Another excellent example is Chris Landsea's "Taking the Sting Out of Poison," which appeared in issue #81 (January 1984). At the start of his article, Landsea notes that his piece is, after a fashion, a response to two previous articles on poison that appeared in earlier issues of Dragon. The first is Charles Sagui's "Poison: From AA to XX" from issue #32 (December 1979) and the second is Larry DiTillio's "Poison: The Toxins of Cerilon" from issue #50 (March 1982). Landsea praises both articles for certain aspects of their treatment of poisons but he also has criticisms that he hopes to address in his own discussion of the topic.
The article is a long one – about ten pages, though not all the pages are full ones. Even so, it's an extensive examination of many aspects of poisons and poison use in AD&D, intended to be the definitive guide. In that respect, there's little question that the article does its job, albeit with a great deal more detail than I would care about today. There's nevertheless something strangely admirable about Landsea's thoroughness. He covers all the bases, from the different types of poisons (ingestive, insinuative, contact, poison gas, monster venom) to their relative strengths, how easy they are to detect, how long before they take effect, not to mention much more obvious matters like damage dealt on a successful or failed save. Landsea has probably thought more about poisons in AD&D than anyone else ever has and it shows.
Whether this is good or bad is, of course, a matter of personal preference. At the time "Taking the Sting Out of Poison" was released in early 1984, I was keen on it, if not necessarily enthusiastic. Like a lot of things, such as material components, I was very much in favor of these kinds of hyper-specific, hype-detailed rules additions – in principle. They appealed to my youthful sense of order and the desire to have an answer to any rules question that might come up in play. But did I ever use them in play? I don't think so. If I did, I can't recall it, which tells you everything you need to know about the utility of this kind of article.
As another old grognard it's worth remembering that a lot of these rules weren't actually meant to be used as much as they sneakily taught us kids about topics. DMs and GMs used articles like this for inspiration, or would be inspired to actually pay attention in chemistry and biology.
ReplyDeleteThe Horrible Histories of its day!
DeleteI'm 100% skeptical these articles were written to "teach kids". Besides lack of any evidence for that, a large (well over majority?) of Dragon readers were adults.
DeleteI tended to get turned off by long technical articles for D&D as they didn't reflect the way we played, in that we were gamers rather than simulationists. MERP and RM were full of that sort of thing too (with the addition of herbs) and that was equally off-putting.
ReplyDeleteI did and do still find the treatment of poison in D&D dull an unmagical. Save or die mechanism is fine, but I feel that often it's too quick, there's no obvious non-magical antidote and other than the magnificently crazy BX tarantella venom there's not much in the way of withering, boils, or other debilitating effects. The tools for all of those lie in the monster section of Moldvay Basic and some parts of Cook-Marsh Expert but I've never seen somebody develop it into a written system.
I'd love a good revisiting of poisons for RPGs. Many real life poisons don't function on the time scale of an RPG melee (at least once we get away from one minute rounds) but that isn't reflected in how combat works, or even really noted with traps.
DeleteAnd sure, mechanizing the other effects of poisons would help.
And on the flip side, what you can do to help someone affected by a poison.
I always took it as "if you wanted to gamify something, this is how you could do it."
ReplyDeleteI don't have access to the article, so I can't tell. But based on the title, I wonder if part of this was also moderating the impact of poison. In those days, poison was an all or nothing affair. You either save or die. Might this have been, like energy drain in the olden days, an attempt to make poison a little less instant kill?
ReplyDeleteTo some extent, yes, although the AD&D Dungeon Masters Guide already started down that path before it, with all its distinctions between types of poison and their characteristics. Landsea is following this line of development.
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