Tag Archives: Tom Moldvay

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 Strange Mystery of the D&D Monster Called a Thoul

A theory of mine led me to check the dungeon encounter tables in the original Dungeons & Dragons rules booklets. There, I spotted a monster that made me immediately stop chasing my theory and start investigating a new mystery.

What’s a thoul?

The dungeon encounter tables in Underworld & Wilderness Adventures include a listing for Thouls, a D&D monster that I’ve never seen mentioned in my decades of playing the game. What’s a thoul? Why do thouls lack a description or statistics?

Theory 1: The “Thouls” entry should read “Ghouls”, but was mistyped. But an entry for “Ghouls” appears immediately after “Thouls,” wrecking this theory. None of the dungeon monster tables include duplicate entries.

Theory 2: Thouls come from the Mars books by Edgar Rice Burroughs. D&D author Gary Gygax loved Burroughs’ Mars series and stocked volume 3’s desert wilderness tables with Barsoom creatures like tharks, thoats, and sith. Like the thouls, all these creatures lack game descriptions. However, a quick search reveals that thouls never appear in Barsoom or anywhere but D&D.

Theory 3: Gary Gygax invented thouls, but forgot to include a description. If the lack of statistics came from an oversight, no one rushed to correct it. All the D&D supplements omit thouls, as does the Advanced Dungeons & Dragons Monster Manual in 1977. The first mention of a thoul appears in 1978 in the Monster & Treasure Assortment – Set 3. The entry reveals almost nothing. “#AT: 2/1; AL: 8; AC: 6; ST/F 3; SA: Paralysis by touch.” The monster finally gains a description in the 1981 edition of the D&D Basic Set from Tom Moldvay.

None of these descriptions come from Gary’s lost notes. Other D&D designers spotted the creature’s name in the original book, and then created the monster.

The 1981 description explains why thouls failed to gain much traction in D&D lore. They look and play like hobgoblins with a gotcha, which hardly seems memorable.

The mystery has one more clue: Thouls first appear in the fifth printing of the original D&D box. The table in earlier printings includes “Toads” in the same spot, right before the entry for ghouls. This makes thouls seem like a typo.

Thoul from Mystara Monsterous Compendium Appendix

In 1975, typesetters entered a document’s text at a keyboard to get printed strips of text. Then layout artists would paste the columns onto boards representing the document’s full pages. Printers duplicated those camera-ready, paste-up boards.

So a typesetter in 1975 started entering the table row for “Toads” when their gaze skipped one row down to the line for “Ghouls.” They mistyped “Thouls” and made D&D history. Who can blame the typesetter? Half the manuscript surely seemed like nonsense words. Who has ever heard of a sith?

But why would such a mistake appear in the fifth printing rather than the first? Because TSR corrected rough-looking text in the first four printings by redoing the type for the fifth. Before desktop publishing, that meant a typesetter needed to retype the text. That person accidentally contributed a monster to D&D.

Meanwhile, I failed to find support for my theory.

The original Charm Person reads, “If this spell is successful, it will cause the charmed entity to come completely under the influence of the Magic-User until such time as the ‘charm’ is dispelled.” That seems strong. By my theory, original Charm Person rated as less powerful than it seems because the game focused on places that lacked any persons to charm stronger than 1 hit die bandits or brigands. But the encounter tables include plenty of higher-level targets, listed by level titles like superhero, sorcerer, and evil high priest. A lucky first-level magic user could charm someone quite powerful.

Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D

Dungeons & Dragons makes ability checks a key part of play, but these checks took years to enter the game. How did ability checks advance from house rule, to optional rule, to a foundation of fifth-edition D&D?

Before D&D added ability checks, players found a style that mostly avoided a need for such rolls. See A Lack of Ability Checks Shaped How People Originally Played Dungeons & Dragons. Even so, characters tried things that the rules didn’t cover. For many of these actions, success or failure hinged on a character’s ability scores. Gary Gygax told dungeon masters to guess the odds of success and roll for it. But DMs and players wanted more consistency and less guessing.

In 1976, issue 1 of The Dragon printed “How to Use Non-Prime-Requisite Character Attributes” by Wesley D. Ives. The article proposes a sort of ability check before anyone coined a name for it.

This first ability check suffers from a mechanic so baroque that it reads like a gag.

To determine an action’s success, perform these actions:

  1. Roll d100, add the ability score, and then use this result to determine which die to roll in step 2. On a result of 1-20 roll a d4; on 21-40 roll d6; on 41-60 roll d8; 61-80: d10; 81-100: d12. To cope with results higher than 100, create a house rule for this house rule.
  2. Roll the die determined in step 1 and multiply the number by the attribute. This result becomes the chance of success.
  3. Roll a d100. If the result is less than or equal to the probability from step 2, you succeed!

The method requires three rolls, multiplication of double-digit numbers, and a table. But if that seems too simple, the article offers optional rules accounting for character level and class. All this yields an outcome barely more realistic than a coin flip.

To settle on an ability-check mechanic that required so much fuss, the author must have seen checks as a rare undertaking.

Despite the tortured mechanic, the idea of ability check marks a major innovation. None of the few role-playing games available in 1976 featured anything like the concept. In a few years, every RPG would build on the idea.

In the Advanced Dungeons & Dragons Player’s Handbook (1978), Gary invented a playable ability check for the Dig spell. “Any creature at the edge (1’) of such a pit uses its dexterity score as a saving throw to avoid falling into the hole, with a score equal to or less than the dexterity meaning that a fall was avoided.

By the late 70s, the method found in the Dig spell turned into common house rule: To make an ability check, players tried to roll under an attribute on a d20.

The 1980 D&D basic rules by Tom Moldvay made this house rule official. “The DM may want to base a character’s chance of doing something on his or her ability scores (Strength, Dexterity, and so forth). To perform a difficult task (such as climbing a rope or thinking of a forgotten clue), the player should roll the ability score or less on 1d20. The DM may give a bonus or penalty to the roll depending on the difficulty of the action.

Meanwhile, other role playing games advanced the state of the art. Traveller (1977) introduced skills and a single mechanic for skill checks. Runequest (1978) boasted skills and “attribute rolls” that multiplied an ability by 5 to set a percentage chance of success.

In games with skills, the skills cover most tasks a player might attempt, so ability checks blur into skill checks. Fifth edition intentionally makes skills an addition to ability checks.

For AD&D, Gygax showed little interest in ability checks. Improvised rulings worked fine for him. (When the DM is E. Gary Gygax, no player quibbles with a ruling.)

As for skills, Gygax preferred to keep D&D’s class archetypes pure. His Unearthed Arcana (1985) added weapon proficiencies as a sort of weapon skill, but the narrow scope kept the sharp lines between classes. Oriental Adventures (1985) extended the concept to create non-weapon proficienciesskills without the name. These new proficiencies never overlapped with class abilities.

After Gary left TSR in 1985, his successors on the AD&D team lacked the clout to make sweeping changes to the company’s flagship game. Nonetheless, their additions inched AD&D closer to matching the ability checks and skills in other role-playing games.

Ability checks finally reached AD&D in the Dungeoneer’s Survival Guide (1986). Although this book’s title suggests a focus on player strategy, this guide brought key rules innovations to AD&D. Here, the non-weapon proficiencies from Oriental Adventures became options in the primary game. When players used non-weapon proficiencies, they made proficiency checks to determine the outcome. These checks operated like ability checks, but proficiency improved the chance of success.

The new system of featured all the ingredients of a modern skill system, but suffered a few drawbacks:

  • Class abilities already covered most of a character’s actions, so non-weapon proficiencies rarely came up in play.
  • The phrase “non-weapon proficiency” proved unwieldy. The term evolved from Gary’s own work on D&D, but it forced a lot of extra syllables on players just to avoid contaminating D&D with anything called skills.
  • Roll-under ability checks confused players and designers.

For D&D’s other d20 rolls, players aimed high, but for ability checks they aimed low. This simple difference fostered confusion. The original ability-check rule said, “The DM may give a bonus or penalty to the roll depending on the difficulty of the action.” That meant a bonus subtracted from the roll—an ugly break from intuition.

A cleaner method adds the bonus to the attribute, so players roll under a higher number.

By now, some Internet critics might scoff at my notion that adding roll-under checks to D&D confused people. I imagine an argument heaping contempt on idiots who clearly lack the intellectual capacity for RPGs. Go back to Candyland. Who would let roll-under checks trip them up?

The D&D team at TSR.

Sometime during playtesting, the Dungeoneer’s Survival Guide apparently switched its method of applying modifiers, but the book reached print with an incomplete change. The “Sage Advice” column in Dragon issue 118 tried to sort out the mess. “OK, OK, OK, already! You’re right—there is something wrong with the DSG non-weapon proficiency system.

We went through the manuscript and thought we had caught all the places where the text needed to be changed. We missed a couple of simple ones, and this caused a tremendous problem in the system.

TSR management insisted that second edition AD&D remain broadly compatible with the original. The Player’s Handbook (1989) included a corrected version of non-weapon proficiencies as an optional rule. Ability checks entered the core game, but languished in the glossary.

For D&D’s third edition in 2000, the designers finally gained leeway to correct old drawbacks. Ability checks flipped so players aimed for high rolls. Skills embraced the actions characters actually did in the game. And no one had to say or type “non-weapon proficiency” ever again (unless they tell this story).

Why D&D characters get tons of gold and nowhere to spend it

The original Dungeons & Dragons game awarded characters an experience point for each gold piece they claimed from the dungeon. See “The fun and realism of unrealistically awarding experience points for gold.” This provided a simple method of awarding non-combat experience and motivating players to loot dungeons—the activity that made the game fun. The success of awarding XP for gold rested on three premises of the early D&D game.

  • Adventures always occur within the dungeon or wilderness.
  • Players choose the difficulty of the challenges they dared to face.
  • Characters will find ways to spend their riches.

By the time second edition stopped awarding XP for gold, none of these premises remained true.

Premise: Adventures stick to the dungeon. When D&D adventure expanded beyond the dungeon into civilization, players felt tempted to treat towns and cities as massive gold and experience farms. Why bother facing terrors and traps underground when the local townsfolk offer sources of wealth, and the XP it brings? For more, see “Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord.”

This problem invites an easy solution: By the 1981 Basic Set, characters needed to recover gold from a dungeon or similar adventuring location to gain experience for it.

Lamentations of the Flame Princess, a recent game with an old-school XP-for-gold system, lists many sources of gold that do not count for XP.

The following may gain the characters wealth, but they do not count for XP purposes:

    • Coins looted from bodies outside of adventure locations
    • Rewards
    • Selling equipment stripped from foes
    • Selling magical items that have been used by a PC or retainer
    • Tax income
    • Theft of wealth from mundane merchants, rulers, and citizens
    • Trade, commerce, and other business activity (including selling of mundane items stripped from foes)

If you want XP, you must earn it.

Premise: Players set the challenge. In most modern D&D campaigns, dungeon masters devise adventures that will challenge their players without proving too difficult. The Dungeon Master’s Guide includes pages of budgets and formulas aimed providing just enough challenge.

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 that they lack now, and it added a element of strategy.

When Gary created this aspect of the game, he needed to find ways to entice players deeper into the dungeon. If a cautious party could gain nearly as much loot on an easy dungeon level as on a deeper one, why go down? Gaining experience could become a safe—and dull—grind.

To lure characters to danger, Gary doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. To rise in level at a tolerable rate, players needed to delve as far down as they dared.

Doubling both experience requirements and rewards offered a second benefit: First-level characters could join a higher-level party and catch up quickly. This gave new players a boost, and made dead characters easier to replace. Also, the quicker advancement made level draining a bit less punishing.

Premise: Players have meaningful ways to spend their riches.

Before 2E, most of the experience players gained came from gold. For example, in the 1981 D&D Basic Rulebook (p. 45), Tom Moldvay wrote that characters could expect to gain 3/4 or more of their XP from treasure. With experience requirements roughly doubling at each level, players needed tons—as in thousands of pounds—of gold to advance. In an evaluation of the basic-expert rules set, Blackrazor calculates that to advance from 8th to 9th level, a party of characters must claim 40 tons of gold.

In a real world, such a bounty would cause runaway inflation and threaten an economic collapse. Luckily, PCs typically leave these bounties unspent, keeping a tally on the character sheet instead. No DM makes the party round up the 80 Bags of Holding needed to carry 40 tons of loot.

Walt Disney's Uncle Scrooge #254Of all the versions of D&D, these basic-expert rules present a worst case, but every edition serves up enough gold to fill Scrooge McDuck-style swimming pools.

In Dave Arneson’s Blackmoor campaign and in Gary Gygax’s Greyhawk campaign, players could spend their riches in an end game. In Blackmoor, player characters served as leaders and champions in series of miniature battles featuring armies clashing above ground. PCs explored dungeons to gain wealth that could enable them to raise armies, build fleets, and erect strongholds.

Gary had designed the Chainmail miniature rules that Dave used, so a progression from green adventurer to battlefield champion to baron seemed natural to both men. The original D&D game includes prices for castle structures and ships, along with costs for the men at arms and sailors needed to build a kingdom. The game served up riches, but the wealth led PCs out of the dungeon and onto the miniature battlefield.

This scheme suffered one problem: Almost no one went on to the stronghold-building, army-raising part of the game. That sort of play made sense to miniature players like Dave and Gary, but the game’s new players had no experience with sand tables and lead figures. The price lists for barbicans and medium horsemen puzzled us. Even the miniature grognards kept going back to the dungeon. 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 Dave Arneson ultimately declared the above-ground conflicts lost to forfeit.

So D&D characters gained riches fit for kings, but they kept returning to the dungeons for another score.

Next: D&D stopped giving XP for gold, but the insane economy remains.

Gen Con 2013 recap and the D&D Championship visits the Lost City

I’m back from Gen Con and four days of terrific gaming.

For this year, Wizards of the Coast elected to focus its attention on exposing as many as possible to Dungeons & Dragons Next, and so they dropped all Living Forgotten Realms events from the convention. Pushing D&D Next seemed to work. Players new to D&D Next filled my tables and I met a lot of Pathfinder devotees willing to sample the new D&D system.

The lack of LFR disappointed some players and judges, but I appreciated the chance to run D&D Next for the first time. The absence of LFR at this convention doesn’t signal the end of fourth edition or of Living Forgotten Realms. New LFR adventures are coming. The Winter Fantasy convention will feature a slate of LFR events, including a new, paragon-level battle interactive.

2013 D&D Championship - battling Zargon in the lost city

2013 D&D Championship – battling Zargon in the lost city

Although I dungeon mastered the Crisis in Candlekeep delve twice, my DM highlights came from running the Murder in Baldur’s Gate launch adventure three times. Murder in Baldur’s Gate forced me to develop an aspect of my DM skills that I’ve rarely exercised in the past. I’ll write about that in an upcoming post.

As usual, playing the 2013 Dungeons & Dragons Championship delivered as much fun as I ever have playing D&D. The Championship features a lethal adventure intended to test even the best teams of players. The unforgiving challenge brings a sense of peril that you never see in typical adventures, because in typical adventures the odds always favor the players. The event’s time pressure amps up the urgency and demands fast play.

The Lost City (1982) by Tom Moldvay

The Lost City (1982) by Tom Moldvay

This year the author of the championship adventure, M. Sean Molley, created a tribute to the 1982 Lost City adventure by Tom Moldvay. The first round dared teams to recover three staffs from locations in the lost city. Earlier fourth edition championships played solely as tactical miniature battles, but this year’s adventure added puzzles to the mix—a welcome nod to the old tournament classics. The final round required characters to use the staffs in a fight to destroy past and present versions of Zargon, the evil demigod of the lost city. I marvel at how skillfully a battle with so many variables was balanced on the narrow line between difficult and impossible.

As a dungeon master, I admire the DMs in the championship, who must play fast, fair, and show total command of the rules. They do enjoy some perks: Where else can a DM coupe de grace a fallen character without straining D&D’s social contract? Even among this elite crew, our DMs Brian and Sean stood out as exceptional. Plus, our DM for the finals happened to be the adventure’s author.

I played on the team that claimed second place—for the third year in a row. We’re like the 1990-1993 Buffalo Bills of the D&D Championship. Still, I’m thrilled to do well.

Will next year’s Championship be the first to feature the next iteration of the D&D rules?

Multiple attacks, ability checks, and keyed illustrations revisited

Murder In Baldur's Gate Launch Weekend

Murder In Baldur’s Gate Launch Weekend

At Gen Con 2013, I’ll be running the Dungeons & Dragons Next adventure Murder in Baldur’s Gate most mornings and afternoons. If you attend Gen Con, check my photo in my About section, and then find me and say hello. In real life, I’m less grainy and less out of focus.

I have yet to run D&D Next, so I’m studying the latest rules packet. After the convention, I plan to write some posts discussing aspects of the design. Until then, I want to revisit a few topics.

In “Changing the balance of power,” I told how D&D Next’s flattened to-hit bonuses weakened high-level fighters against low-level enemies. “Fighter-types should hew through the rabble like grass until, bloodied and battle worn, they stand triumphant. Instead, they wind up muffing to-hit rolls against one mook.” I mentioned that restoring multiple attacks would restore the balance. Perhaps the designers reached the same conclusion, because the latest playtest packet grants multiple attacks to fighters and to some other classes.

The playtest package’s DM Guidlines advise skipping ability checks when a character uses a high ability score: “Take into account the ability score associated with the intended action. It’s easy for someone with a Strength score of 18 to flip over a table, though not easy for someone with a Strength score of 9.” As I explained in “In D&D Next, ability modifiers are too small for the ability check mechanic,” the current D&D Next rules practically require this sort of DM intervention because the system fails to give someone with Strength 18 a significant edge over a Strength 9 character. The result of the d20 roll swamps the puny +4 bonus. In practice, the system math makes flipping the table only sightly easier at strength 18.

Ulder Ravengard card from Murder in Baldur's Gate

Ulder Ravengard card from Murder in Baldur’s Gate

In “It’s Mathemagical!,” Mike Mearls discusses plans to introduce escalating ability-check bonuses of up to +12. This may finally give exceptional characters a chance to stand out from ordinary characters—at least at higher levels. Still, the game screams for a system where abilities grant bigger bonuses to ability checks. If a +1 bonus per ability point worked for Moldvay in 1981, then it works in Next. Why not adopt the steeper bonuses? I assume that the designers feel wedded to using the same ability bonuses for ability checks as for attacks and saves.

Way back in “Picturing the dungeon – Other publishers revive keyed illustrations,” I praised the face cards Paizo produces to accompany their adventure paths, so I’m delighted to see similar cards packaged with the Murder in Baldur’s Gate launch adventure.

Pyramid of Shadows - View of the Bridge

Pyramid of Shadows – View of the Bridge

In “Picturing the dungeon – keyed illustrations,” I shared my love of the keyed illustrations included in some early adventures. I lamented how TSR and Wizards seemed to have abandoned this enhancement. Recently, a clearance sale prompted me to buy most of the 9 original adventures shipped for fourth edition. To my surprise, many of these adventures include keyed illustrations. In Pyramid of Shadows, a dungeon with a classic feel, the illustrations seem to hold clues to the adventures or show complicated scenes too difficult to describe, so the pictures compliment the adventure perfectly. In some of the other adventures, the illustrations simply add flavor.