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Sunday, December 1, 2024

Tower of Xenopus: Mazes & Minotaurs RPG adaptation by Tony


In the comments to "Zenopus Built a Tower", Part 46 of the Holmes Manuscript series on this blog, reader Tony wrote in about his adaptation of Holmes' Tower of Zenopus dungeon for the Mazes & Minotaurs RPG, a reimagining of OD&D as if it was inspired only by Greek mythology, and which can be found for free on DriveThruRPG. With Tony's permission, I'm sharing his comments here:

"I am running a game of "Mazes & Minotaurs", which is Mythic Greek inspired OSR game (instead of based on Tolkien and the Middle Ages). The setting is "Kriti" (Crete) during a quasi-mythical version of the Late Bronze Age. As an homage (plus, I am lazy) I repurposed and repackaged "The Tower of Zenopus" to be more Greek-sounding as "The Tower of Xenopus", and tied it into the myth of the Labyrinth of the Minotaur. The stone tower was a fortification built by a Mycenaean warlord, Xenopus ("Strange Foot") which is still standing. It is built on top of the earlier ruins of a Minoan temple on a mountaintop (a "peak sanctuary") in central Crete. Like many Minoan peak sanctuaries it was also a sacred burial cave, which dovetails nicely with parts of the original "Tower of Zenopus". The tunnels of the "dungeon" would have been carved out of the soft limestone rock common to Crete and filled with bones. (Minoans practiced primary and secondary burial, where remains would first be stripped of flesh, then re-interred en masse in ossuaries like jars, small caskets, etc. with several sets of remains in one container). Floors are limestone, all walls have extensive Minoan murals (dolphins, bulls, female goddess figures of Rhea/Cybele, etc.). Most doors have been removed to fit the archaic burial cave theme. Also, metal for hinges was scarce in the Late Bronze Age.

To adapt the map I flipped it over left-to-right but left it mostly unchanged. Above the initial entry stairs was a Mycenaean square stone tower fortification typical of the period (a ground floor and a roof accessed by a stairs). As the underground complex is on a mountain the underground river is the same. But the tunnel to the ocean is now instead a mystical passage to the Underworld. The pirates inside it are all changed to be "Telkines", mythical Greek "fish-children" (aka "Sons of Dagon" or off-brand Deep Ones). The goblins are changed to "Kobaloi". ("Kobalos" is linguistically related to "Kobold", which is itself linguistically related to "Goblin".) The ghouls become "Vrykolakes", a sorta-similar undead cannibal of Greek folklore. Giant rats and the Giant Spider are the same. Room S still has stairs up, these lead to another burial cave. The sorcerer inside is changed to be a Telkine water Elementalist with a Telkine guard.

Room S now also has stairs down, these lead to the Labyrinth of the Minotaur. At the middle of the maze are the remains of the Minotaur, slain by Theseus (and with the sword he used still in its ribs). At the entrance to the Labyrinth a "clue" (ball of thread) is tied off. This is what Theseus used to navigate the Labyrinth. It becomes clear the Labyrinth is not a real maze; although the path twisted and turned there are no branching paths or dead ends. (This is the classical Cretan labyrinth diagram.) It becomes clear the thread does not somehow mark off branches to aid in navigation, it simply measures distance to the middle of the Labyrinth. This is because it was intended all along the Greek (Hellene) sacrifices would be forced to travel a single path inwards to the centre where the Minotaur would be waiting to kill them. There would be no side passages, no dead ends. They would simply travel the path and it turned back and forth, becoming disheartened and confused, then die. Theseus, as he knew how far he would go, was forewarned by the thread running out. Thus when nearing the centre of the Labyrinth he was ready for a fight, unlike all the other sacrificial victims.

Thus, the classic "Tower of Zenopus" becomes the "Tower of Xenopus"!"



"Silver coin from Knossos displaying the 7-course "Classical" design to represent the Labyrinth, c. 400 BC." Source: Wikipedia page on the Labyrinth

 

Followup comment:

"It would be my pleasure! There are a couple of monsters that do not need adapting: the giant spider and crab, and the skeletons. The players are very into the quest; they have passed up every chance of looting even though there are glints of gold and valuables mixed within the bones in the ossuary vessels, a couple chests of silver in the boats on the shore of the vast underground ocean (the Gods warned them to not proceed further in that direction as it leads to the underworld, and it was not yet their time). As another "Greek" touch the rotating statue is of Poseidon, and the talking mask looks like the "death mask" of Agamemnon. In the central circular room are stairs leading up (into come caves on the mountainside) and a trap door leading down into the labyrinth.

The labyrinth is a classic "Cretan" one: circular with no branching paths with dead ends. One single path to the end. Clearly not the confusing maze they are expecting! The purpose of the labyrinth was to execute prisoners. So they wander the single path to the end where the Minotaur waited to end their lives. By that time they would be disoriented and demoralised, easy prey in the darkness. How Theseus prevailed was using a "clue", a ball of yarn. I could never figure out how that would help to navigate a maze unless it was really, really big! But if the path has no branches then a strand of twine can do one thing well: measure distance. Therefore Theseus would know exactly how far he'd gone and how close to the end. Instead of the Minotaur ambushing him as he stumbled along, confused, he would know to be armed and ready for a fight. A fight the Minotaur would not expect, the advantage would be his. In this case the PCs would follow the twine to the centre, there to face the Minotaur."


My commentary: This is a very creative adaptation of Holmes' Sample Dungeon and would be a great deal of fun to play through!

Tuesday, November 26, 2024

The Tower Card


"The Tower" card from the Rider-Waite-Smith Tarot deck


The recent miniseries Agatha All Along prominently features the famous Rider-Waite-Smith Tarot deck, originally published by Rider in 1908, with sublime illustrations by Pamela Colman Smith and instructions by poet-mystic A. E. Waite, both members of the Hermetic Order of the Golden Dawn, a secret society devoted to occultism.


Pamela Colman Smith

A pivotal scene in one episode of the series employs the Major Arcana card The Tower (pictured above), which per Waite's instructions in the Pictoral Key to the Tarot represents: 

"Misery, distress, indigence, adversity, calamity, disgrace, deception, ruin. It is a card in particular of unforeseen catastrophe. Reversed: Negligence, absence, distribution, carelessness, distraction, apathy, nullity, vanity"

Note the emphasis on "unforeseen catastrophe", which is illustrated on the card by the lightning strike that knocks the crown and "wizards" from the tower and sets it afire. Per the Wikipedia page, Smith's design for this card is drawn from the card in the Tarot of Marseilles, which in turn had merged earlier concepts.



Rider-Waite-Smith cards at the Whitney

I've been a fan of Smith's illustrations since seeing the Rider deck on display in an exhibit of modernist art at the Whitney in NYC, where the Tower card jumped out at me, obviously, given my interest in the Tower of Zenopus. Seeing it again in the Agatha show reminded me of how well it resonates with the backstory of Holmes' sample dungeon, where the wizard and his tower are destroyed by unknown forces and a consuming fire, although here from beneath rather than above:

"Fifty years ago, on a cold wintry night, the wizard's tower was suddenly engulfed in green flame. Several of his human servants escaped the holocaust, saying their master had been destroyed by some powerful force he had unleashed in the depths of the tower"

I'm not suggesting that the Tower Card had any particular influence on Holmes' story, only that it has a similar theme, which also recalls ancient legends like the Tower of Babel or Zeus smiting the legendary doctor Asclepius with a bolt-from-the-blue for advancing his medical knowledge so far that he brought the dead back to life.

Holmes was a doctor and a scientist, but being a life-long fan of pulp and weird fiction, would have been familiar with the occultism as practiced around the turn of the 20th century. For example, he was a member of the Machen Society, devoted to the author Arthur Machen, who was friends with A. E. Waite and even briefly joined the Golden Dawn. In writing his own fantasy, Holmes occasionally employed the trappings of the occult. One Boinger and Zereth story, The Sorcerer's Jewel, features a medium, Misteera, who conducts seances, and another, In the Bag, even has the wizard Murray employ a tarot deck, albeit for solitaire rather than fortune telling; Boinger suggests that he "Play the knave on the Queen of Cups". 

However, in crafting the tale of Zenopus, Holmes was more likely directly inspired by the various doomed wizards in the Weird Fiction. In the Holmes Manuscript series, part 46, I went through the introduction to the Sample Dungeon and examined where Holmes may have taken inspiration from the works of H.P. Lovecraft, Clark Ashton Smith and Robert E. Howard.

Wednesday, November 20, 2024

The Making of OD&D: Half-Price Sale on Amazon




The Making of Orginal D&D is currently on sale for $49.99 on Amazon, which is 50% off the cover price ($99). This is the lowest price I've seen for the book so far, which came out back in July. It says "Limited Time Deal", but there's no date indicated, so I don't when it ends. If you've been on the fence due to the price here's your chance. Find the table of contents  below.

Find it here: 

The Making of Original Dungeons & Dragons: 1970-1977




See also these earlier posts:

Early Greyhawk Lore in the 1973 D&D Draft

"The Making of Original D&D: 1970-1977": Out Today! 

"The Making of Original D&D: 1970-1977": Table of Contents

"The Making of Original D&D: 1970-1977": What Might the Precursors Be?

"How Dungeons & Dragons Started" (video about the book)

"The Making of Original D&D: 1970-1977": Everything we know about this upcoming WOTC book

Playing at the World revised edition out in July 

Saturday, November 16, 2024

The Return of the Sample Dungeon


Cover of the 2024 DMG featuring Warduke, Skylla and Venger

Out this week is the latest version of the Dungeon Master's Guide, and in addition to bringing back Greyhawk as a sample setting, it also features the return of the Sample Dungeon. In this case, I don't mean the Tower of Zenopus, which goes only by the title "Sample Dungeon" in the Holmes Basic rulebook, but rather the general concept: an example of an adventure for new DMs to both run and base their own designs on.

This was a common feature in the DM section of D&D rulebooks throughout the 1970s and 80s, with OD&D, AD&D 1E and every version of Basic including one, and the dungeons while brief were strongly remembered due to their evocative details and because they were often the first adventure for new players. And decades later, these memories and shared experiences would promote a sense of community among the fan base for each rule set.

The idea started with the original D&D rules in 1974, which included a "Sample Map of Underworld Level" in Vol 3. This dungeon level by Gary Gygax lacked any real theme other providing examples, mostly of tricks and traps that could be used in designing a level. For the first Basic Set in 1977, J. Eric Holmes overhauled the example, creating a coherent first level for beginners complete with a brief backstory to provide a hook for exploring it, and concluding by inviting the DM to create additional levels.

Two years later, in the AD&D 1E DMG, Gygax followed Holmes' example with another dungeon level with a strong story behind it, colloquially known as the Ruined Monastery or the Dungeon of the Fire Opal. Unlike the Zenopus dungeon, only a few rooms of this level were fully detailed, presumably so the DM could complete the keying of the map, along with designing the unshown second level. It also advanced the use of this as a teaching tool by including an integrated Example of Play; i.e., it's set in the described dungeon rooms.

The next two iterations of Basic D&D continued the tradition of including a short dungeon written by the editor. Moldvay Basic (1981) had Tom Moldvay's Haunted Keep, which more tightly integrated the exemplary level into the dungeon design concepts presented in the DM section. The accompanying Cook-Marsh Expert rules from the same year also provided a Sample Wilderness which mentioned that a town, Luln, was a base for exploring the Haunted Keep, although the town was only briefly described. 

In Mentzer Basic (1983), Frank Mentzer expanded the introductory material by adding a solo adventure teaching the basics of play in the Players book, which was followed by a starting group adventure, Castle Mistamere, in the DMs book. One idea common to each of the above was that the dungeon was not complete, giving the new DM a base on which to practice adding their own ideas. The Mentzer Expert rules included the same Sample Wilderness from the previous set, but revised to include a new "Home Town", Threshold, along with a series of eighteen briefly described (single paragraphs) adventures for the DM to use with this setting.

In 1989, however, there was a big change: the revised DMG for AD&D 2E had no sample dungeon at all. The 1991 Rules Cyclopedia similarly lacked an adventure, although the complementary "Black Box" Basic Set from this time did include one, Escape from Zanzer Tem's Dungeon.

The DMGs from 3E (2000) and 3.5E (2003) brought back the sample dungeon by including a revised version of the Ruined Monastery dungeon from the original DMG. These include an updated map, partial level description (first three areas only) and an integrated Example of Play, but the background from the original is severely curtailed.

The 4E D&D DMG (2008) included a sample town (Fallcrest) and setting (Nentir Value) with an integrated sample dungeon called "Kobold Hall", which with 5 encounter areas literally follows the 5 Room Dungeon design model. (Thanks to Karla Adder on Twitter for the heads up on this.)

Jumping ahead to 5E, while the 2014 DMG included material on generating random dungeons (Appendix A), and a number of sample maps (Appendix C), including an updated version of the Fire Opal dungeon map from the 1979 DMG, as with 2E it lacked a true introductory adventure. 

But now with the new DMG, the concept is back in full force and with new innovations. Rather than just a single dungeon level, there are five (!) short adventures, each for a different level of characters, and with the suggestion that they can be run sequentially, particularly the first three. There is also a mix of adventure settings: towns, wilderness, small dungeons that rely on the maps by Dyson Logos found in an appendix, nautical, and other planes. In addition, the first four adventures are given locations in Greyhawk that are found in the setting material and maps elsewhere in the book. 

In my next post, I will look a little closer at these adventures and their locations in Greyhawk.

The new DMG is available for order on Amazon


Saturday, October 19, 2024

A Return to Greyhawk!


"Behold Greyhawk" by Bruce Brenneise for the new DMG


A few days ago DMs Guild announced that Greyhawk is now available a campaign setting for community content:



This is because the newly revised 5E DMG, out November 11th, includes a 30-page chapter on detailing Greyhawk as a sample setting to show DMs how they can create their own settings. This will include a map of the City of Greyhawk and an updated version of Darlene's famous map of the setting:



Harking back to the Sample Dungeons of yore, the DMG will also contain a chapter of Sample Adventures that are set in Greyhawk.

Watch here for an 18 minute interview with Chris Perkins and James Wyatt about thoughts behind using Greyhawk as a sample campaign setting in the new DMG.

While WOTC may not support this setting any further, allowing it to be added to DMs Guild opens it up to fans who wish to add more content to the setting (albeit only in 5E form).

I don't have any specific plans at the moment for creating Greyhawk content for DMsGuild, but I have updated the Ruined Tower of Zenopus conversion/expansion to tag it as Greyhawk (as opposed to just "nonspecific/any setting"), given that I have an appendix in it on using it with the Ghosts of Saltmarsh, which draws its mini-setting details from Greyhawk.

The new DMG is available for order on Amazon.


Wednesday, October 16, 2024

Making of OD&D: Discounted at Game Nerdz



If you haven't picked up the Making of Orginal D&D, it's available at Game Nerdz for $70.47 plus shipping (if you get your order up to $75 you'll get free shipping). This is almost $20 cheaper than the current Amazon price of $89.35. The page says there are currently 26 copies in stock. I've ordered from Game Nerdz a few times before without problem. 

Find it here: 

The Making of Original Dungeons & Dragons: 1970-1977 

(includes affiliate link)

See also these earlier posts about the book:

Early Greyhawk Lore in the 1973 D&D Draft

"The Making of Original D&D: 1970-1977": Out Today! 

"The Making of Original D&D: 1970-1977": Table of Contents

"The Making of Original D&D: 1970-1977": What Might the Precursors Be?

"How Dungeons & Dragons Started" (video about the book)

"The Making of Original D&D: 1970-1977": Everything we know about this upcoming WOTC book

Playing at the World revised edition out in July

Wednesday, October 9, 2024

Making of OD&D: Sale for Prime Members



FYI, right now Amazon is offering the Making of Orginal D&D book for $71.49, as a "Prime Big Deal" for Prime Member which is almost $30 off the cover price $99.99, and almost $20 off the "regular" sale price ($89.36). Unfortunately I just noticed this sale and it appears it ends in about 5 hours (the Big Deal Days are Oct 8-9).

Find it here: 

The Making of Original Dungeons & Dragons: 1970-1977


See also these earlier posts:

Early Greyhawk Lore in the 1973 D&D Draft

"The Making of Original D&D: 1970-1977": Out Today! 

"The Making of Original D&D: 1970-1977": Table of Contents

"The Making of Original D&D: 1970-1977": What Might the Precursors Be?

"How Dungeons & Dragons Started" (video about the book)

"The Making of Original D&D: 1970-1977": Everything we know about this upcoming WOTC book

Playing at the World revised edition out in July

Friday, September 27, 2024

Blackmoor Week: Blackmoor Foundations (New Book)


Blackmoor Week is the week leading up to the anniversary of Dave Arneson's birthday on October 1st, which is designated Dave Arneson Game Day. Thanks to Havard at Havard's Blackmoor Blog, who is making a whole series of posts this week, for reminding me of this.

The Making of OD&D wasn't the only book of historical D&D documents to come out this year. The end of May also saw the release of Blackmoor Foundations, which is subtitled "The Early Fantasy RPG Works of David Arneson" (and can be purchased here). I recently ordered a copy, and while I'm only partway through, I thought I should highlight it in a post now for Blackmoor Week.

Here is an overview of Blackmoor Foundations:

---Paperback with glossy cover, 103 pages in length, and includes approximately 30 original documents including maps & letters, some of which are multiple typed pages in length including one ("Return to Black Moor") that is 15 (!) pages long.

---Nicely laid out with commentary by Griffith Morgan, the director of the Secrets of Blackmoor documentary, on the lefthand pages in a very readable san-serif font, and with the images of the documents on the right. I like this format for presenting these types of documents; it makes makes reading the notes while looking at the document very easy.

---Also credited for consultation are the "Northern Marches Historical Society", which among others includes D.H. Boggs, who has been presenting Blackmoor research for years over at the Hidden at Shadows blog, and Michael Calleia, who has published a comprehensive list of Dave Arneson publications on the Chance & Circumstance blog.

---The publisher's product page here has a table of contents and even a complete flip-through of the book.

---There are two lengthy reports of delves into Blackmoor Dungeon, "The Dungeons of Black Moore Castle" (5 typed pages) and "Into the Dungeons of Black Moor Castle and Back" (6 typed pages). These look interesting but are very dense and I haven't read through them fully yet.

---For actual use in gameplay, it could serve as a supplement to Judge's Guild First Fantasy Campaign (1977), which was the original publication sharing Arneson's notes about Blackmoor, but which sadly remains out of print. For example, while the FFC has a map of Blackmoor town, the Blackmoor Foundations has a "Blackmoor Surrounding Landscape Map" that shows more of the immediate surrounding area, laid out in hexes.

---In all, I applaud the publisher & Arneson estate for making these historical documents directly available to the public.

Blackmoor Foundations can be ordered for $39.95 via the publisher's page (linked above) or via Amazon where it is currently on sale for $32.75:

Blackmoor Foundations


Wednesday, September 18, 2024

Art & Arcana on sale again - get the original Tomb of Horrors


 

Today I notice that the Art & Arcana Special Edition - which includes a reprint of the original version of Tomb of Horrors resembling an OD&D supplement - is back in stock and on sale and at an even lower listed price than before, $61.61 (albeit there's no extra coupon). That's lower than the pre-order price I paid when it came out ($63.50). Find it here:


Art & Arcana Special Edition


One thing I forgot to mention last time that is of interest to readers of this blog is that the book includes a drawing by Chris Holmes of a displacer beast from the 70s, drawn for the Basic rulebook manuscript (which appears courtesy of Billy Galaxy).

Update: I was asked about the content of the posters in this set. I took a look at my set and found:

  • AD&D Player's Handbook cover (1978) by Dave Trampier (16 x 10")
  • DM Screen cover (1979) by Dave Trampier (18 x 14")
  • Keep on the Borderlands cover (1980) by Jim Roslof (8 x 10")
  • AD&D Fiend Folio cover (1981) by Emmanuel (16 x 10")
  • World of Greyhawk box cover (1983) by Jeff Easley (8 x 10")
  • Swords of Deceit module cover (1986) by Keith Parkinson (8 x 10")
  • AD&D 2E PHB interior (PCs with slain tiny dragon)(1989) by Larry Elmore (8 x10")
  • Forge of Fury module cover (2000) by Todd Lockwood (16 x 10")
  • "Promotional painting for D&D 30th Anniversary (2004) by Todd Lockwood (16 x 10")
  • Storm King's Thunder interior painting (2016) by Chris Rahn (24 x 16")

Earlier post (from April):

The Special Edition of the D&D artbook Art & Arcana is currently selling for $69.99 on Amazon, plus when I look at the page I'm also seeing a coupon for $23.33, making the total only $46.66. If you can get it for this, it's a great deal for a set that has a list price of $125. 

The real hidden gem of the set is a reprint of the original OD&D tournament version of Tomb of Horrors, in a digest format resembling the LBBs. FWIW, the page says only 10 copies are left in stock.


Art & Arcana Special Edition


See also my earlier posts:

Locations for the Tomb of Horrors on the Great Kingdom Map

Delta's D&D Hotspot: Tomb of Ra-Hotep


Earlier Update (from April):

Amazon is no longer has the coupon available, but the book is still available new for $69.99 (follow the link above).

Friday, September 13, 2024

Upcoming New Tolkien Book: Collected Poems

 


FYI: Out on the 17th, just prior to Hobbit Day (Sep 22nd, Bilbo/Frodo's birthday), is The Collected Poems of J.R.R. Tolkien, a hefty 3-volume (!) set collecting much, but not all (!), of Tolkien's poetry:

The Collected Poems of J.R.R. Tolkien on Amazon

It has a list price of $125 and is currently available with a pre-order price of $103. According to the publisher Harper Collins, it contains "almost 200 works ... including more than 60 that have never before been seen". A full list of the poems is posted over at the Tolkien Gateway.

This collection has been edited and annotated by Christina Scull & Wayne Hammond, who have prepared so many other excellent Tolkien books that I already own, like Roverandom, Farmer Giles of Ham (50th anniversary edition)Tolkien: Artist & Illustrator, and The Lord of the Rings Reader's Companion.

I've been fascinated by Tolkien's poetry, since the '80s when I discovered in my grandparent's house an old paperback of the Tolkien Reader, which included The Adventures of Tom Bombadil, Tolkien's original compilation of verse, which was released in recent years in an expanded edition, also edited & annotated by Hammond & Scull.

I'm debating whether I will pick this up myself. I always find Scull & Hammond's notes to be fascinating, but my shelves are already groaning under the weight of other unfinished Tolkien books...

Earlier Tolkien Posts on this blog:

Green Dragon Miniature (Mythical Earth Minifig)
Gygaxian Orc Tribes (originally derived from Tolkien)

And find a list of more older Tolkien posts here.

Wednesday, September 11, 2024

Playing at the World 2E: Price Drop

 


The first volume of the revised second edition has dropped to $23.33 on Amazon: 

Playing at the World, 2nd Edition, Volume 1: The Invention of D&D

This is down from a list price of $29.99 and an Amazon price of $27.85 in July just prior to release.

Read more about the book in my July post just prior to the release:

Reminder: The first volume of the revised Playing at the World is out in two days!

Thursday, September 5, 2024

Holmes Basic metal sign from Ata-Boy

 


Image from the product page

The company Ata-Boy is offering a cool metal sign featuring the Holmes Basic Set cover art, by David Sutherland over on Amazon for $11.99, with their storefront stating that their products are officially licensed. Find it here:

Holmes Basic metal sign from Ata-Boy

The dimensions are 8.25 inches by 11.5 inches, and each corner has a small round hole to aid in hanging. The front faithfully reproduces the actually cover from a later printing of the Holmes Basic set, where the angled banner incldues the words "With Introductory Module", except that the TSR logo in the lower left corner has been replaced with a Wizards of the Coast logo. A bit of the art on each side is clipped off, but at the top there's a bit of extra art from the top side of the box. Compare the image above with a boxed set cover image from the Acaeum:



Holmes Basic set box cover, fourth print. Source: Acaeum


I ordered and received one myself and the quality is good for what it is; i.e., a thin metal sign with the artwork printed on it. The back side is unpainted golden metal (like a cookie tin) and there's a thin lip around the back side edge, so it's not completely flat. I haven't hung mine up yet, but here are photos of the front and back of it:





The Ata-Boy store also has some other items that may be of interest, including a similar metal sign with the AD&D Players Handbook cover artwork and refrigerator magnets with the Holmes Basic set cover and the Players Handbook cover.



Saturday, August 31, 2024

Early Greyhawk Lore in the 1973 D&D Draft

 


Cover of the 1973 draft, previously posted on Playing at the World,
and now included in MODD

The Making of Original D&D: 1970-1977 (hereafter MODD) has been out for a few months now; if you haven't picked up a copy yet, find it here. You can read more about the book and find a table of contents in my previous posts, which are linked down below.

The longest section of "new" material in the book is the long-awaited The First Draft of D&D, as it is termed in MODD, which sheds light on the early development of the game, now in its 50th year. This document is alternately known as either the 1973 Draft or Guidon D&D, based on the "Forward" [sic], which Gygax signs as an editor for Guidon Games, and with a date of 1 July 1973, months before the November date of the revised Forward in the published rules.

Beyond the rules themselves, the draft also contains some "lore" (as the kids call it) from Gygax's early Greyhawk campaign, which is the subject of this post. These tidbits provide some insight as to what had already rapidly developed in the campaign in the months since February of 1973, when Arneson first ran his game for Gygax and Kuntz.

The list sticks to direct mentions of the Greyhawk campaign, and includes page numbers from the draft itself and MODD for reference. The notes include whether the made it into the published rulebook in revised form, but some of it did not.

THE LAND OF THE GREAT KINGDOM

On page ii of the draft (page 87 of MODD), in the "Forward" [sic], Gygax writes:

"From the map of the "land" of the Great Kingdom" and its environs, Dave [Arneson], Dave located the wierd [sic] enclave of "Blackmoor", just below the terrible "Egg of Coot".

This material made it into the published book in slightly revised and expanded form, reading:

"From the map of the "land" of the "Great Kingdom" and environs -- the territory of the C & C Society -- Dave located a nice bog wherein to nest the wierd [sic] enclave of "Blackmoor", a spot between the '''Great Kingdom" and the fearsome "Egg of Coot".

This text refers to the "Great Kindgom" map(s) that I've written about previously. The description of Blackmoor's location was changed as published, but remains accurate as it is both "below" (south) the Egg of Coot, and also between it and the Great Kingdom.

In 1977, the published version was also included in Holmes Basic with slight revisions, as "Foreword from the Original Edition".

NON-REAL PLAYERS

On page 11 of the draft (page 101 of MODD), in the section "NON-REAL PLAYERS" (an unintentionally hilarious term which later became "NON-PLAYER CHARACTERS"):

"In the "Greyhawk Castle" campaign most players have 1-4 men (or elves or dwarves) and quite a few have orcs, ogres, etc". The monster-types, however, with the exception of orcs, cannot serve in the underworld, but they will man castles or lurk in dungeons built under players' own stronghold".

Many years later, Gygax recalled the use of orcs in theses early games, particularly by Rob Kuntz's character Robilar, in an Up On a Soapbox column called "The First Orc Hero" in Dragon (Oct 2003); see this thread.

This material was removed from this section in Vol 1 as published, although Vol 3 has a section titled "Men-At-Arms" that indicates that Chaotic characters may employ Orcs and provides costs for such. No specific reference to the Greyhawk campaign remains, however.

EXAMPLE OF A MULTI-LEVEL DUNGEON

On page 32 of the 1973 draft (page 126 of MODD), in the section on the "UNDERWORLD", subsection "Levels", Gygax provides an example of a dungeon by describing his own creation:

"Consider "Greyhawk Castle" for example: It has over ten levels down (as it is still being played exact information cannot be given), and on some levels are items like an underground lake, a bowling alley for 30' giants, and enormous caverns filled with weirdly shaped and colored fungi"

This text, in expanded form, made it into the published version, Vol 3, page 4, section the "UNDERWORLD":

""Greyhawk Castle", for example, has over a dozen levels in succession downwards, more than that number branching from these, and not less than two new levels under construction at any given time. These levels contain such things as a museum from another age, an underground lake, a series of caverns filled with giant fungi, a bowling alley for 20' high Giants, an arena of evil, crypts, and so on."

Thus, from 1973 to 1974, the descripton of the dungeon grew: 10 levels becomes 12, and the three named features become six. The bowling giants are changed from 30 feet to 20, possibly to match the tallest Giants in Vol 2, and the fungi in the caverns change from "weirdly shaped and colored" to "giant".

The three added features ("museum of another age", the "arena of evil", and "crypts") were possibly either created or discovered by players, and thus revealable, after the time of the 1973 draft. Note that the original text expressly states Gary's concern with revealing secrets to the players of an ongoing campaign.

EXAMPLE OF A CAMPAIGN WORLD

On page 34 of draft, in the section "UPPER WORLD", Gygax describes part of his campaign world:

"In the Greyhawk game the world is somewhat like the real one, and players who are incautious can get transported thousands of miles away. Then, adventuring across a parallel world's India they might meet living gods with eight arms, learn the "rope trick", how to walk over beds of glowing coals, and so on. The mythology of each land can supply the referee with a basis for their surroundings."

Gygax's use of Earth for portions of his campaign suggests why Gods, Demigods & Heroes (1976), and then Deities & Demigods (1980), leaned so heavily into real world mythology. This text also reveals the origin of the spell Rope Trick, which was introduced in the Greyhawk supplement (1975).

This text disappeared completely from the published book, but in 1975 in Alarums & Excursions #15, Gygax made a similar reveal with respect to Greyhawk:

"The game world is a parallel earth, but the continents are somewhat different. Most of our campaign activity takes place on what corresponds to North America, on the eastern half of the continent. The "Blackmoor" lands lie far up on the northeast coast. "Greyhawk" is in the central portion. There are a few other independently run campaigns located on this map. There are also some other dungeons related to the "Greyhawk" campaign located at some distance from the free city of Greyhawk. Players in our campaign may freely play in "Blackmoor", but to get there they must adventure cross country. With one or two other campaigns, we do not allow any cross-campaign play other than this, for these is too great a disparity of DMing. The territory within 500 or so miles of our main dungeon is mapped out at 5 miles to the hex. Territory within 50 miles of Greyhawk city is mapped more closely, and monster locations are indicated. The entire world is mapped out in rough form, with notes regarding typical encounters in given areas as well as particular special places, for hardy souls who wish to go forth to seek their fortunes."

This also shows that the existence of Arneson's Blackmoor in the Great Kingdom/Greyhawk, mentioned in the "Forward" (see above) was still in effect in Gygax's campaign world in 1975.

* * * * 

In summary, these references to Greyhawk in the first draft show that by July of 1973, the Greyhawk campaign had a central dungeon with over ten levels and a variety of unusual features, characters commonly employing multiple henchmen/hirelings including orcs and other monsters, and a campaign world leaning heavily on the real world for details of the broader world.

See also these earlier posts:

"The Making of Original D&D: 1970-1977": Out Today! 

"The Making of Original D&D: 1970-1977": Table of Contents

"The Making of Original D&D: 1970-1977": What Might the Precursors Be?

"How Dungeons & Dragons Started" (video about the book)

"The Making of Original D&D: 1970-1977": Everything we know about this upcoming WOTC book

Playing at the World revised edition out in July



Thursday, August 22, 2024

FIGHT ON fanzine returns with an issue dedicated to J. Eric Holmes!


 

The long dormant OSR zine Fight On! has returned from the crypt with a new issue, #15, dedicated to none other than J. Eric Holmes...! 

Find it on DrivethruRPG (currently PDF only; print is coming) or on Lulu (print or PDF).

For this issue I contributed an article, titled "Ten Ways to Holmesify Your Game", which goes over ten different rules or themes you can use to make your D&D game more "Holmesian". It is accompanied by an illustration by Cameron Hawkey of adventurers tangling with a purple worm.

Other Holmesian content in this issue includes:

  • "Holmes Town Heroes" by Tony Rowe (with whom I co-authored an chapter about Holmes in the recent book Fifty Years of D&D), which provides D&D character write-ups for Boinger, Zereth and Murray the Mage from Holmes' stories.
  • "Bringing it All Back Holmes": Holmes Basic origin stories from Aron Clark (author of the Holmes & Clark RPG), Grodog and Calithena.
  • "Distributary of Darkness" by Alex Zisch expands an area of the Sample Dungeon.
  • Two original dungeon maps by J. Eric Holmes that relate to the Maze of Peril (these can also be found in Things Better Left Alone).
  • A page of art by Chris Holmes

Plus loads of other content, including a continuation of the long-running Darkness Beneath megadungeon!

All of the Back issues of Fight On are also available, either individually or in compilations (see the links above).

Sunday, July 28, 2024

Reminder: The first volume of the revised Playing at the World is out in two days!

 


As a reminder, in just two days (July 30th), the first volume of the revised edition of Jon Peterson's Playing at the World, subtitled The Invention of Dungeons & Dragons, arrives from MIT Press with an amazing cover by legendary TSR artist Erol OtusPer the publisher info, this volume "distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D&D". 

You can find it here on Amazon, currently priced at $27.85, and with a pre-order price guarantee:

Playing at the World, 2nd Edition, Volume 1: The Invention of D&D

It will be followed next year (April 8th) by Volume 2: The Three Pillars of Role-Playing Games, which is "a deeper dive into the history of the setting, system, and character of D&D", and appears to correspond to chapters 2-4 of the original edition, which were: 2: Setting - The Medieval Fantasy Genre; 3: System - The Rules of the Game; and 4: Character - Roles and Immersion. 

The pre-order page for Volume 2 can be found here:

Playing at the World, 2nd Edition, Volume 2: The Three Pillars of Role-Playing Games

See also my earlier post about the release here, and see the Erol Otus art without the text here