Showing posts with label druid. Show all posts
Showing posts with label druid. Show all posts

Tuesday, November 18, 2025

REPOST: The Articles of Dragon: "Clerics Live by Other Rules"

Over the years, I've given the thief a lot of flak, but it's actually the cleric who fits in least well with the literary origins of D&D. The cleric looks not to pulp fantasies for its inspiration but to medieval Catholicism by way of Hammer horror films and, while I have a great fondness for the class, there's no question that it isn't a perfect fit for the world D&D implicitly describes. I'm not alone in thinking this, which is why the cleric is probably the class that gets reinvented the most (though the thief might be a close second).

Every edition of D&D has put its own stamp on the cleric, in the process rendering the class more incoherent than it was to start. Gary Gygax contributed further to this mess in his article "Clerics Live by Other Rules," which appeared in issue #92 (December 1984) of Dragon. To be fair, Gary's article is actually pretty good, but it laid the seeds for much mischief later. His intention was to suggest that individual referees, for the purposes of fleshing out their campaign settings, could change the rules under which clerics (and, by extension, druids) operate, either restricting their opportunities or expanding them (or, preferably, both).

In the article, Gygax gives an example of a sect worshiping the woodland deity Ehlonna, from his Greyhawk campaign setting. Owing to tragic events in the past, this sect operates differently than others of its kind, having a unique selection of spells, armor, and weapons, in addition to having certain ritual taboos placed upon them. Thus, for example, they're not allowed to use fire-based spells of any kind, but clerics, after proving themselves – gaining levels – can wield broadswords and druids can wear elfin chain.

Normally, I loathe this kind of stuff, in large part because I think it contributes further to the dilution of what the cleric class is – and it's already pretty diluted as it is. What makes Gygax's approach work, though, is that a) it's solidly grounded in the setting and b) he's limiting these changes to a particular sect, not establishing it as a baseline. That's how I think things like this ought to be done. Unfortunately, players (and later designers) didn't care for these nuances, instead using them as a template for "fixing" the cleric class. This led, in my opinion, to a variety of changes over the years that have rendered the cleric one of the least coherent classes, both mechanically and as an archetype. But I'm pretty sure I'm in the minority in feeling this way.

Interestingly, Gygax himself warns against taking what he wrote in this article as an official, universal change. In his concluding paragraph, he says some very sensible things:
Now when you hear someone, DM or player, mentioning something about "unknown" cleric spells or similar difficulties, don't panic. It could well be a cleverly planned campaign where difference and the unexpected are desirable -- and who can fault that?! Perhaps you might wish to try it in your own campaign, too. A cautionary word is necessary, however, for there is a problem with such variations. Unless the full and complete details of the differences are known to other DMs, they might well not wish to have clerics or druids of such nature participating in their games. This is their right, and skepticism on their part is justified. Players of these clerics and druids must be forewarned that such characters might be "one-campaign-only" adventurers who are not welcome elsewhere
It's good advice, but it's also, I think, advice rooted in an older style of play that was already on its way to dying out by the time this article was published. Campaign hopping of the sort Gary envisions was already rare in the early '80s when I was most deeply immersed in the hobby and I have a hard time imagining that it was any more widespread on the cusp of 1985. Ironically, the advent of the Net and online play make well lead to a resurgence of the Old Ways in this regard, in which case Gary's advice might well prove useful again.

Thursday, August 22, 2024

Level Titles: Druids, Rangers, and Bards

The druid class first appeared in Supplement III to OD&D, Eldritch Wizardry (1976). Though the supplement gives Gary Gygax and Brian Blume the byline, the class was actually the creation of Dennis Sustare, who's credited with a special thanks (and dubbed "The Great Druid"). Here's the original list of druid level titles:

The level titles of the druid found in the AD&D Players Handbook (1978) is nearly identical, except that Gygax has inserted a new title, "ovate," between "aspirant" and "initiate of the 1st circle." Its inclusion is interesting, because of its connection to British neo-druidism, where "ovate" is a type of prophet or seer. I suppose it's a good thing that the term and its connections are sufficiently obscure or else critics of the game might have had more "support" for their bad arguments against it.

The ranger class originates in volume 1, number 2 of The Strategic Review (Spring 1975) in an article written by Joe Fischer. Presented as a sub-class of fighting men akin to the paladin (which appeared in the Greyhawk supplement earlier the same year), this OD&D version of the ranger has the following level titles:

The ranger reappears in the AD&D Players Handbook. Its level titles are almost identical to those from The Strategic Review. However, a few of the titles have been transferred to different levels and the original 9th-level title (ranger-knight) has been pushed back to level 10, in order to make room for the title of "ranger." 

Like the ranger, the bard class first appeared in the pages of The Strategic Review, specifically volume 2, issue 1 (February 1976). Written by Doug Schwegman, the article presents bards as jacks-of-all-trades based on ideas drawn from the Celtic bard, the Nordic skald, and the southern European minstrel. As originally presented, the bard has the following level titles:
The level titles of the AD&D version of the bard differ from the OD&D version in only one small way. The OD&D title of "lore master" is changed – bizarrely, in my opinion – to "lorist," a coinage for which I can find very little evidence in any of the dictionaries to which I have access. Regardless, I find it notable that Gary Gygax, in translating Schwegman's bard to AD&D, retained nearly all the level titles while changing the overall nature of it
Druids explicitly and bards implicitly all belong to an organization that governs their advancement. In the case of druids, this advancement is similar to that of monks in being adjudicated through a trial by combat. I find details of this very fascinating for what they suggest about the "world" of Dungeons & Dragons and how the various character classes fit into it. Perhaps this is a topic worthy of a later post or two.

Tuesday, April 16, 2024

Polyhedron: Issue #22

Issue #22 of Polyhedron (March 1985) features an interesting piece of artwork by Joseph Pillsbury. I say "interesting" not solely for the subject matter of the piece – a downed spacecraft – but because Pillsbury is an artist I mostly remember for his humorous comics in the "Dragon Mirth" section of Dragon. I can't recall his having done any "serious" artwork before, but it's always possible I've overlooked his wider contributions to the hobby.

Penny Petticord's "News from HQ" has two items worthy of note. The first is an announcement that Polyhedron is actively seeking submissions from readers. Petticord states that "only a few members" have thus far been making submissions and she'd like to change that. I wish I'd paid more attention to this at the time, because I made several submissions to Dragon while I was in high school and all were rejected. I might have had a better shot with Polyhedron, given the dearth of submissions. Secondly, Petticord warns readers that the next issue will a "special April Fool" issue, so "don't believe anything you read" in its pages. Fair enough!

This issue also features a large letters page, with multiple letters written in response to Roger E. Moore's "Women in Role Playing" essay from issue #20, While not all of the letters were critical, many of them were, largely because the readers felt that Moore had "belittled" or otherwise failed to understand female gamers. Though Moore apologizes for any unintended offense, he nevertheless stands by what he wrote, noting that it's an important topic in need of more frank discussion. Some things never change, I guess. 

Gary Gygax returns to this issue, writing yet again about marlgoyles and their reproduction. He provides AD&D stats for every stage of the creature's growth from hatchling to mature. It's baffling to me, but it's definitely in keeping the naturalism that's a hallmark of his worldbuilding. He also provides stats for a "monster" that was somehow left out of Monster Manual II – amazons. Amazons, in Gygax's vision, are a female-dominated society of barbarians, with menfolk in secondary or support roles. Beyond that, he doesn't have much more to say about them, which I found a little disappointing, because they're a great fantasy concept worthy of inclusion in D&D.

Frank Mentzer's "Spelling Bee" focuses on druid spells and abilities. Interestingly, Mentzer concern this time seems more focused on reining in druid abilities (like shapechange) that he thinks can be easily abused rather than on finding new and creative ways to make use of them. "The RPGA Network Tournament Ranking System" article is not especially interesting in itself, at least to me. However, the accompanying ranked list of RPGA judges and players is. Gary Gygax, for example, is the only Level 10 Judge, just as Frank Mentzer is the only Level 9. There are no Level 8 or 7 Judges and only one Level 6 (Bob Blake). The names on both lists include quite a number of people who either were at the time or would later be associated with TSR or the wider RPG world. It's a fascinating window on a particular time in both the hobby and the industry.

"In the Black Hours" is an AD&D adventure for levels 6–9 by David Cook. The scenario is unusual in a couple of ways, starting with its lengthy backstory about a high-level mage who learned the true name of the demon lord Juiblex and, in order to protect himself, was eventually forced to imprison the demon with a magical crown. That crown has now come into the possession of a merchant who wishes to protect it from would-be thieves (employed by Juiblex's demonic underlings who wish to free him). The characters are hired by the crown's present owner to protect it over the course of the night when he believes the thieves will make their attempt. There's a lot going on here and the basic structure of the adventure – mounting a defense against waves of attackers – seems well suited to a tournament set-up. If anyone ever played this scenario (or one like it), I'd be very curious to hear how it went.

"Away with Words" by Frank Mentzer is a 26-word multiple choice quiz that challenges the reader's knowledge of High Gygaxian words. It's a fun enough little diversion, though less hard now, thanks to the ubiquity of online dictionaries. "Unofficial New Spells for Clerics" by Jon Pickens does exactly what it says: offers a dozen new spells for use by clerics. Most of these spells are connected in some way to existing magic items, like the staff of striking or necklace of adaptation, filling in gaps in the spell list that, logically, should exist. While that certainly makes sense, it's also boring and exactly the kind of magic-as-technology approach that I've come to feel kills any sense of wonder in a fantasy setting.

"Dispel Confusion" continues to narrow its scope. This issue we're treated only to questions pertaining to D&D, AD&D, and Star Frontiers. Most of them are the usual collection of nitpicks and niggling details. However, one stood out as noteworthy (and indeed unexpected):

I have to admit that this answer surprised me – not because I didn't already know what it would say, but because I didn't imagine I'd ever read such a thing in a TSR periodical. In the past, these magazines tended to advance a very strong "by the book" line when it came to the rules, as evidenced by the fact that there's an official column for questions and answers. I can't help but wonder if perhaps this represented a change in thinking during the final years of Gygax's time at the company (he'd leave for good October 1986 – about a year and a half into the future).

"Of Great Ships and Captains" by Roger E. Moore is the second part of his "big ships" article for Star Frontiers. Unlike part one from the previous issue, this second part focuses on the fine details of running a campaign aboard a large starship. Moore takes a look at deckplans, crew complement, shipboard positions, and the kinds of adversaries and adventures that work in such a campaign. It's all very good stuff and, as I mentioned in my write-up of issue #21, I found it very inspirational in my younger days. The only real criticism I can muster about the article is that it does not include a set of sample deckplans for a big ship, as promised. Production delays apparently prevented their inclusion and, while Moore states they would appear in a future issue of Polyhedron, I don't believe they ever did. If I'm mistaken about this, I'd love to know.

The issue concludes with the return of "The Treasure Chest," the RPGA catalog of exclusive items that has not been seen in quite some time. The items available for sale are now mostly RPGA tournament modules that were otherwise unavailable at the time, along with some exclusive miniatures and back issues of Polyhedron. I wonder what occasioned the return of the catalog, since I can't imagine that it made enough money for that to have been a serious consideration. In any case, we're inching ever closer toward the end of my time as a subscriber to the newszine, meaning this series will likely conclude before we reach the summer months.

Tuesday, April 2, 2024

Polyhedron: Issue #20

Issue #20 of Polyhedron (November 1984) is another with which I am very familiar. Regular readers should also remember it from another post I wrote almost a year ago. The cover, by Roger Raupp, depicting the events of this issue's "Encounters" article, is a big part of the reason why it made such an impression on me as a teenager. I'll have a little more to say about it shortly.

"Notes from HQ" is a good reminder that, whatever else it may have been, Polyhedron was supposed to be the official news organ of the RPGA. Consequently, the article focuses on the most recent GenCon and the events run there on behalf of the Role Playing Game Association. While most of the information it conveys is ephemera – "Due to a computer mixup, our events didn't make it into the pre-registration brochure ..." – I nevertheless found the titles of some of the RPGA events fascinating. For example, there was "Baron of San Andreas" for Boot Hill, "Seventh Seal" for Top Secret, and "Rapture of the Deep" (or "Face of the Anemone") for Gamma World. It's all quite evocative and makes me wish I knew more about them.

Speaking of Gamma World, there's another installment of James M. Ward's "Cryptic Alliance of the Bi-Month," this time devoted to the Healers. To date, most of the entries in this series have been, in my opinion, vague on details and generally limited in utility. Some, however, get by because the cryptic alliance covered is sufficiently interesting in its own right, like, say, the Knights of Genetic Purity, Sadly, the same cannot be said of the Healers, who come across as very generic peaceniks without much in the way of adventure hooks that might convince a referee to include them. Also, like too many of the cryptic alliances in this series, the Healers' own legends include too many sly jokes and references to 20th century pop culture ("Lue of the Sky" and "Bencassy"), but then that's a common problem with the presentation of Gamma World's setting and not unique to them.

Kim Eastland's "The Proton Beam" describes a new form of weapons technology for use with Star Frontiers, along with defenses against it. I've always had conflicted feelings about the fixation sci-fi games have with an ever-expanding equipment list, so I tend to greet articles like this with some skepticism. In this case, though, I appreciate that Eastland use the introduction of the proton beam into an existing Star Frontiers campaign as an occasion for adventure. He suggests several possible ways the new weapon could debut, each of which has the potential to send the campaign in different directions. To my mind, that's how new equipment/technology ought to be handled.

James M. Ward returns with "The Druid," a two-page article describing Thorn Greenwood, a druid NPC, in some detail. This is part of an irregular series begun back in issue #17, in which Ward presents an archetypal example of an AD&D character class as an aid/inspiration to players and referees alike. Accompanying the article is another page in which RPGA members have submitted their own shorter examples of members of the class. It's an interesting idea, but I'm not convinced it's quite as useful as Ward might have intended.

"The 384th Incarnation of Bigby's Tomb" is a very high-level (15–25) AD&D tournament adventure by Frank Mentzer. Despite its title, the scenario does not seem to have anything to do with either Gary Gygax's character Bigby nor with The World of Greyhawk. The titular Bigby would seem simply to be a generic archmage, though artist Roger Raupp seems to have taken some inspiration from Gygax's actual appearance in depicting him:
The premise of the adventure is that Bigby labors under a curse that makes him unable to employ potions of longevity and thereby extend his life. Rather than die, he placed himself in suspended animation within an artifact, where he would rest until brave adventures might find him, lift the curse, and deliver to him the desired potion. The dungeon surrounding the artifact is not really a tomb, since Bigby isn't dead, but it is a deadly place filled with lots of tricks, traps, and challenges, just as you'd expect of a good tournament dungeon.

"Encounters," yet another piece by James M. Ward, features the Aquabot for Gamma World, about which I've written before, as I noted above. In my youth, I remember finding the article somewhat jarring, because, up until this point, the setting of Gamma World had never included anything like this in any of its previous supplementary material and I didn't quite know what to make of it. Years later, I'm still not sure, but there's no denying that it made an impression on me, so I suppose it achieved its purpose.

The antepenultimate section of this issue is a doozy: Roger E. Moore's three-page essay on "Women in Role Playing." The article is a very well-intentioned and reasonably thoughtful attempt to broach a number of topics relating to the entry of more women into the overwhelmingly male dominated hobby of roleplaying. While I suspect that many readers today, male or female, might detect the occasional air of condescension in Moore's prose, I think that's probably the wrong lens through which to view this piece. TSR, to its credit, was always quite keen to expand the hobby beyond its traditional male fanbase and articles like this suggest, I think, that they were at least partially successful. 

Roger Moore returns with "Now That It's Over ...," another report on the most recent GenCon (17 for those who care). Unlike "Notes from HQ," Moore's article focuses not solely on RPGA matters but on the entire con. Consequently, there's some genuinely interesting bits of historical trivia, like the performance of a dramatic reading from the first Dragonlance novel that received "a standing ovation." He also highlights all the new RPGs that appeared that year, like Paranoia, Toon, Ringworld. and Chill, not to mention TSR's own additions, like Marvel Super Heroes and The Advenures of Indiana Jones – quite the banner year for new releases!

Finally, there's "Dispel Confusion," with answers to questions about D&D, AD&D, Gamma World, Gangbusters, Star Frontiers, and Top Secret. Only the AD&D questions have any lasting importance, largely because they're questions put directly to Gary Gygax himself at the latest GenCon. One concerns the appearance of the mythical module T2, whose manuscript Gygax says is now complete, though without committing to a release date. The second monsters that are "pretty useless" and that "are never seen in the modules." Oddly, Gygax replies that "work is being done to update and improve the Fiend Folio," even though the questioner, at least as reported, did not specifically mention that book of monsters. It's well known that Gygax didn't like the Fiend Folio and many of its entries, so perhaps he simply took this question as another opportunity to vent his spleen about it.

Tuesday, August 29, 2023

Polyhedron: Issue #7

Issue # 7 of Polyhedron (August 1982) once again features a cover artist – Scott Roberts – with whom I am unfamiliar. I find this fascinating, as it suggests that the staff of the 'zine wanted to cultivate a unique look for the periodical, one that was distinct from that of Dragon, even though both were published by TSR. True or not, this trend lessened somewhat as Polyhedron's run continued, as we'll see in future posts in this series. 

The issue begins with Frank Mentzer's last(?) "Where I'm Coming From," in which he briefly recounts the founding of the RPGA and the role he and others played in that. Then, he announces that "it's time for me to move on," as he will soon be "very, very busy working with Gary." He explains that he will "essentially ... be #2 right after Gary when it comes to D&D® rules and AD&D™ games, and so forth." This is obviously a reference to his oversight of the revision of Dungeons & Dragons game, as well as his assistance in getting things like The Temple of Elemental Evil completed, both of which earned Mentzer a lasting place in the history of the hobby.

The letters page includes the following:

This letter hits home, because I remember well the first few years after I discovered D&D and other RPGs. They were most definitely obsessions for me – not to the extent that they affected my schoolwork and other responsibilities, but I certainly devoted a lot of time to playing and preparing to play them. 

"Dispel Confusion" contains a number of interesting questions and answers this issue. For example, one reader asks about the level at which a ranger casts druid and magic-user spells in AD&D. The answer is that, at the time a ranger gains access to a new type of spellcasting, he casts those spells as if he were 1st level in the appropriate class. Thus, a ranger gains druid spells at 8th level in his class but casts those spells as if he were a 1st-level druid. The same is true of magic-user spells, which a ranger gains at 9th level. I believe I already knew this, but it was fascinating to be reminded of it. Additionally, there's this question and answer:
I have no strong feelings about this matter one way or the other, but I do think the reasoning here is worthy of note. Also notable is the way that Mentzer, who provided this issue's answers, mentions that he agrees with "Gary" on this point – another example of the Cult of Gygax that was popularized in the pages of TSR periodicals.

"RPGA Interview with Mike Carr" is exactly what you'd expect: an extensive interview with Mike Carr, who was at this point Executive Vice President of TSR's Manufacturing Division. From my perspective, the interview is quite good, focusing a lot on the early days of both the hobby and TSR. It's also very clear, as if there were any doubt, that Dawn Patrol means a lot to Carr, since he mentions it often in his answers. "Spelling Bee" looks at clerical and druid spells, providing some thoughts on their use in play. Of interest is the following note about know alignment: "Often cast at the beginning of an adventure, it's aimed at 1, 2, or 3 creatures, all of whom (except the Lawful Goods) should retaliate by disrupting the casting, leaving the area quickly, or some other equally rude action."

Gary Gygax offers a very short piece entitled "Notes from the DM," in which he holds forth on the matter of AD&D's one-minute combat round and "detailed combat." All of this old hat to those of us who've seen Gygax discuss this in other places. However, the fact that he needs to keep trying to justify it goes a long way, I think, to explain why it would eventually be abandoned in contemporary versions of the game (and, it should be noted, in Dungeons & Dragons, including the edition that Mentzer himself would develop).

"Campaign Clues" by Corey Koebernick, husband of Jean Wells, offers advice to Top Secret referees (or Administrators) on starting espionage campaigns. Meanwhile, Bill Fawcett's "Ranch Encounters" is a collection of random encounters for use with Boot Hill. One of the upsides of Polyhedron's narrow focus on TSR RPGs is that each issue is likely to contain articles devoted to some of these "lesser" games that my friends and I played. That's something that mattered a lot to me at the time, since Dragon tended not to include many articles of this sort, at least not when I was a regular reader (the day of the Ares Section being a significant exception). 

"Notes for the Dungeon Master" takes a look at higher-level characters. At the start of the article, Frank Mentzer, the author, mentions that "looking at the data we've received from hundreds of DMs worldwide, it seems the average advancement of a character is about 2–3 levels per year." That jibes with my own experience of playing AD&D around this time, though I also recall a few outliers who achieved higher levels, mostly due to being played very often (and perhaps a little greater generosity of XP on my part). 

This issue marks the first appearance of the RPGA Gift Catalog about which I've written before. I still get a kick out of looking at it even now, because it's such a wonderful artifact from the days of D&D's faddishness. "Convention Wrapup" briefly reports all the happenings at various conventions across the USA during the previous months. As one would expect, there's much emphasis on RPGA events, including the winners of tournaments, who are listed by name. I always keep an eye out, to see if I recognize any notable individuals among the winners. Finally, there's Roger Raupp's comic, "Nor." Sadly, the comic continues to plod along without any obvious direction and there's still no follow-up to the crashed spacecraft from its very first installment

Oh well, there's always next issue, the very first one I ever owned. 

Tuesday, May 10, 2022

White Dwarf: Issue #36

Issue #36 of White Dwarf (December 1982) features a cover by Brian Bolland, one of the comics artists most closely associated with Judge Dredd. At the time this issue appeared, I was only dimly aware of the existence of Dredd as a character. What little I did know was gleaned from the pages of White Dwarf, as I'll soon discuss.

Appropriately, the issue kicks off with an article by Ian Livingstone, in which he talks about the creation and history of the Judge Dredd comic. He then uses that as a springboard to talk about the design of the Judge Dredd boardgame reviewed in the previous issue. This is an article I remember quite well, since it was likely my first serious introduction to Dredd, Mega-City One, and the bizarre rogues gallery of perps that inhabit it. It'd still be several more years, I think, before I laid hands on a copy of the Judge Dredd comic, but I nevertheless has fond memories of this issue and Livingstone's article.

The "Fiend Factory" serves up but a single new monster for use with Dungeons & Dragons this month – "The Loculi" by Eric Hall. The titular creatures are intelligent reptilians with a wide range of abilities, including spells and psionic abilities. In addition, their combat effectiveness, not to mention their likelihood to own and employ magic items, increases with age, as demonstrated on an accompanying table. The loculi are thus flexible opponents, equally suitable for characters of any level. Sadly, beyond their combat abilities, there's not much more to the loculi. We learn very little of their society or culture, which is a shame, because I think there's potential here.

Part 1 of Andy Slack's "An Introduction to Traveller" focuses on both players and characters. As presented, it's remarkably basic in its approach, with lots of attention given to explaining the meanings of character ability scores, dice rolling, even hexadecimal notation. As with those "intro to D&D" articles that appeared in the pages of Imagine, I find myself wondering once again the purpose of articles like this or the target audience. I can only presume that it's for readers of White Dwarf who are as ignorant of Traveller as I was at the time of Judge Dredd. If so, I would guess they'd find the article useful, though it's tough going for anyone with much familiarity with the game beforehand. 

Another Traveller article is "Sector and Starburst" by Marcus L. Rowland, which presents the code for two ZX81 programs. Both programs generate sector for the game, with the latter doing so in a more minimalist fashion. Obviously, this article las almost no use today except as a museum piece – I'm completely unfamiliar with the ZX81 computer – but I got a kick out of it nonetheless. The early days of consumer computers coincided with my entry into the hobby of roleplaying and will thus be forever linked in my memory. Seeing articles like this triggered a powerful wave of nostalgia.

"The Druid's Grove" by Mark Byng is a fascinating and fun little aid for use with AD&D. Its purpose is to provide a map and ancillary rules for adjudicating the trials by combat needed for druids to advance beyond 11th level, since members of the class must beat their superiors to do so. This isn't something every campaign will need, but I appreciate its inclusion nonetheless, not least because it makes it any effort to liven up the combat with hazardous terrain and flora and fauna that could prove beneficial or detrimental. This is the kind of article that White Dwarf would do from time to time that really captured my imagination, even if I never had an opportunity to use it.

"Open Box" reviews several new items, starting with The Warlock of Firetop Mountain (10 out of 10), followed by Trollpak, which somehow only rates a 9 out of 10. Yaquinto's Pirates and Plunder RPG also rates a 10 out of 10, which only adds to my sense that WD's reviews were often wildly out of a sync with my own perceptions. Finally, there are reviews of several FASA Traveller products: Merchant Class Ships (8 out of 10), Aslan Mercenary Ships (7 out of 10), and the FCI Consumer Guide (9 out of 10) – again, all very positive reviews. I'm not one who relishes negative reviews and indeed sometimes feels that too many reviews are unduly negative. However, neither do I see much value in overly effusive reviews. Perhaps it's the numerical rating system that's distorting things.

"Rules Additions" by Simon Early is a strangely titled introductory scenario for RuneQuest that is written in a way to challenge a wide variety of the characters' skills to succeed. The main "rules additions" handle one character assisting another in their tasks. "More Necromantic Abilities" by Graeme Davis is a follow-up to the previous issue's "The Necromancer." Here, Davis provides thirteen new powers for use by the class.

Finally, Lewis Pulsipher's "A Guide to Dungeon Mastering" series concludes with Part III. He talks a bit about the importance of keeping a campaign difficult enough to hold the players' interests, lest they reach high level too easily. He goes further in suggesting that D&D doesn't handle high-level play very well from a mechanical perspective and that, as a result, there will be a host of issues a referee must contend with. Finally, he emphasizes the need for each referee to pursue his role in a fashion that gives him the most enjoyment. Though I disagree with some of his observations, I nevertheless found this installment of the series my favorite. I generally enjoy reading about the philosophy of refereeing and this article is no different in this regard.

As I say repeatedly, periodicals are almost always a mixed bag, though I find that White Dwarf, perhaps due to its smaller pool of talent, tends to be much more wild in its variability, with some issues being profoundly mediocre and others being transcendent. Issue #36 tends more toward the former, though I retain a personal affection for the issue, because of my memories of having read it at the tender age of thirteen. 

Thursday, January 13, 2011

The Druids of Dwimmermount, Part III

As noted in Part II, druids can continue to use many clerical spells, in addition to many new spells taught only by their order. What follows is a list of their spells by level, with a notation indicating whether it's a clerical or druidical spell. In all cases, I'm using the names of these spells as presented in Labyrinth Lord and the Advanced Edition Companion and I direct you to those books (or their complimentary no-art versions) for more details. Note too that, in my campaign, there are no commonly available spells above level 5 for clerics (or level 6 for magic-users), so the lists below do not include 6th or 7th level spells.

The text in the quote box below is hereby designated Open Game Content via the Open Game License.

1st Level
1.
Cure (Cause) Light Wounds (Cleric)
2.
Detect Magic (Cleric)
3.
Divine Weather (Druid)
4. Faerie Fire (Druid)
5. Locate Creature (Druid)
6. Purify Food and Drink (Cleric)

2nd Level

1. Find Plant (Druid)
2. Find Traps (Cleric)
3. Heat Metal (Druid)
4. Hold Person (Cleric)
5. Obscuring Mist (Druid)
6. Produce Flame (Druid)
7. Silence 15' Radius (Cleric)
8. Snake Charm (Cleric)
9. Speak with Animals (Cleric)
10. Warp Wood (Druid)

3rd Level
1.
Call Lightning (Druid)
2.
Cure Disease (Cleric)
3. Cure Disease (Cleric)
4. Dispel Magic (Cleric)
5. Hold Animal (Druid)
6. Locate Object (Cleric)
7. Plant Growth (Druid)
8. Protection from Fire (Druid)
9. Pyrotechnics (Druid)
10. Water Breathing (Druid)

4th Level
1. Cure (Cause) Serious Wounds (Cleric)
2. Hallucinatory Terrain (Druid)
3. Neutralize Poison (Cleric)
4. Passplant (Druid)
5. Produce Flame (Druid)
6. Protection from Electricity (Druid)
7. Speak with Plants (Cleric)
8. Sticks to Snakes
9. Summon Animal I (Druid)
10. Temperature Control (Druid)

5th Level
1.
Animal Growth (Druid)
2. Animal Summoning II (Druid)
3. Anti-Plant Shell (Druid)
4. Commune with Nature (Druid)
5. Control Winds (Druid)
6. Hold Vegetation and Fungus (Druid)
7. Insect Plague
8. Transmute Rock to Mud (Druid)
9. Transport via Plants (Druid)
10. Wall of Fire

Wednesday, January 12, 2011

The Druids of Dwimmermount, Part II

Please ignore the anachronistic watch
This is the version of the druid class I came up with for use in my Dwimmermount campaign. It was intended primarily for NPCs. I'm not sure I'd ever allow a druid PC except under very special circumstances.

The text in the quote box below is hereby designated Open Game Content via the Open Game License.

Prime Requisite: WIS
Alignment: Neutral (Balance)
Hit Dice: 1d6
Maximum Level: 13

Druids are a secretive sub-class of cleric, but their allegiance is not to a god but to Nature itself. As a consequence, they do not abide by human moral concepts, adopting instead a philosophy dedicating to protecting the balance of all things. That balance just as often requires acts that non-druids view as evil as those they view as good. This, combined with the fact that druids view Lawful civilization as an impediment to their plans, makes them objects of much fear and distrust.

Unlike clerics, druids eschew the use of metal armor or shields, preferring instead leather or wooden armor and shields. They may use most weapons, except crossbows and bows. Druids use the same experience point tables as clerics, as well as sharing their attack, spell, and saving throw progression, though they have a different selection of spells available to them (see Part III). Druids receive a +2 bonus to saving throws against all elemental-based attacks. They may use all magical items available to clerics, except spell scrolls or armor forbidden to them. Druids have no power over the undead.

The distrust of druids is further fueled by the fact that the druidic hierarchy consists almost entirely of apostate clerics, who have abandoned their former beliefs to embrace the Old Ways the druids espouse. A cleric of no higher than 7th level who renounces his original faith and adopts a Neutral (Balance) alignment may become a druid, with his clerical levels converting to druid levels, as described above. In addition, converted clerics gain certain additional abilities depending on the level at which they apostasized (these abilities are cumulative):


Former Clerical Level
Bonus Abilities
1-2
+1 to hit against Lawful or Chaotic opponents
3-4
Retention of one otherwise forbidden clerical spell per point of Wisdom bonus
5-6
+1 damage per die against Lawful or Chaotic opponents
7
A minor (4 HD) elemental as a permanent companion. If slain, it cannot be replaced for one year.


Druidic philosophy accepts the survival of the fittest as a moral principle, which is why druids advance within their ranks through combat. At any given time, there can be no more than four Master Druids, two Archdruids, and one High Druid. A character who attains sufficient experience points to reach one of these levels must defeat one of the existing druids at this rank in battle before he can advance in level. The loser of such a competition drops in experience points to the level below the one he was seeking. Rematches are possible once sufficient experience points are later acquired, but many such contests are to the death, which discourages all but the most powerful and confident druids from seeking the highest ranks within their hierarchy. There are rumors of esoteric druid levels beyond High Druid. If they exist, few can attest to their existence and powers.

Druids have their own secret language, used in their rites and to identify themselves to other members of their cult. They also have the following abilities based on their level:

2nd level: The ability to identify animals and plants, as well as the ability to discern whether water or food is pure, safe, or poisoned. At this level, gain the ability to pass through thick vegetation with neither a penalty to movement nor any evidence of their passing.

6th level: The ability to assume animal shapes, three times per day. Any normal animal may be chosen, from as small as a bat or rat to as large as approximately twice human size, such as a bear. A specific animal shape may be taken only one time per day, for unlimited duration. However, while in the form of an animal the druid has all the physical properties of that animal, while retaining his normal mental state. Transitioning from one form to another allows the druid to heal 1d6x10% of any damage that has been sustained to the previous form. In addition, druids become immune to charm and charm-like effects from sylvan and elemental beings.

Tuesday, January 11, 2011

The Druids of Dwimmermount (Part I)

From The Strategic Review, Volume 2, No. 1 (February 1976)
I've had very mixed feelings about the druid class for a long time, in part because, in all my years of playing Dungeons & Dragons, I've only ever refereed a single long-running druid PC (and he started out as a magic-user who, through a badly-worded wish -- "I wish I could cast druid spells. -- became a druid). The other part of it is that I've never been happy with their popular portrayal among gamers as beneficent environmentalists. Perhaps I simply enjoyed De Bello Gallico too much in high school, I don't know, but, for whatever reason, I've always viewed the druids as somewhat sinister, a view that much later received some support from OD&D's Supplement I, where druids are a type of human "monster" served by barbarian followers. And then there's the alignment chart above, in which druids, while still Neutral tend toward Evil (and Lawful Evil to boot).

The take on druids I've adopted in the Dwimmermount campaign ties into the alignment system I've adopted, where I make a distinction between Neutral and Neutral (Balance), with druids being associated with the latter. And then there's the oft-forgotten note in later printings of the LBBs, which stipulates that "Clerics of 7th level and greater are either 'Law' or 'Chaos'." I've been intrigued by this obscure comment since I first came across it several years ago and, as I pondered it, I thought it an interesting if the order of druids was composed of former clerics, who apostatized from their original faiths and joined this Nature cult. Consequently, druids use the same XP and spell charts as clerics, although their spell selection, armor and weapon restrictions, and other abilities are somewhat different.

Clerics can become druids at any level, but the higher the level of the cleric who joins their order, the more power he gains from doing so (as explained in Part II). For this reason, clerics view druids with extreme distrust and often hatred, seeing them both as apostates and as competitors. Druids are thus unwelcome in
The friendly face of Nature
many civilized realms; they generally live and exert their influence in the wilds and among barbarian peoples. Lawful folk consider their philosophy of Balance inhuman, especially since it often involves the sacrifice of human beings to appease elemental powers.

Below is a listing of the thirteen druid level titles. I'll post more specific details on the class in Parts II and III, which I'll put up tomorrow and Thursday of this week. I worked these details up several months ago when it looked like the druids and their place in the world would become an important part of the campaign. That never happened, but who knows what the future holds? When and if the druids do appear, it's possible that I'll alter my initial ideas as better ones come to me through play. For the moment, though, I thought people might enjoy seeing what I'd originally imagined.

The text in the quote box below is hereby designated Open Game Content via the Open Game License.

Level
Druid Title
1
Ovate
2
Initiate of the First Degree
3
Initiate of the Second Degree
4
Initiate of the Third Degree
5
Initiate of the Fourth Degree
6
Initiate of the Fifth Degree
7
Initiate of the Sixth Degree
8
Initiate of the Seventh Degree
9
Initiate of the Eighth Degree
10
Initiate of the Ninth Degree
11
Master Druid
12
Archdruid
13
High Druid

Thursday, July 2, 2009

Idea Spawned by a Rules Oddity

OD&D is rightfully known as being sparse when it comes to both details and its rules. When those two categories of sparseness come together, it sometimes leads to head scratching. A good case in point is this cryptic statement from Volume 1 of the three little brown books: "Note that clerics of 7th level and greater are either 'Law' or 'Chaos,' and there is a sharp distinction between them." (And before anyone points this out, yes, I know this version of the lines comes from a later printing, one that post-dates the supplements, but bear with me here). This implies to me that, in OD&D, Neutral is not a valid alignment for a cleric, at least not one who wishes to get far in his hierarchy and command great powers. AD&D specifically excludes True Neutral as an alignment option for clerics. Greyhawk introduced druids as a monster type and notes that they're "priests of a neutral-type" religion. Eldritch Wizardry opens them up as a player character option, but limits them to the neutral alignment.

Taken together, it's all very suggestive, as if there were some kind of specific understanding of alignment at work here. I know that's probably not true at all, but it doesn't change the suggestiveness of it all -- a suggestiveness that Frank Mentzer spun in a very interesting way in his edition of the D&D rules. His Companion Rules druid is a kind of "proto-prestige class" that's parasitic upon the cleric class. Druids are Neutral clerics who abandon their old faith and embrace the ways of Nature. in the process shedding some old abilities (like turning undead) and acquiring new ones (such as new spells). I think Mentzer's druid is a riff off the old OD&D rules about clerical alignment and I've always rather liked it. In Dwimmermount, druids -- and Nature -- stand outside the battles of Law and Chaos. Consequently, they're generally regarded with suspicion by most folk, particularly those siding with Law, since they have a "with us or against us" mentality.

I haven't yet introduced any druids into my campaign and may never do so. Still, I have been thinking about them and what their class will be like. It'll certainly be based heavily on the Supplement III version of the class, but there's a big part of my that really likes the notion of druids as made up entirely of formerly Lawful or Chaotic clerics who've abandoned their old faiths and adopted a new one. There's something very Moorocockian -- something very rebellious -- about this approach that appeals to me. The trick, though, is to ensure that the druids never come across as hippy-dippy, kumbaya types. I frankly hate that conception of the druids and it's certainly not one that belongs in a setting that takes its cues from swords-and-sorcery. Instead, the druids will indeed have a certain nobility to them, one that's mixed in with a certain cruelty and inhumanity. These are people, after all, who turned their backs not only on the gods but on humanity as well, throwing their lot in with insensate Nature, which cares not for the fate of neither men nor mankind. It's a harsh, unmerciful philosophy and Law has good reason to view it as every much as big a threat as Chaos.

Monday, June 22, 2009

Interview: Dennis Sustare

In examining the early history of the hobby, it's often easy to forget the diversity of individuals and ideas that were extant at that time. Because both fanzines and conventions were thriving and because there was an openness to new approaches, it was quite possible for such individuals to disseminate their ideas widely, often attracting the attention of the companies publishing RPGs. One such individual was Dennis Sustare, among whose many contributions to the hobby were the creation of D&D's druid class and the first RPG in which the players portray animals, Bunnies & Burrows. Mr Sustare kindly agreed to answer some questions I put to him about these and other related matters.

1. How did you become involved in the role-playing hobby?

Previously I played chess, go, and board wargames (such as the Avalon Hill games). In grad school at Wisconsin, in a small on-campus wargame convention, there were a few people playing early versions of D&D with Chainmail combat rules. I was intrigued, and got into a local gaming group of other grad students (astronomy, biochem, chemistry, law, and myself in zoology). This was back with the original three D&D booklets, in the woodgrain box (plus the Chainmail rules).

2. You're specifically thanked in the credits of Supplement III to OD&D, where you're called "the Great Druid." There's also a druid spell in AD&D called "Chariot of Sustarre," which was named in your honor. What role, if any, did you have in the creation and/or development of the druid class?

When the thief class was released in the Greyhawk supplement, as an addition to the original fighter, cleric and magic-user, we became interested in other possible classes beyond these four. I wrote up and mimeographed a set of rules for a new druid class, for our internal play. After some playtesting in our game, I revised it with a new mimeograph rule set, still just for our own use. But when we went to early GenCons, a copy got into Gary's hands, and thanks to some advocacy by Tim Kask, they revised the rules once more and published them in the Eldritch Wizardry supplement. Tim added the Chariot spell at the time (it was not one of my original spells, and the misspelling of my name was deliberate). I consider this my first published game design, although Bunnies & Burrows was released the same year (1976).

3. What were your inspirations in creating the druid class? I once surmised that the class had been based on the character of Dalan from Henry Kuttner's "Elak of Atlantis" tales, while Erik Mona of Paizo mentioned Talbot Mundy's Tros of Samothrace as a likelier possibility. Were either of us close to the mark or was there a different inspiration for the class?

Nope, sorry. I never read the Talbot Mundy stories, though on looking them up now, they sound interesting. I read lots of Kuttner and Moore, but don't recall ever reading the Elak stories.

Instead, I was familiar with druids from literature about early England, especially during Roman times. The most immediate inspiration, of course, was their mention as a monster in Greyhawk (but not as a character class). Initially, I was trying to make them related totally to plants and animals, but felt they needed a little more firepower (literally).

4. One of your most famous creations was the game Bunnies & Burrows, which you wrote with Scott Robinson and which was first published in 1976. Besides Richard Adams's novel Watership Down, what inspired you to undertake this project, since it was quite a departure from other games that were published at the time?

Scott and I were both zoology grad students at Wisconsin. Once we got interested in roleplay, we thought it would be fun to try to design an animal-based fantasy roleplay game. In our early development of the game, Scott usually ran scenarios and I was the sole player many times. Since Scott Bizar, at Fantasy Games Unlimited, was enthusiastic about publishing many different roleplay variants, I submitted the polished rules to him, and he happily accepted them for publication. Charlie Loving did the 1st edition illustrations, after playing in some early games during development. When it was revised for second edition, Jeff Dee added illustrations, including a new cover.

5. How was B&B received in the gaming community when it was released?

I think as just one more of a multitude of roleplay variants that began to flood the market. including those with various genres of science fiction, pirates, pre-revolutionary France, gangsters, superheroes, samurai, and many more. Those few who actually gave it a fair try usually wound up enjoying it, though.

6. You also wrote Swordbearer, a fantasy RPG that included numerous innovations, such as an abstract wealth system and a magic system based on the of Asian philosophy. Did Swordbearer arise out of a dissatisfaction with our existing fantasy RPGs or did the game have a different origin?

Once B&B came out, several other publishers were interested in my doing some designs for them. Arnold Hendrick approached me from Heritage to develop an FRP competitor for D&D. My original design for Swordbearer (which went through several title changes... I requested Avatar as my first title, but Heritage did not think anyone would know what that was) had much more original design than the final form. For example, I had created all new non-Tolkien races, but Heritage nixed most of them, since they wanted the game to utilize the races represented in their existing miniature lines. I was not dissatisfied with existing fantasy RPGs as such, but was trying to create a system that would not lead to such "Monty Haul" campaigns. This was what led to the abstract wealth system, based on social class rather than mere accumulation of unending piles of gold coins. Once Swordbearer was released, unfortunately, Heritage was already on its way to its demise as a game company. I also produced Heroes of Olympus (based on Greek myth) for Task Force, and scenarios and other small games for Heritage, Steve Jackson, Paranoia, Citybook, etc.

7. B&B placed an emphasis on problem solving and overcoming obstacles through wits and Swordbearer was, as you say, an attempt to avoid the Monty Haul syndrome to which many RPGs fell prey. Would you say that this is a reflection of your preferred gaming style?

Absolutely. This is the main reason I always preferred mature GMs who created a rich, complex and challenging background, rather than just drawing another 1000-room dungeon with a random monster and treasure in each room. Some of our most entertaining adventures involved extended attempts to defeat a single, diabolically clever trap, or to fulfill a particularly demanding quest. It is also why I tended to enjoy low-level adventures much more than high-level ones. Low level characters cannot just set off tactical nukes every time they encounter a new group of monsters.

8. Like a number of tabletop RPG designers, you eventually made the transition to the video games industry. Did you find the transition difficult and what, if any, differences did you see between the two industries?

Actually, my transition was from Assistant Professor at Clarkson College to the video games industry. I never made a living from tabletop RPG, and did those designs mostly for fun. But I knew people in the industry, and when Paul Jaquays offered me a job at Coleco, I snapped it up. The transition from college teaching was not so tough, since I was treated as more of a professional at Coleco than I had been as a professor. The main challenge was constraining the video game designs to the idiosyncrasies of specific platforms, since the demands of systems such as Atari 2600 were so different from ColecoVision or IntelliVision. Also, Coleco was one of the first companies to divide up tasks among specialties, rather than requiring designers to have all abilities at once. So we had graphic designers, programmers, writers, and musicians, with the game designers more like what game producers do today. Many of the Coleco products were based on licensed arcade properties, so we would exhaustively play and analyze an arcade game, then try to design a game that would capture the feel of the arcade on the video game platform. My scientific background of investigation really helped me, especially combined with my RPG design background.

9. Do you still play tabletop RPGs and, if so, which ones?

Not really. When I attended the inaugural meeting of the North Texas RPG Convention (just held in the Dallas/Ft Worth area), I did play in a couple of games, such as one using Matt Finch's Swords & Wizardry rules, which are similar to the earliest D&D rules. But that was the first time I had played F2F RP for many years. I have a character in Adventure Quest Worlds, but that is the only online multiplayer game I am in right now. And I no longer design for MUDs or MUSHs. It's tempting to design a scenario for Matt's S&W system, but I am going to resist that temptation.

Saturday, October 4, 2008

The Druids

One of the overlooked idiosyncrasies that OD&D originated (and that AD&D maintained) is the notion that clerics could be any alignment but Neutral. In OD&D, this meant a choice between Lawful and Chaotic, with Chaotic clerics being in fact "anti-clerics" whose spells were in many cases reversed versions of their Lawful opposite numbers. When Eldritch Wizardry introduced the druid as a playable class (a "monster" version of them appeared previously in Greyhawk), we finally had a Neutral "cleric," complete with his own selection of unique spells.

Now, I like the druid and I find, particularly in a setting where Law and Chaos play an important role, the idea of a Neutral religious class is particularly appealing. In later AD&D, druids came to be more explicitly associated with the elements and elemental planes and I think this is an intriguing idea. I'm now toying with the notion that there are no gods associated with "natural" things, like the weather, the seasons, the oceans, fertility, etc. I'm even considering the possibility of having no god associated with death. Those things either have no divine patrons or else are associated with various elemental lords. The druids, in this scheme, would be mediators between the world of mortals and the greatly-expanded-in-conception natural world.

Foolish consistency may be the hobgoblin of new school game design, but I think any version of the druid I create would be based more closely on the mechanics of the cleric, with some new abilities and, of course, spells swapped in to compensate for their loss of clerical staples like metal armor and turning undead. Eldritch Wizardry gives lots of food for thought here, as does Greyhawk, which calls druids "combination clerics/magic-users." I rather like that, given how the way I wish to tie clerics and magic-users more closely together conceptually. Still, I have to think on this some more. I've got the germ of some good ideas, but they're still pretty rough.

Once I've worked it all out in my head, I'll post my Swords & Wizardry-based version of the druid here.

Tuesday, June 3, 2008

The Origin of the Druid?


The Druid whispered, "Come. I know the forests. Follow me -- and they'll never find us. You too, Lycon."

Velia's hand was warm in Elak's as they silently trailed Dalan. Like a shadow for all his gross bulk the Druid slipped from tree to tree, taking advantage of every bush and shrub, till at last the noise of pursuit died in the distance. Only then did he pause to wipe the sweat from his ugly face.

"No enemy can find a Druid in the forests," he informed the others. "If necessary, our magic can send the trees marching against those who follow."

--Henry Kuttner, "Thunder in the Dawn" (1938)
I've always wondered about the origins of the druid class in Dungeons & Dragons, which first appeared in Supplement III to OD&D, Eldritch Wizardry. Many people took Gary Gygax at his word when he claimed that the class was based on the Gallic priests described by Caesar in his De Bello Gallico. I know asked him about this a few months before his death and that was the answer he gave me, although, to be fair, he didn't invest his answer with pontifical authority.

What's interesting is that is that Gary shared a co-author credit on Supplement III, with Brian Blume. Blume, along with his brother Kevin and their father Melvin, often play the role of snakes in the Garden in romanticized portrayals of the early history of TSR. It was the Blumes, after all, who sold their controlling shares in the company to Lorraine Williams in 1986 and ushered in what some consider a dark age for TSR.

The ins and outs of TSR's financial history are well known and are discussed better elsewhere. Whatever else Brian Blume was, it's frequently been stated that he was as avid a fan of pulp fantasy as Gygax. Likewise, I have heard the claim that Eldritch Wizardry was the most strongly "swords & sorcery" product sold for OD&D. Taken together and combined with my recent reading of Henry Kuttner's Elak of Atlantis (also available from Paizo's Planet Stories line -- no, I am not being paid to shill for them; I do it willingly), I have to wonder if perhaps the D&D druid owes its origin to the character of Dalan from the quote above. In the short story, he demonstrates numerous magical abilities that are close to those of the character class. Likewise, the druids seem to be a secret order whose hierarchy operates outside the control of civilized society, complete hidden rites and the like.

The resemblance isn't perfect, of course, but it's striking nonetheless. All the more reason to keep reading this stuff and yet another reason to tip my hat at Paizo for making it so readily available.