This all meant that if the DM knew how to craft monsters,characters could easily die, even when they had full hit points. Unfortunately, it was incredibly taxing to modify monsters.

Fourth edition gave PCs too much of a safety net between hp and healing surges, though the edition also had some amazing challenges (especially after the developers went back and corrected the monster design math).

Fifth edition on paper looks more fragile than 4E, but it has not been in play. Characters are very resilient and have a lot of hit points compared to monster damage. Monsters are often given special abilities and to balance that they do less damage, but the abilities don’t actually threaten PCs with death. This problem is even worse at high tiers of play, where monster damage is absolutely shameful. Most monsters have no chance. If they hit 100% of the time they still could not drop all the PCs to 0 hit points. And when that isn’t the case, there is no way for the PCs to be defeated in most fights. To me, the 5E solution is pretty simple: add damage.

Abelhawk writes, “I have a couple of house rules that make death a bit more dangerous and limiting:

1. When a character is brought to 0 hit points, they gain a level of exhaustion. Levels of exhaustion gained in this way go away after a short rest, or if the character is brought to half their hit point maximum.

2. When a character dies and is brought back to life, they receive one permanent death saving throw failure. A character with three permanent death saving throw failures cannot be brought back to life by any means.

Imposing exhaustion on characters raised from 0 hp rates as a fairly popular house rule. As for the second house rule, I like the idea of limiting characters to some maximum number of resurrections.

Turning Character Deaths in D&D Into Deals that Benefit Game and Story

In the post, Turning Character Deaths in D&D Into Deals that Benefit Game and Story, I wrote, “If D&D players wanted a game where fighting rated as a last resort, they would play Call of Cthulhu or the Dallas Television RPG, where you can’t shoot JR.”

Jacob Blalock responds, “Most people who want to play have to take what they can get in terms of finding a group to play with, and that means they mostly play the most recent edition of the most widely recognized RPG, 5th-edition D&D.

Jacob makes a fair point. Some roleplaying gamers play D&D because the game’s popularity makes finding a group easier, rather than because the game perfectly suits their tastes.

Cymond writes, “I was recently considering the idea of a house rule: Let a dying character remain conscious but unable to act or speak loudly. You can still have those dramatic deathbed moments where they confess their eternal love, beg to be avenged, plead with the unscrupulous rogue to please save the world, etc. Or maybe say that they don’t die immediately after 3 failed saves, but are beyond saving with anything less that the same things that would resurrect them, and save the deathbed moment until after combat.

Tardigrade writes, “I strongly feel that if a character death is a problem for your narrative, then you’re playing the game wrong. If you are narrating a story, go write a book. If you are trying to create an experience that challenges players, then play D&D, design the game so that their choices matter and don’t fudge the dice.

BlobinatorQ responds, “Ultimately it comes down to the group. If the group wants D&D to be nothing but challenges, and wants the stakes to be high with character death always on the table, then so be it. If the group wants to build and be invested in a narrative, and don’t want people left out of the experience due to some unlucky dice rolls, then things should be crafted to suit that. There is no one right way to play D&D, it can be a very different game for different groups.

When I explained the problems that death creates for a story, I focused on the story a particular player imagines for their character. The story of a D&D campaign can stand some character deaths, but that doesn’t cushion the blow a dead character brings to their player.

Ilbranteloth notes that the 1st-edition rules for characters at 0 hit points were forgiving, giving players at least 7 rounds to help a fallen character.

What differs significantly are the consequences of your near-death experience. And this is where I think 5e has made it much less of a thing. In AD&D, if you were reduced to 0 hp, then once you were restored to at least 1 hp with mundane OR MAGICAL means, you were in a coma for 10-60 minutes. Then you had to rest for a full week, minimum. A Heal spell was required to avoid this period of rest.

There was a significant consequence already built into the game for dying and we avoided it because it generally put the adventure on hold while the party headed back to town to rest and recover.

In most cases, it also meant nobody was out of the game. The entire party went to town to rest and resupply, and of course you didn’t have to play that out. So it was a short, we-failed moment.

If this one rule was still in effect, then the risk of death is back, without having to kill any PCs. And it also has the effect of reducing the risk of actual character death because players try to make sure they aren’t reduced to 0 hp.

I have now learned that when I played AD&D, everyone I played with got the rules for 0 hit points wrong.

The post Print My Custom D&D DM Screen to Defeat the Basilisk explained why I typically use a DM screen.

Alphastream writes, “When I run organized play games and don’t use a screen, I get maybe one person every four or so tables that can’t help but look at my notes. And when that happens, they tend to look often… enough that it distracts me! So, I tend to use a screen. Plus, I like collecting/buying screens and then I get to show them off.

I find screens can be effective for drawing attention from others. In a public space where that’s valuable, such as to get other people walking by to be interested and sit down, it can be an asset.

The least valuable aspect of a screen, for me, is what’s printed on my side. Outside of a few things, such as conditions, dispel magic, and counterspell, I never look anything up. What I’ve been doing lately is draping two pieces of paper taped together over one part of my screen. Facing the players is a map of the general area of the world. Facing me is a list of the character names and info I want for help with roleplay: race, background, class/subclass, etc. I add a list of important campaign NPCs and similar notes. That’s stuff I reference all the time.

I have one young player who finds the basilisk so irresistible that I often see his eyes rise like Kilroy over the top of my screen.

The post’s sidebar explained why I roll in the open and raised some debate.

I wrote, “If I had rolled behind the screen and simply announced a pair of crits, the event would have fallen as flat as a card trick on radio.”

Navy DM responds, “If players have that low level of trust in their DM, then that is a whole different issue.

Sam replies, “Sounds more like the excitement and watching the dice roll than not trusting what the DM rolled to me.

Marty replies, “Exactly. The tension comes from seeing the rolls and reacting. Rolling in the open has completely changed my game for the better.

Most DMs who roll behind the screen acknowledge that they occasionally override rolls to shape play, aiming for a better experience. Rather than players trusting their DM to stick to a die roll, I assume the players trust the DM to not abuse their privilege in some way. What would count as a betrayal of trust?

To be clear, I make some rolls in secret to conceal information from the players. I often roll hidden perception and especially insight checks to avoid revealing secrets.

Beyond the advantages I described in the post, rolling in the open forces me to honor any surprises the dice send my way. If a secret roll upends my plans, I might feel tempted to ignore the roll and take the comfortable path I expected. For me, rolling in the open feels a bit more exciting, like dungeon mastering without a net.

Other DMs feel like sometimes overriding rolls lets them craft a more dramatic game. I respect that perspective, but it’s not for me.

The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

Today, the number 1 rule imposed by Gen Con 17 in 1984 seems ridiculous. “Live action events are not allowed.” Today, that would forbid an entire track of live-action roleplaying, any sparring with foam swords, and the immensely popular True Dungeon.

Game Master letter from Gen Con 17 in 1984

To gamers in 1984, the rule seemed just as silly, but we understood why it existed. Live-action role playing fueled a toxic misunderstanding of Dungeons & Dragons among non-gamers. D&D’s publisher, TSR, owned Gen Con and the company forbade live-action gaming to avoid alarming parents and journalists.

At Gen Con in the 80s, any live action gaming came from the match between players of Steve Jackson’s Killer and the convention administrators fighting to stomp out this rebellion.

What toxic misconception led to rule 1?

This story begins five years earlier on August 15, 1979 when a 16-year-old college student and computer nerd named James Dallas Egbert III disappeared from Michigan State University. His parents hired private detective William Dear to find their missing boy. (If this tale were fiction, the name Egbert would seem too on the nose.)

Dallas Egbert played D&D, a game that seemed strange enough to becomes Dear’s key lead. “Incredibly, there were more than one hundred dungeons in the East Lansing area alone when Dallas disappeared,” Dear wrote in his 1984 account, The Dungeon Master. His phrasing makes D&D dungeons seem like real locations hidden from polite society. The investigation uncovered rumors that some students played live-action D&D in the steam tunnels under the university. One contact explained, “If you’re familiar with the game, you’ll know that the tunnels are as close to the real thing as you can get.”

The detective focused his hunt on the notion that Egbert had played D&D in the eight miles of steam tunnels and remained lost, hidden, or trapped. Dear wondered if D&D had broken the “fragile barrier between fantasy and reality.” Perhaps D&D left Egbert so deluded that he believed he was a wizard exploring the dungeon. Perhaps his attempt to make the game real had left him hurt or even dead in the tunnels. “Dallas might actually have begun to live the game, not just to play it.”

Dear asked to search the steam tunnels, but the university refused. To force action, he turned to the press and the story fired a media furor. “Within a week, reports on Egbert had appeared in virtually every major American media outlet, as well as many international sources,” Jon Peterson writes in Playing at the World.

In Dragon magazine 30, editor Tim Kask wrote, “As I am writing this (11 Sep), Dungeons & Dragons is getting the publicity that we used to just dream about, back when we were freezing in Gary’s basement in the beginning. If we had our druthers, it would not have happened in such a fashion. Whatever the circumstances of the incident, it has been a nightmare for his parents and family, as well as for TSR Hobbies, Inc.”

Under the media spotlight, the story grew. University police took anonymous phone calls from a woman who claimed Egbert and others had played D&D in the tunnels. She said if anyone found Egbert, he would be found dead.

Egbert’s disappearance introduced Dungeons & Dragons to America. The reports painted the game as “bizarre” and its players as a “cult.” A story in The New York Times speculates that Egbert became lost “while playing an elaborate version of a bizarre intellectual game called Dungeons & Dragons.”

“Students at Michigan State University and elsewhere reportedly have greatly elaborated on the game, donning medieval costumes and using outdoor settings to stage the content.”

On September 9, The San Francisco Chronicle and Examiner published an article titled, “Fantasy cult angle probed in search for computer whiz.”

“Police hunting for a missing 16-year old computer whiz, yesterday completed a futile search of tunnels beneath the Michigan State University campus where fantasy lovers acted out roles in a bizarre game.”

Reporters consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players. Under the story lies the notion that D&D pulls players so deeply into fantasy that they lose touch with reality—that the game lures players to play out the fantasy in real life.

Dear’s account gives an example. “If the dungeon master believes that a particular character is weak, he can send that character off on his own. Not just in the game, not just in his head. He can send him on a real mission. ‘You have to prove you’re worthy to play with us,’ the DM might say. ‘You have to show your mettle. I have a mission that you must complete.’ Usually the mission is something like spending a night in a haunted house, but it’s not hard to imagine that it could be much more demanding.”

Dear showed a talent for chasing fanciful tales. Later, he would appear in a 1995 broadcast showing an alien autopsy that Fox Television teased as possibly real.

On September 13, less than a month after the disappearance, Egbert called and revealed his location. The teen’s attempt to flee depression had led him on a trek that took him to the home of an older male “admirer,” to Chicago, and then to Morgan City, Louisiana. During his trek, he survived two suicide attempts.

Egbert had turned to D&D for respite from his other troubles. He faced intense academic pressure from parents who had pushed him to skip two grades. He was gay at a time when few people accepted or tolerated the trait. (Later, he would beg Dear to keep this secret hidden.) In the book Perfect Victims, journalist Bill James writes, “Egbert was living among older kids who had nothing in common with him and who didn’t particularly like him. He was regarded as an irritating little twerp. He was 16, but looked 12. He got involved in numerous campus activities and groups, each of which devised a new kind of rejection for him.”

In a press conference, Dear said the teenager’s disappearance was not related to Dungeons & Dragons. But the detective still sees D&D as a bad influence. “You’re leaving the world of reality into the world of fantasy,” Dear said. “This isn’t a healthy game.”

Three years later, the group Bothered About Dungeons & Dragons would start promoting the notion that D&D encouraged devil worship. The satanic panic began. But the premise that D&D unhinged kids from reality inspired wider concerns. My community was closer to Lake Geneva than the Bible Belt, so no one took the threat of Satanism seriously. Still, plenty of parents felt that D&D players showed an unhealthy detachment from reality.

The story of James Dallas Egbert ends sadly. In 1980, he died from a self-inflicted gunshot wound. Perhaps if he had lived just a little longer, his tale could have led to a happier ending. The intelligence that isolated him could have become an asset. The secret that tormented him became more accepted. It gets better. Perhaps, in more time, D&D could have helped him find his people.

In 1984, neither Gen Con nor TSR wanted to risk letting wizards and warriors blur fantasy and reality in live action games—not where parents, journalists, and other concerned citizens might see.

Cast members of the live D&D interactive held at Gen Con 2019 (Photo by Eric Menge)

Since then, D&D’s reputation has improved, and not just because society turned to blaming video games instead.

Today, instead of seeing D&D as a break from reality, parents see real-life connections. Ethan Schoonover hosts a D&D club at the all-girls middle school where he teaches. To sell the game to parents, he offers a simple formula: “You just say, ‘no screen time’ and parents’ eyes light up.”

D&D makes a game of the cooperation and problem solving skills that kids need to succeed. More to the point of this tale, D&D teaches social skills and empathy, two assets everyone should develop.

Empathetic D&D players can see a measure of our own struggles in Egbert’s tragedy. Now we know that D&D isn’t the game that dooms geeks like Egbert. Sometimes, it’s the game that saves us.

How Much Would Gary Gygax’s Second-Edition D&D Have Differed From the Version That Reached Gamers?

In 1985, Dungeons & Dragons co-creator Gary Gygax shared his plans for a new, second edition in Dragon magazine. Even as his column reached print, Gary was forced out of TSR, ending his work on D&D.

This left D&D fans to speculate how Gary’s second edition would have differed from version that actually reached stores in 1989.

For the second edition of Advanced Dungeons & Dragons, designer David “Zeb” Cook wrote an introduction that sets his goals for the revision. “To make it easier to find things, to make the rules easier to understand, to fix the things that did not work, to add the best new ideas from the expansions and other sources, and, most important of all, to make sure the game was still the one you knew and enjoyed.”

To preserve the D&D games knew, TSR management mandated that Zeb and the other second-edition designers keep AD&D largely compatible with its first edition. That requirement blocked innovations like ascending armor class.

Like Zeb, Gary planned to keep the D&D players knew. Gary later explained, “The soul and spirit of the revised game would have remained the same. The change might have been likened to that from D&D to AD&D.” Gary planned some subclasses and other additions, but nothing that changed the game as played.

As for making things easy to understand and to find, Gary lacked the skills to meet those goals.

Gary had already tried and failed give AD&D a sensible organization. He and  started the first edition by tacking clippings from the original rules to bulletin boards in a logical order. Despite their intentions, the Dungeon Master’s Guide reads like an open window let a breeze clear the boards. Apparently, a janitor reposted the scraps. Gary’s strength came not from organization, but from an ability to heap fantastic ideas like a dragon’s hoard.

As for Gary’s writing, fans lovingly call his ornate prose and difficult lexicon High Gygaxian. I learned enough of his vocabulary to boost my SAT score. His style brings some charm, but hardly clarity. Once around 1980, as an exercise, I took a pencil to a page in my Dungeon Master’s Guide, striking unnecessary words. I thinned a quarter of the text. This insane exercise began my slide into blogging about D&D.

Could Gary have realized that a second edition needed skills that he lacked? Perhaps not, but I suspect that if Gary had remained a TSR, a time shortage would have pressed him to seek assistance. Half of the class ideas he floated in 1982 had languished for years. Sure, Gary had made time to compile his old magazine articles into Unearthed Arcana, but only when TSR’s survival required immediate cash. D&D historian Shannon Appelcline explained that Gary “wasn’t up to producing book-length RPG work of his own, due to the time required in running the ailing company. Thus, Unearthed Arcana was actually the product of diverse hands, including collaborator Frank Mentzer, design consultant Jeff Grubb, and editor Kim Mohan.”

If Gary had delegated writing of second edition, who would have drawn the assignment? Not Zeb Cook. Gary favored the notes his friend Francois Marcela-Froideval wrote for Oriental Adventures over the book Zeb Cook actually wrote, so Zeb was out. Likely, if Gary had remained at TSR, his trusted lieutenant Frank Mentzer would have written the new books under Gary’s supervision. In his work on Basic D&D, Frank demonstrated the ability to write clearly and to organize rules.

Update: In Game Wizards: The Epic Battle for Dungeons & Dragons, author Jon Peterson reveals that Frank Mentzer would have written Gary‘s version of second edition. “Gygax had long been grooming Frank Mentzer to take over a revision of Advanced Dungeons & Dragons: in a memo, Gygax invited Mentzer to notify him when he was ready ‘to begin this immense project,’ promising, ‘I will then schedule the creative meetings and direct the outlining of the changes to be made, time schedule, and personnel to be used.’”

In his introduction, Zeb avoids mentioning another goal: To sooth the worries of concerned parents who fear that the game will lead their children to the devil or to lose touch with reality. Among other changes, this led the designers to rename demons and devils to baatezu and tanar’ri. Gary would have made similar changes. In what Gary called a bow “to pressure from those who don’t buy our products anyway,” Gary let TSR retitle Deities and Demigods to Legends and Lore. He didn’t “particularly approve”, but he still bowed.

Under Gary, second-edition might not have been hugely different from the version gamers saw. Still, it would have been more idiosyncratic. Gary’s update would have introduced eccentricities like the mountebank, the class that inspires every gamer to say, “What’s a mountebank?” (A boastful charlatan.)

After second edition, D&D benefited from the skill of new designers. The game’s subsequent design teams brought innovations that Gary probably would have spurned. Leaving TSR forced Gary to design role playing games that defied comparison to D&D. (TSR sued him anyway.) But if Gary continued on D&D, I doubt Gary would have murdered his darlings and adopted inventions from other games. D&D’s new designers did both, and the modern game benefited. Plus, new teams brought skills for rigorous and mathematical design that Gary could not match. Gary’s strength came from ability to heap fantastic ideas like a dragon’s hoard. The order and elegance D&D needed came from other sources.

Related: From the brown books to next, D&D tries for elegance

Next: The game-design trends that turned D&D into a game Gary Gygax disliked

The Stories (and 3 Mysteries) Behind D&D’s Iconic Monsters

Like every other kid who discovered Dungeons & Dragons in the late 70s, the Monster Manual suddenly became my favorite book. I studied the pages, and then turned to books of mythology to learn more about cyclopses, manticores, and harpies. But not all the monsters came from myth. Some started with Gary Gygax and other D&D contributors. Of these original monsters, Wizards of the Coast reserves the most evocative as part of D&D’s product identity:

  • beholder
  • gauth
  • carrion crawler
  • displacer beast
  • githyanki
  • githzerai
  • kuo-toa
  • mind flayer
  • slaad
  • umber hulk
  • yuan-ti

Signed Greyhawk Cover

The Original Beholder

The leap of imagination required for some monsters seems short. When Gary needed “something new” to populate the underworld, he imagined fish men and called them koa-toa. When Dave “Zeb” Cook needed memorable foes for an overgrown, forbidden city in the jungle, he made snake men called yuan-ti. D&D features a long history of frog men, but Charles Stross says a literal fever led him to imagine the extra-planar, chaotic slaad.

The gauth just offers a junior beholder to pit against lower-level adventurers. But where did the beholder come from?

Many of D&D’s classic monsters have better stories behind their inspiration.

Beholder

One of D&D’s original players, Rob Kuntz eventually joined Gary Gygax as co-dungeon master in the Greyhawk campaign. Rob credits his brother Terry with a wild imagination and the idea for the beholder, originally called the eye of doom. Terry provided most of the game stats. Before the creature appeared in the Greyhawk supplement, Gary explained that “All I needed to do was a bit of editing to make it a great addition to the terrible monsters to be found in the D&D game.”

Bugbear

Bugbear, Ghoul and Friends

In the original D&D books, the bugbear sports a pumpkin head. Gary recalls describing the creature as having a fat, oval head like a pumpkin, which led the artist to draw an actual pumpkin head.

Carrion Crawler

In the early days of D&D, Gary hosted games 7 days a week. During weekends, adventuring parties included as many as 20 players with their characters, hirelings, and henchmen. Rob Kuntz ran sessions too. All these expeditions delved the mega-dungeon under Castle Greyhawk. “When the encounter was eliminated I simply drew a line through it, and the place was empty for the foreseeable future. I’d give Rob the details of any session he was not at and vice versa.” Rather than imagining a dungeon piled with rotting corpses of monsters and adventurers, Gary conceived dungeon scavengers like the carrion crawler. “I needed something nasty for the clean-up crew, so I thought this one up.”

Displacer Beast

Cover by Gil Kane

Although Wizards includes the displacer beast in D&D’s product identity, the monster owes its appearance to an alien in the 1939 story “The Black Destroyer” by author A. E. Van Vogt. In the tale, a character describes a thing called a “coeurl” that looks like “a big cat, if you forget those tentacles sticking out from its shoulders, and make allowances for those monster forelegs.” The beast first appeared in the Greyhawk supplement, but the coeurl lacks the displacer beast’s defensive power. That power comes from the Displacer Cloak, which appeared in the original D&D books.

Mystery: The cloak and beast’s displacement power seems like a defense that Gary could have taken from a golden-age science fiction story. Did Gary invent the notion, or did he adopt it?

Drow

The first hint of dark elves comes in D&D’s fourth supplement, Gods, Demi-Gods and Heroes (1976), by James Ward and Rob Kuntz. “These elves dwell beneath the earth, and cause trouble for anyone wandering through their territories. They live and cause evil upon Svartalfheim.” Perhaps inspired by the mention, Gary offered more hints in the first Monster Manual. “The ‘Black Elves,’ or Drow, are only legend. They purportedly dwell deep beneath the surface in a strange subterranean realm. The Drow are said to be as dark as faeries are bright and as evil as the latter are good. Tales picture them as weak fighters but strong magic-users.” The word “drow” comes from Scots dialects and refers to a sort of malevolent being. Gary remembered pulling the name from an old, unabridged dictionary. In Descent into the Depths of the Earth (1978), the drow made their first appearance. Gary gave them powers “to highlight their unique nature and potency.”

Mind Flayer

Gary credits the form of the mind flayer to the cover of the Brian Lumley book, The Borrowers Beneath. “The cover made me think: Now what sort of nasty bastard is that? So without a qualm I made up the Illithid, the dread mind flayer, so as to keep the players on their toes—or to have their PCs turn theirs upwards.”

Mystery: None of the editions of The Borrowers Beneath that I’ve found show a humanoid, tentacle-faced creature that resembles a mind flayer. The most common cover shows tentacles erupting from the ground. In another reminiscence, Gary said the cover that inspired him showed a humanoid creature. What cover actually inspired the mind flayer?

Update: The fellow in the upper, far right corner of this cover for Brian Lumley’s The Caller of the Black strikes me as the most likely inspiration for the mind flayer. Wisconsin-based Arkham House published this edition in 1971, so Gary very likely saw this picture before inventing the monster.

Githyanki

Although Wizards claims githyanki as part of D&D’s product identity, Game of Thrones author George R.R. Martin has a claim to them too. For D&D, science fiction author Charles Stross took the name githyanki and a bit of backstory from Martin’s SF novel Dying of the Light. “I’ve always felt slightly guilty about that,” Stross said. “Credit should be given where credit’s due.” Martin’s githyanki never develop beyond an unseen threat with limited intelligence. But like the D&D monsters, the originals were living, psychic weapons and former slaves of an alien race. Stross credits another legendary author with additional inspiration. “The Illithid/Githyanki relationship probably slid into my mind as a result of reading Larry Niven’s The World of Ptavvs, which features a psionic master/slave race relationship far in the past that nearly killed all the sapients in the galaxy when it turned hot.”

Bulette

Before D&D, Gary’s Chainmail games required miniatures. Back then, no one sold fantasy figures for gaming, so he improvised. He converted a plastic stegosaurus into a dragon. “I haunted the dime stores looking for potential additions and eventually found figures to represent ogres, elementals, etc.” Some of the improvised figures came from bags of assorted, plastic critters sold in those dime stores. The labels marked the toys as “Prehistoric Animals” but few resembled anything from natural history or even mythology. For pictures of the creatures and their packages, see a post by artist Tony DiTerlizzi.

When Gary’s gaming group switched to D&D, they stopped using miniatures, but the strange creatures remained as inspiration.

Gary and his fellow gamers probably never saw the Ultraman television show produced in Japan in 1966-1967, so they never knew the likely basis of the creatures. Most of the toys were knock offs of Kaiju, giant monsters from Japanese entertainment.

Inspiration for the Bulette toy probably came from the creature Gabora, which appeared in episode 9 of Ultraman, “Operation: Uranium.”

In the Greyhawk dungeons, the beast made a couple of cameo appearances, charging down a hall and bowling over adventurers. The players called it a landshark after its back fin and a current series of Saturday Night Live sketches where a “landshark” knocks on doors to deliver a “candygram.”

When editor Tim Kask needed content to fill a page in the first issue of The Dragon, Gary told Tim to write stats for the landshark. The name puts a French spin on the creature’s bullet shape. As for the monster’s appetite for halflings and their ponies, Tim was showing a bit of spite for players who always played hobbits and favored ponies named Bill.

Umber Hulk

Ultraman episode 7, “The Blue Stone of Vallarge,” featured another burrower named “Antlar.” A knock off toy for this Kaiju probably led Gary to devise the umber hulk. The creature’s crude, insectile eyes inspired the monster’s signature confusing gaze.

Owlbear

Some have tried to find a Kaiju that resembles the owlbear toy, but even the closest match takes blurred vision and a big leap of imagination. The toy’s bowl-shaped hair stands out as its most distinctive feature. As badly as the toy resembles an owl or a bear, it also badly resembles a Kappa from Japanese mythology.

Owlbear Toy and Kappa by Toriyama Sekien

Rust Monster

No creature resembles its dime-store inspiration more than the rust monster. The toy lacks teeth and claws, so when Gary made it a monster, he needed another way to menace adventurers. In the original game, powerful undead drained “life energy levels” when they hit. Life draining terrorized players, and Gary saw the power as a test for clerics, ranged attackers, and players too reckless to run. “I don’t agree with those wimpy whiners who are afraid of a few living dead,” he teased. The toy’s tentacles led Gary to imagine a way to threaten something players prized even more than their levels—their magic weapons and armor.

Mystery: Of all the toys, the rust monster ranks as the oddest. How did a four-legged bug with a propeller tail wind up bagged with kaiju and mythological creatures? Did a Hong Kong designer aim for pure whimsy or imitate some other creature?

Dungeons & Dragons and the Dream of the Grand Campaign

The original Advanced Dungeons & Dragons Dungeon Master’s Guide included an instruction that seemed pointless to most readers, even though Gary Gygax shouted it in caps. In AD&D, he explained, “YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.” DMs needed to work with players to record every character’s use of campaign time.

Few dungeon masters bothered with such bookkeeping. The 2nd edition explains the reason. “Time passed in previous adventures has little of no effect on the current session. Next game session, the DM announces, ‘A week or so has passed since you last went out.’ An entire campaign can be played this way.”

When I first read Gygax’s declaration, no one I knew tracked campaign time. Still, thanks to the The Arduin Grimoire, I aspired run a campaign that marked time. In a trilogy of little, brown books, Dave Hargrave explored his Arduin campaign’s lore and house rules. See Once subversive, the Arduin Grimoire’s influence reaches today’s games. For me, the most inspiring passage revealed the scope Dave’s game.

“The Arduinian Campaign has been running about as long as D&D and related role-playing games have existed. Game time has been more than 11 years (of 453 days each). Over 480 player characters have been permanently killed in that time, and many more have had to retire due to wounds or afflictions acquired in campaigning. On the other hand, two characters have become Dukes of the realm and half a dozen are Barons (three landed and collecting taxes. raising troops, etc.). One even managed to woo the youngest daughter of the king and just this ‘end year’ all Arduin celebrated their nuptials. So, even though it is a hard and dangerous world, the rewards are usually more than a bold player can ever expect.”

Unlike Arduin, my campaign featured a mere series of adventures for a single party. To most gamers now, that’s a campaign. But Hargrave, Gygax, and D&D co-creator Dave Arneson ran grand campaigns on a scale I dreamed to achieve. Someday, maybe.

When Arneson and Gygax made the original game, they ran campaigns for player communities who floated in and out of frequent game sessions. The original rules suggested one DM and “from four to fifty players” in a single, fantastical campaign. “The referee to player ratio should be about 1:20.” Gygax’s Greyhawk campaign hosted weekend sessions for up to 20 players, but most parties included fewer players. During the week, Gygax let players drop in for spontaneous sessions. Often, he ran D&D for a single player.

The megadungeons under Castle Greyhawk and Blackmoor helped make those campaigns work. Every game session mounted a new expedition into the dungeon, so the particular cast of characters never mattered. See When megadungeons ruled Dungeons & Dragons.

Once character’s left the dungeon, they needed to heal at a rate of just one hit point per day. “The stricture of time is what makes recovery of hit points meaningful.” Recovery aside, characters involved themselves in projects like castle building, magical studies, and training. “All of these demands upon game time will force choices upon player characters, and likewise number their days of game life.” Campaign strategy involved spending your characters’ time.

Much of this resembles modern D&D’s downtime system, but with the time spent matched to days on the campaign calendar. A character could not leave for a month of training, and also join tomorrow’s dungeon crawl. The campaign calendar forced regular players to keep a variety of characters. TSR’s first employee, Tim Kask, explains, “If my currently-favorite Fighting Man was laid up recuperating, but word had just come at the tavern that a new menace was in the offing with a promise of loot, I played my next-best-for-the-situation character.”

Time in these campaigns advanced in step with real-world time, keeping all the campaigners on the same schedule. “The recommend time period for individual adventure campaigns is roughly on a one to four basis, with one real week equal to one Game Month.”

Arneson and Gygax’s players mostly stuck to dungeon and wilderness adventures, but other early games imply a bigger canvas. The scope of what players achieved in Dave Hargrave’s Arduin campaign awed me.

In the ideal grand campaign, a bunch of individuals and groups don’t just play in parallel—their actions affect all the other players. Groups change over time. As parties form and reform, characters share information. Rumors from the local inn tell the news of the day. Some players develop rivalries. For instance, Ernie Gygax and Rob Kuntz raced to be the first to retrieve the Magic User’s Crown from under Castle Greyhawk. Sometimes players unite against common threats.

To describe Arduin, Hargrave seemed to channel Stan Lee. “The Arduinian multiverse has been rocked to its very cosmic core by revolutions, wars, assassinations, royal marriages, and the nearly complete and utter entropic destruction of the entirety of it all in one cataclysmic confrontation between utter evil and everyone/thing else that wanted to survive!”

Actually, Stan Lee may inspire more than just Hargrave’s bombast. Much of the secret sauce that made Marvel comics so successful was that events could ripple between comic book titles. In the corner of panels, little notes from the editor revealed the connections. In the early days, Lee would even coordinate each hero’s schedule between books. By those early standards, if Captain America traveled to Europe, he couldn’t spend the same month with Iron Man in New York.

The title “grand campaign” comes from the first page of Chivalry & Sorcery (1978), a game that aimed to beat D&D by supporting a grand style. Designers Ed Simbalist and Wilf Backhaus wrote that C&S emerged when “a degree of dissatisfaction emerged over the limited goals that were available to our [D&D] characters. The solution was to develop an all encompassing campaign game in which dungeons and wilderness adventures were just a small part of the action.”

In 1978, C&S boasted the “most complete rules ever published.” The game covered everything from mass combat, to tournaments, to courtly love—everything that fit in 128 pages of 6-point text.

In the grand campaigns suggested by C&S and Arduin, every player controlled a cadre of characters, including dungeon crawlers, but perhaps also nobles, traders, courtiers on so on. All gain space to follow their goals, and some will reach them. In response to all their actions, the campaign world changes and develops.

In my post on C&S, I had some fun at the game’s expense. Unlike D&D, where players join in parties to adventure, C&S and the grand campaign offers fewer reasons to gather at a table and play together. This limits the style’s practical appeal.

But the biggest limit to the grand campaign comes from the DM’s time. DMs hosting grand campaigns must run a few group sessions a week, plus 1-on-1 sessions for the exploits of nobles, soldiers, and thieves. Then add time for preparation. Who needs sleep?

I do. I have regular games to play and another post to write. Still, the dream of the grand campaign feels as compelling as ever.

D&D Adds Psionics: What Could Possibly Go Wrong?

While editing the third Dungeons & Dragons supplement, Eldrich Wizardry, Tim Kask developed D&D’s first rules for psionics. He loved psionic combat and threw his enthusiasm into the task.

His rules answered D&D’s biggest critics. First, they stood separate from unrealistic notions of class and level. Second, they adopted a point system similar to the spell points touted by critics of Vancian casting.

Kask balanced and tested psionics to perfection. But when Eldrich Wizardry and its new psionics rules reached fans, some liked the topic, but few liked the rules.

Few players cared to learn the intricacies of psionic combat with all its tables and charts. Some players liked adding the extra powers onto their characters, but hardly any DMs allowed psionic characters in their game. The new rules mostly ignored D&D’s system of class and levels. They unbalanced play.

Tim Kask balanced psionics for a setting where intellect devourers, brain moles, cerebral parasites and other creatures sensed psionic users and sought them as prey. He loved psionics and imagined a game-world that fostered mental duels against psychic creatures.

In practice, nobody played D&D Tim’s way.

Psionics suffered from more than imbalance. Psionics grafted an complicated new game onto D&D. Virtually nothing in the new rules resembled rules already in D&D. By creating rules that answered D&D’s critics, Kask created rules that failed to match the rest of the game.

Role-playing games without character classes and with spell points can work brilliantly in a game like Runequest (1978), but the incompatible rules fared badly in D&D.

Perhaps the failure of psionics taught Gary Gygax some things.

In the July 1978 issue of The Dragon, Gygax would defend D&D’s character classes from critics. “If characters are not kept distinct, they will soon merge into one super-character. Not only would this destroy the variety of the game, but it would also kill the game, for the super-character would soon have nothing left to challenge him or her, and the players would grow bored and move on to something which was fun.”

Gygax also defended Vancian casting against point-based systems. “Spell points add nothing to D&D except more complication, more record keeping, more wasted time, and a precept which is totally foreign to the rest of the game.”

Now, game designer see value in keeping game rules concise and applying a simple rules broadly. Fifth-edition designer Mike Mearls wrote, “You’re more likely to introduce elegance to a game by removing something than by adding it.” But in 1975, folks were still figuring out RPG design. So designers like Kask felt free to graft a psionics game onto D&D. Whenever Kask talks psionics now, he explains that he would design them differently.

Even as Eldrich Wizardry went to press, I suspect Gygax understood some points he would argue later. So why did Gygax open D&D to a psionics system that ignored classes and that used points? Because during the development of Eldrich Wizardry, Gygax still held to his a long habit of collaboration. If a collaborator like Tim Kask felt passion for some addition to the game, Gygax opened the way. Many of these “official” rules never entered Gary’s Greyhawk game. Still, he welcomed other dungeon masters to pick and choose, to shape their own games. (Over time, Gygax would become more protective of D&D’s rules. For much more on his evolving attitudes, see Basic and Advanced—Dungeon & Dragons goes two directions.)

Psionics became unpopular because it added 70s parapsychology and an entirely different sub-game onto D&D. The concept only lasted because the notion of psychic powers resonated with players.

In the years to come, designers found ways to make psionics at home in D&D. They would integrate psychic powers into settings like Dark Sun, and they would express psionics using D&D’s core rules. For example, when David “Zeb” Cook updated psionics for 2nd edition, he created a mental version of THAC0. Potential psionic rules for 5th edition use character classes and even revive the name of Steve Marsh’s Mystic class.

Gary Gygax experimented with psionic characters to offer players a defense against the terrible power of mind flayers. Eventually, his original justification for psionics moved from the real world into the game world. In 4th edition lore, psionics manifested in the prime material plane to help its inhabitants battle intruders from the Far Realm—intruders like mind flayers.