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Showing posts with label DMG Delve. Show all posts
Showing posts with label DMG Delve. Show all posts

Monday, March 16, 2020

Rolling Ability Scores – DMG Delve Part 2

        You would think with all these years into the hobby, and all the characters that have been created we would know a few solid truths. One truth that tends to get circulated is that stats should be 3d6 straight down the line, no exceptions! This is not the case in the AD&D 1e Dungeon Master’s Guide. We come to a section early in the book about “Creating The Player Character” and the first sub-section is “Generation Of Ability Scores”. This section gives you information not only on the generation of PC stats, but NPCs as well. While many in the OSR movement claim that modern D&D has a tendency towards super heroes, it seems clear from Gary’s writing that the PCs in Dungeons & Dragons should be “a viable character of the race and profession which he or she desires”. 




Gary admits that it is possible to generate playable characters by rolling 3d6, but only after “an extended period of attempts at finding a suitable one due to the quirks of the dice”. This shows too that rolling over and over again to get a character’s stats at least was a thing. He also discusses how creating lower quality characters can often lean to characters having a short life and this in turn discourages new players. I think this is a great insight and I have argued this for a while online, people (in general) don’t like their characters dying. This can drive people from the game before they ever really try it. One of the best parts of the game is the ability to create a character that is “yours” and getting to play that character. This is not to say that characters should be immune to death, which is going too far. Without a solid threat of consequences, you are robbed of a sense of danger and accomplishment. We should though strive to have characters that are viable for their profession. Thus the rolling system used to create them must tilt slightly in the PCs favor. This should create adventuring folk, not monster bait. With this in mind Gary discusses four methods for rolling attributes for your PCs.

Method I: 

All  scores  are  recorded  and  arranged  in  the  order  the  player  desires.  4d6 are rolled, and the lowest die (or one of the lower) is discarded.

Method II:

All  scores  are  recorded  and  arranged  as  in  Method  I.  3d6 are rolled 12 times and the highest 6 scores are retained.

Method III:

Scores rolled are according to each ability category, in order, STRENGTH, INTELLIGENCE, WISDOM, DEXTERITY, CONSTITUTION, CHARISMA.  3d6  are  rolled  6  times  for  each  ability,  and  the  highest  score  in  each  category  is  retained for that category.

Method IV:

3d6  are  rolled  sufficient  times  to  generate  the  6  ability  scores,  in  order,  for  12  characters. The player then selects the single set of scores which he or she finds most desirable and these scores are noted on the character record sheet.

All of these methods allow you to either arrange your stats, roll more than 6 times, or roll more than 3d6, some of the methods allow for combinations of these. Whichever way you choose to go about it, you are certainly going to get more options than the 3d6 in order. 3d6 in order seems to be the method for generating commoners and people of little renown. Gary mentions making NPCs (which he seems to mean powerful NPCs), which he seems to recommend them getting high scores because, “how else could these figures have risen so high?” General characters need to be average, so he recommends considering and 1s rolled are treated as 3s, and any 6s rolled are considered 4s. For special characters, not high NPCs, but not commoners (like henchmen) he recommends using the same system as the PCs, or doing the 3d6 method, but adding 1 to each dice rolled.




It seems clear that the idea behind the rolling systems is to have characters that are decent at their profession. This seems reasonable to me. I want competent characters and that can accomplish their goals like professionals. I do not want characters that are sickly and gross with little reason to be in the field. This seems to be the appeal of DCC, which is not exactly my cup of tea. There is nothing wrong with it, but it does not suit my style. What do you think? What method of rolling do you use? 

      This is some of the interesting stuff in the 1e Dungeon Master's Guide. I will continue the series Delving into the original DMG. If you are interested in the purchase of the book, please see the links below.

If you are interested in getting a copy of the AD&D 1st Edition Dungeon Master's Guide you can get a PDF or Print on Demand HERE.

If you are interested in an original copy try HERE.







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Monday, March 9, 2020

The Greatest RPG Product Ever Made - DMG Delve Part 1

         I do not think I am the first blogger to make a claim to having the Greatest RPG Product ever. But even if you disagree with my choice, you cannot deny this book's influence.  The 1st Edition AD&D Dungeon Master’s Handbook is iconic. Whether it is its advice, copious amount of tables, the informative Appendix sections, or even its art, it is a tried and true classic for any edition of D&D. The materials inside can actually stretch beyond its fantasy roots and act, in general, as an amazing tool for world building. I really cannot say enough good things about this book and all the guidance it gives you. My plan is to do a deep delve into this book pulling out different sections and discussing what they mean for the game as a whole, or how we can use the information in our own home games regardless of edition.


The image I most associate with D&D

         I wanted to start out today with something that is often overlooked, the Foreword and the Preface. Most people want to quickly get to “the good stuff” and never actually read the beginning parts of this book, or any book for that matter. I believe these opening statements give us, the readers, and an insight into the founders of the hobby and expose us to their intentions with the creation of the game. This lays a groundwork for not just D&D, but the RPG industry as a whole due to the influence D&D held, and still holds to this day. 

The Foreword

This is the only bit of content really in the book that is not written by Gary Gygax (unless you include the comics). The Foreward was written by then TSR Editor Mike Carr of In Search of the Unknown fame. Beyond other projects, Carr was the editor of AD&D’s core three books at the time the Player’s Handbook, Dungeon Master’s Guide, and Monster’s Manual. This gives him a wonderful insight into the thought process around the entire D&D world, at that time. He begins his letter to the player’s with an important question, “Is Dungeon Mastering an art or a science?” A question we can still ask ourselves today.

Carr makes the case that being a Dungeon Master is a little bit of both. It is an art, in that it is a creative endeavor that has each DM’s own “personal touches”. It is a science in the way that it requires both preparation and a keen attention to detail. While moving somewhat quickly away from the more “esoteric questions” he establishes that being a Dungeon Master is a “labor of love”. I want to pick that apart for a minute. You do have to love what you are doing to be a good DM. Have you ever played with a DM that obviously wasn’t feeling the game they were running? It is bad for everyone, not just the DM. It is the enthusiasm that you have for your game, as a DM, that will be infectious to the others that are playing. Stan Lee talked about how enthusiasm was the best sales pitch. If you want players to be interested in your game, you need to be excited for the game. 

        The second part of Carr’s quote is the concept of labor. Being a DM is work, and they are certainly the busiest person at the session. Any labor, whether for work or for love, has value. That value needs to be respected because the DM’s opportunity cost is generally larger than anyone else at the table. As a player be respectful of the DM’s time, effort, and energy. Allow basic etiquette to apply, pay attention to the game, act in the best interest of the game as a whole, don’t argue with the DM at the table, etc. 

This beginning section is a great section and at only five short paragraphs it has a lot crammed in for DMs and players alike. Carr discusses the boons and busts of being a DM that can resonate with anyone that has stepped behind the screen regardless of edition or even RPG. I think I will leave this section with a quote from the text, “Dungeon Mastering itself is no easy undertaking, to be sure. But Dungeon Mastering well is doubly difficult.” 

The Preface

This was a letter from Gary Gygax to his fellow campaign referees (Dungeon Masters) about the book they just purchased. Beyond that, it really discusses some of what he saw as the job of a “referee” in running a campaign. He stresses that this books is solely for the Dungeon Masters and is not for the players. He goes so far as to state that players should not own this book, and those that do are “less than worthy of an honorable death.” This seems like such a foreign concept these days as it is eliminating a portion of the market. I think a significant portion of the people who play D&D own the core, three books of the PHB, DMG, and MM. You are just throwing sales out the window, for the sake of keeping the core game mechanics a secret. Remember at this point the DMG, not the PHB, has most of the rules for play. Combat is not covered in the PBH, because that was not for players to know. 


Art from the DMG.

        I am not sure how tongue in cheek the statement above is, but it seems serious in the passage. He also suggests charging PCs who own the DMG, more money from sages for information. If meta-knowledge is used from the DMG, it is suggested that the player should lose several magic items and apparently that is letting them off easy. One thing this shows us is the value knowledge had in older (A)D&D. My players have come to realize this more recently. They would much rather get a useful piece of intel then a magic item, because knowledge often keeps you alive. This could have disastrous consequences for the tournament scene, which he mentions as a reason for the standardization of the rules. 

        Gary says that this work is “written as one Dungeon Master equal to another.” The DM is the “creator and ultimate authority in your respective game”. Regardless of that power, this book was about taking the rules and trying to create a “degree of uniformity” so that players could travel from one game to another and not, in essence, be playing a different game. He admits to the fact that no two games will be 100% the same, but hopefully the core will remain the same. Races will be the same, spells will work more or less the same way, magic items might vary, but will have a common resonance. Thus in some ways this book is about putting some limitations on the game and set up a group of boundaries. These boundaries are important, because at some point you run the risk of drifting out of what is D&D. He warns players, “Similarly, you must avoid the tendency to drift into areas foreign to the games as a whole. Such campaigns become so strange as to be no longer “AD&D”. They are isolated and will usually wither.” The trick seems to be to create something new and unique to yourself, while maintaining the viability of the rules i.e. the systems and “laws”.

        Other bits of advice from the letter involve getting the most out of being a referee. He discusses how you will spend hours making, creating, and running your game. The best reward a DM can hope for is that people (players) use what you created. Isn’t that what we all want? So that are effort wasn’t for nothing? We just want someone to play with our toy. I think this is a great insight, and he discusses some pitfalls. He mentions how player, in general, want their characters to succeed. There is nothing wrong with that, but if left to their own devices they will often want to succeed quickly and with as little struggle as possible. Players with a strong personality can manipulate a DM into ideas that might be good for them and their PC, but bad for the group or game world in general. Players that do not have as strong a personality will drift from the game as they will want something more egalitarian and possibly challenging. The opposite is a problem too. Games that have too high a difficulty might feel unfair, or that the DM is just out to “get” the players. This can lead to resentment and players ditching the game in order to avoid a weekly beat down. 



       This article is wonderful and shows players of any edition the thoughts that went behind some of the earliest years of the game. The book was released in 1979, but he does mention in this letter he had been working on it for at least 2 years. So the construction of this mammoth tome was started about 3 years after the hobby was created. We see some of the intentions of the creators in that the DM is the ultimate authority of his game, the rules need to be grounded, but flexible, and that knowledge should be a commodity in D&D games. 

        I plan on continuing this series and delving more into the AD&D Dungeon Master’s Guide to see what it can teach us about today’s gaming. If you would like to see more, please comment here or on social media to let me know. Overall this has been one of my favorite articles to write as I have always had an affinity for this book, though 1st Edition AD&D is the edition I have played the least. I think all editions can benefit from this book, and I plan to show it.



If you are interested in getting a copy of the AD&D 1st Edition Dungeon Master's Guide you can get a PDF or Print on Demand HERE.

If you are interested in an original copy try HERE.







Like my work? Follow me on Facebook here. I recently added a Donations Button for people who want to support the blog with a one-time donation. For those not satisfied with a one-time donation, please consider joining my Patreon. The button is above too.