Thursday, May 29, 2008
Medic!
Like many things from the prehistory of roleplaying, the answer to this question is murky, but the most consistent explanation and the one offered by Mike "Old Geezer" Mornard, who enjoys the possibly unique distinction having played in the campaigns of Dave Arneson, Gary Gygax, and M.A.R. Barker. According to Mornard, Dave Arneson created the cleric class, modeling him on Abraham van Helsing as portrayed by Peter Cushing's portrayal of the vampire hunter in the Hammer Films series. According to this version, the cleric was intended as a foil to a vampire player character in Arneson's campaign, Sir Fang by name, meaning that the class was first and foremost conceived as a fighter of the undead, a role it has retained throughout every edition, including 4e.
As presented in OD&D, a cleric can heal. However, of the 26 clerical spells offered in the little brown books, only two -- cure light wounds and cure serious wounds -- are direct healing spells. Supplement I expands the total number of clerical spells to 46, but adds no more healing spells. There were, of course, "restorative" spells of various sorts, such as remove curse (which the cleric shared with the magic-user) and cure disease, as well as neutralize poison and raise dead. Nevertheless, the bulk of the cleric's spell selection in OD&D is made up of what might best be called "utility" spells -- light (again, shared with the MU), find traps, locate object, speak with plants, create food, word of recall, control weather, and so on.
AD&D expands the spell list for clerics yet again. There are 76 cleric spells in First Edition. Of these, there are only two new direct healing spells -- cure critical wounds and heal. The majority of the new spells are additional utility spells, particularly abjurations and divinations. Second Edition follows First quite closely in most respects, but the addition of specialty priests (of which the traditional mace-wielding cleric is but one possible example) actually made it possible to play a "cleric" who couldn't heal at all. Third Edition adds many, many more spells to the cleric's repertoire, including some new direct healing spells to fill in gaps in the progression (cure moderate wounds, for example), but, again, the vast majority of a cleric's spells are utility spells. Moreover, 3e seems to have gone out of its way to ensure there were also direct damage-dealing options available to clerics, a category that was largely non-existent in previous editions. Of course, 3e also added the spontaneous casting of healing spells, which allowed a cleric to freely convert any spell into a healing spell of the same level. Thus, if any edition formally turned the cleric into the "medic," it was 3e, but, even there, the charge is weak. (As an aside, in OD&D, evil clerics -- called "anti-clerics" -- could not heal at all and cast damage-dealing spells instead)
The identification of the cleric with "healer" is a classic example of how game rules sometimes take on a life of their own through play. Because the cleric was initially the only character class who could heal at all, that ability soon became its singular distinction. OD&D describes clerics in terms that suggest it was intended to be a "hybrid" between the fighting man and the magic-user. Likewise, AD&D -- and Gygax himself -- makes a connection between clerics and the medieval orders of religious knighthood, like the Templars. Thus, they were intended to be religious militants: crusaders who went toe to toe with their enemies rather than standing in the back and healing, to borrow a MMO turn of phrase. Part of the problem is that, in AD&D, the paladin usurped that role (OD&D's paladin is a slightly different class -- it's not a spellcaster, for one), leaving the cleric holding the medkit. The other issue is that, except during the 2e era, D&D has never provided examples of non-clerical "priests," which is to say, religious leaders who tended to the needs of the faithful. That made it hard to make a distinction between adventuring clerics who bashed skulls for their gods and the parish priests who hung around Hommlet preaching and giving alms.
Unfortunately, the D&D cleric is an incoherent mess -- half what its creators intended it to be and half what players expect it to be. I can't in good conscience recommend ditching either half, because the tension between the two is part of what makes the cleric what it is. On the other hand, I'm completely sympathetic to the notion that the cleric is in need of something; I'm just not sure what that is. In any pulp fantasy game I write, I'd be inclined to ditch the cleric entirely or subsume most of his abilities into an expanded magic-user class. That seems truer to the source material. But if I were doing anything that had to be recognizable as "D&D," I don't quite know what I'd do. Moreso than any other class, the cleric has issues that aren't easily resolvable and pretty much any proposed solution is sure to tick someone off.
Thursday, November 13, 2025
Retrospective: The Complete Priest's Handbook
When the second edition of Advanced Dungeons & Dragons appeared in 1989, one of its implicit goals was to make the game’s classes more flexible and setting-driven. Nowhere was this more apparent than in the treatment of clerics. First Edition AD&D more or less followed the template laid down by OD&D, where the cleric was an odd hybrid of Templar, exorcist, and battlefield medic. This was a pragmatic invention designed to plug holes in early play (someone had to turn undead and heal wounds). The cleric class was thus foundational to the game, but rarely inspiring. If my experience is anything to go by, few players aspired to be a cleric and would only acquiesce to doing so because the party needed healing.
The Complete Priest’s Handbook, published in 1990, represents TSR’s most serious attempt to rethink the cleric, building on what had already been established in the 2e Player's Handbook. Written by Aaron Allston, it stands as one of the most conceptually ambitious entries in the “Complete” series, as well as one I really liked at the time of its release. The supplement's title is significant. Second Edition, you may recall, replaced the term "cleric" with "priest" as the name of the broad class category. “Cleric” became only one example within that category – a type of priest, much as the druid was another. This terminological shift heralded a new approach to divine spellcasters. Where 1e’s cleric was monolithic, 2e’s priest was varied. There could be hundreds of priestly archetypes, each distinct to its faith and overall ethos. Allston’s book took that conceptual flexibility and attempted to make it practical.
At the heart of The Complete Priest’s Handbook lies 2e’s concept of specialty priests as a flexible framework for portraying the servants of specific gods or cosmic powers. Rather than treating every priest as a lightly re-skinned version of the same armored miracle-worker, Allston provided Dungeon Masters with clear guidelines for customizing spell access, weapons, armor, granted powers, and restrictions to reflect each deity’s nature. A priest of a war god might wield swords and command battle magic, while one devoted to a god of secrets could be forbidden to fight openly but gifted with divinations and hidden knowledge. The idea had its roots in Dragonlance Adventures (1987) and the 2e Player’s Handbook, of course, but Allston expanded and refined it in meaningful ways. He demonstrated that the faiths of a campaign world should shape the rules of divine magic, not the other way around.
Much of the supplement reads less like a player’s guide than a campaign design manual. Allston encouraged DMs to think about pantheons, from who the gods are, what their worshippers are like, and how their clergy interact with worldly institutions. He presented religions as social, political, and metaphysical forces, not merely sources of spells. From here, he moves on to designing priesthoods, walking the reader through the process of defining a faith’s beliefs, organization, duties, and other details, with each choice shaping both flavor and play. Allston even made space for philosophical or non-theistic priests, who draw power from devotion to an ideal or cosmic principle. That idea was barely hinted at previously, but, in this supplement, it's offered as an unambiguous possibility (one that I embraced wholeheartedly in my Emaindor campaign from high school).
In many ways, The Complete Priest’s Handbook was TSR’s first real attempt to treat religion as a serious worldbuilding concern rather than an afterthought. The gods and their faiths were no longer just color for the background; they became engines of conflict, patronage, and adventure. The priest was not simply a healer or support character but a representative of a larger belief structure and institution. One can argue that this was always true in AD&D and perhaps it was, but, for many of us, it took books like this to make us think seriously about what that actually meant in play.
Like all entries in the “Complete” line, The Complete Priest’s Handbook included a selection of kits, optional templates meant to add flavor and specialization. Ironically, I never found most of them especially interesting. Too many represented vague social roles, like the Nobleman Priest, the Peasant Priest, and so on, rather than more distinctive archetypes like the Crusader or the Missionary. Arguably, 2e priests didn’t need kits at all. Between their spheres of magic and granted powers, the class already had plenty of built-in flexibility. However, compared to what other classes received in their "Complete" books, this section felt oddly underbaked.
What truly stands out, though, is how The Complete Priest’s Handbook reflects a broader shift in TSR’s design philosophy. Second Edition was increasingly interested in building distinct, coherent settings for AD&D. One could reasonably argue this was motivated by a desire to sell more products, but, even so, it had an intriguing creative side effect: it pushed the rules toward flexibility and world-specific interpretation. Instead of assuming a single “cleric” archetype for every world, 2e encouraged Dungeon Masters to make each campaign’s religions – and thus its priests – unique.
Of course, the book is not without its flaws. Balancing specialty priests was left largely to the DM’s discretion and the examples varied widely in quality. Allston’s approach assumed a polytheistic setting where divine diversity was the norm, leaving monotheistic or dualistic campaigns to do some extra work. Yet, these are minor quibbles compared to the book’s larger accomplishment. The Complete Priest’s Handbook encouraged DMs to shape faith to fit their worlds and, just as importantly, to let their worlds shape faith in return. For a game as rule-bound as AD&D sometimes was, that felt genuinely liberating.
Thursday, April 11, 2024
The True Birth of Roleplaying
Though I was not an avid reader of comic books when I was a kid, I did read them – mostly Star Wars, Micronauts, and the occasional Doctor Strange issue. Nearly as much as the comics themselves, I loved looking at the advertisements. I could (and probably should) write several posts about all the weird and wonderful stuff that was being hawked on the pages of comics in the 1970s, but the one that, to this day, still sticks in my brain, is the one to the right, offering 100 toy soldiers for a mere $1.75.
I never took the plunge and bought this. As alluring as it was, I had the sneaking suspicion that it was too good to be true. Plus, I already owned a very large number of toy soldiers – or "army men," as my friends and I typically called them – so there was no immediate need for more of them. My soldiers were all molded from camo green plastic and, from the look of them, were modeled on World War II era US troops. There came in a dozen or so different poses, including a medic, a sniper, a mine detector, and one aiming a bazooka. One of my friends had a collection of German soldiers molded in gray plastic, along with the Navarone play set that we all envied.
One of the main ways my friends and I would play with our army men was by finding a large, open space, whether outside or inside, and then arranging our toy soldiers in various positions. Many of them we'd place right out in the open, but some of them we'd secure behind "protection" of one sort or another, such as rocks, potted plants, or even other toys, like appropriately scaled military vehicles (jeeps, tanks, etc.). After we'd done this, we'd then take turns shooting rubber bands at one another's battle lines, with the goal of "killing," which is to say, knocking over as many of one another's soldiers as possible. We'd keep doing this until only one person had any army men still standing. He'd then be declared the winner of this "battle." Sometimes, we'd have longer "wars," consisting of multiple rounds of battles, the winner being determined by which army won the most battles.
This was simple, childish entertainment, but we had a lot of fun doing it. I can't quite recall when we first started using our army men in this way. We were probably fairly young, because I cannot remember using them any other way. Consequently, the rules of rubber band warfare slowly evolved over the years, as a result of adjudicating disputes and edge cases, such as what constituted being "killed" for soldiers, like the sniper, who was already lying horizontally or indeed just how horizontal a soldier had to be in order to qualify as "dead." In my experience, both as a former child and as a parent, these kinds of negotiated "house rules" are quite common, a natural outgrowth of the fact that no set of rules, no matter how extensive, is ever going to cover every circumstance. Kids intuitively understand this and act accordingly.
Another natural evolution was identifying with and even naming particular army men who'd survived multiple rubber band attacks and somehow, against the odds, continued to stand. I recall one soldier, who had a Tommy Gun and a grenade, who, for a time, seemed unbeatable. A combination of good luck and good positioning made him seemingly invincible. He belonged to a friend's army and, after the friend had one the battle in which the soldier had participated, he acquired a name: Sergeant Phil Garner, named after the mustachioed second basemen of the Oakland Athletics – don't ask me why. Sgt. Garner set a precedent and soon we were all naming and creating stories about the army men who survived or otherwise distinguished themselves in our rubber band wars.
I've always found it interesting that, when trying to describe roleplaying to those unfamiliar with the hobby, game designers will often analogize it with Cops and Robbers or improvisational theater – not because the analogies are necessarily wrong but because RPGs, as we know them today, grew out of miniatures wargaming. It's not for nothing that OD&D's subtitle is "Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures." Though I was never, strictly speaking a wargamer of any variety, I cannot help but think that my early experiences fighting wars with army men and rubber bands served as an unintentionally excellent propaedeutic for roleplaying. I doubt my friends and I were unique in this regard.
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| Thank you for your service. |
Tuesday, December 23, 2008
The Implicit Christianity of Early Gaming
Granted, the cleric owes the better part of its existence to Hammer horror films, but, if you read OD&D, you can see that the class quickly evolved beyond its origins as a mere vampire hunter-cum-medic. The influence of historical medieval wargaming on the game shouldn't be overlooked. Everyone remembers Chainmail because of its Fantasy Supplement, but Jeff Perren and Gary Gygax didn't write these rules in order to facilitate miniatures battles between dragons and elves but instead to recreate the warfare and technology of the European Middle Ages. Gygax, by his own account, was very keen on medieval history, at least on the military side of things (no doubt the source of his pole arm-philia). Given this, is it any wonder that the armored, mace-wielding cleric bears a strong resemblance to the religious knights of the Crusades?
If you read OD&D carefully, you soon notice that a lot of the paraphernalia associated with clerics has Christian origins. The equipment list, for example, includes wooden and silver crosses, not the "holy symbols" of AD&D and later editions (Interestingly, there are no crucifixes, which I think is significant). The cleric's level titles include a number of specifically Christian terms (vicar, curate, and bishop). The illustrations of clerics in OD&D -- and even early AD&D -- always show them dressed in obviously Christian priestly garb. And of course many of the cleric's spells draw on Christian (and Jewish) religious writings and folklore. Indeed, the cleric's focus on defense and protection spells is, I think, more evidence of the Christian origins of the class. What's even more telling is the fact, even as late as Eldritch Wizardry, there are few (if any) explicit references to gods in OD&D. There's much talk of demons, devils,and, tellingly, saints, but gods aren't much talked about until Supplement IV's release in 1976.
I once asked Gary Gygax directly about the question of why this was so and he explained that he felt it unseemly to include anything too explicitly Christian in a mere game, even if he assumed a kind of quasi-Christian or crypto-Christian underpinning for the whole thing. This is also why his demons and devils used somewhat obscure names rather than very familiar ones. All the old school love for statting up Satan/Lucifer was something Gary didn't feel was proper. It's the same reason why, even in late AD&D, we get planetars, solars, and devas but never "angels." Interestingly, the original Blackmoor campaign, as I understand it, had a Church, complete with a hierarchy, but no named gods. Again -- and someone can correct me if I'm mistaken on this -- there's an assumption of a quasi-Christianity lurking in the background.
Reading Chivalry & Sorcery as I have been, there's a bit more explicit assumption of Christianity there, but it's still stated in a somewhat circuitous fashion -- an oddity given the great detail given to things like ecclesiastical structures, beliefs, relics, and so on, not to mention the lengthy bestiaries of demons (including Lucifer himself). In the case of C&S, the impression I get is that its authors simply assumed that their readers wanted their games to include lots of quasi-Christianity, since it was more "realistic" than the henotheism of most fantasy RPGs. I know that, in my early days of gaming, my friends and I all tacitly assumed that clerics were Christian priests -- heck, I thought monks were as well -- and that, somewhere, behind all the monsters and magic, the Lord of Hosts was lurking.
We never really talked about this assumption or dealt with it in any direct way, but we neither did we question it. It was an odd kind of Christ-less Christianity, more concerned with laying the smackdown on evil than with turning the other cheek or taking up one's cross, except in the most vague of senses. The paladin was an unambiguously Christian knight for us and indeed Lawful Goodness we associated with this unspoken religion that had bishops and cathedrals and holy water and everything else a young boy saw as being "essential" to medieval Christendom.
As time went on and our sense of D&D changed, this implicit Christianity became less important, but it never fully faded away, because it just seemed to us that there was just no other way to look at the cleric and the paladin except in the context of quasi-Christianity. Nowadays, I'm probably too immersed in swords-and-sorcery to fall into this perspective again, but I am now more firmly convinced than ever that early gaming, far from being "pagan," was in fact shot through with Christian belief, practice, and lore. It was always a kind of "fairytale Christianity" broadly consonant with American generic Protestantism rather than anything more muscular, but it was there and it's never really died, even if all the post-1e editions of D&D have tried to varying degrees to remove all evidence of it. I find it fascinating to remember this, if only because, as I spin off in flights of pulp fantasy fancy, it's good to be reminded that D&D owes its origins to more than just that style of fantasy and is in fact a goulash of unspoken and contradictory inspirations.
