- The content already included in the books is (for the most part) tried and true and already tested within and against the (long-tested) rules of the game.
- There is more content in the books than I have ever used in totality...which is to say, I've yet to use EVERY monster, or EVERY magic item, or EVERY magic spell over my 40+ years of gaming.
- For purposes of playing (and "mastering") a game, players need a consistent structure within which to learn and hone their skills, not a rug that gets pulled out from under them with every new dungeon. As I wrote earlier, I am all for metagaming as it IMPROVES player engagement.
Sunday, May 24, 2026
O is for Originality
Monday, June 9, 2025
H is for Humanoids
| 1st edition orcs. Note: NOT Mexican. |
| My kobolds are more pale, scrawny goblins than the mailed dog-men of the MM. |
| Once we were kings. |
Sunday, June 1, 2025
A is for Alignment
Monday, February 7, 2022
Orcs: Neither Noble, Nor Savage
| All the orc images on the internet are crap. Here's a typical coastal native village from the 19th century (this is a S'Klallam tribal village near Port Gamble). |
Half-Orcs are boors. They are rude, crude, crass, and generally obnoxious.
Friday, February 4, 2022
A Different "Half-Orc"
| Nothing halfway about this guy.... |
Saturday, June 19, 2021
Happy Juneteenth!
| From Wikipedia |
Thursday, November 19, 2020
"You can be a GNOME?"
Ah, AD&D...still king after all these years.
My kids are only now just starting to discover the majesty and mystery of that tome we call The Players Handbook. At first, they were only really using the ability score and equipment tables...now, they're starting to dive in.
As I suspected, their first excitement simply came from the fact that we were playing Dungeons & Dragons again...the boy made an elven fighter, the girl made a halfling ("kender") fighter/thief. Both were approaching the game much as one might a game of B/X or OD&D (their previous forays into D&D), though of course there was some confusion ("What's ring armor?" "What's a bastard sword?" etc.). They were both happy to purchase guard dogs.
Everything else they've taken in stride. I don't think they've noticed, for instance, that armor class goes to 10, or that weapons do different damage versus large creatures.They prefer to shoot arrows into things anyway. They appreciate the extra hit points, of course, but those are always a precious resource and never in large enough supply.
But playing D&D has once again fired both kids' desire (though my son's especially) to run the game. And Diego drafted a dungeon to run AD&D for myself and his sister. And he was tres shocked when I brought a ranger to the table. "What the heck is that?" Maybe you should read up on the new sub-classes and races in the book, I suggested. And, oh boy, did he...now he's trying to get his sister to roll up an assassin or an illusionist, while he himself created a ranger of his own...though his has a bow (unlike mine).
[I am so tired of the ranger archer trope]
I am glad their imagination has been sparked; my own has had a jumpstart as well. However, I will whine that the old complaint still lingers: it's frustrating that one has to wait and wade through novice challenges without being able to get to the higher level content (i.e. "the good stuff"). When last we left off (last night) the party was just attacked by a handful of fire beetles, who appear to be getting the upper hand (AC 4 is especially rough for low-level PCs to hit). It may soon be time to create new player characters...too bad, as they just spent the gold and time to train up to 2nd level.
[ah, AD&D]
For the curious, I will list the particularities of the game I'm currently running:
- Rule books being used include: the PHB, DMG, MM, and Fiend Folio. The MM2 and DDG might be used in the future but have not, as of yet, been necessary. No Unearthed Arcana or later rules.
- Ability scores are rolled 4D6, arranged to taste, and character must have at least two "15" scores to be considered viable.
- Demihumans who single class may add +2 to their maximum applicable level when otherwise limited.
- First level hit points are maximum to begin; "1s" are rerolled when leveling.
- Training costs are in silver pieces instead of gold. Training time is determined randomly (roll 1d4), doubled without a trainer/mentor.
- Psionics have not yet been added to the game.
- To this point, I have simply been using 2d6 (B/X) reaction rolls when necessary, rather than the more complex system provided in the DMG. This might change once I've had a chance to put together a cheat sheet, but it seems unnecessary for a more complex system, considering that none of the PCs have any kind of reaction adjustment (average charisma scores).
- We are not using alignment at the moment; there are no alignment languages and players have not chosen alignment for their characters. Right now, the entire issue of alignment seems an inconvenience; i.e. an obstruction to play. Not only is it difficult to explain, its mechanics are obscure. The players are basically "good" (and are playing their characters as such) and until it matters for some reason, I am simply using alignment (with regard to NPCs, magic items, etc.) as rough guidelines for motivation.
And that's about it. Um...yep. Everything else is being used as written. I'm only going to worry about changing things if/when we run into a "snag" in play.
Regarding the campaign setting: as I wrote the other day I am taking it extremely slow with regard to putting things together. The world definitely has a "post-apocalyptic" vibe to it, though in the way of Bakshi's Wizards rather than Dragonlance/Krynn. Orcs, for example, are simply mutants. They are not a particularly "fecund species;" instead, mutants (caused by bad magic/radiation/something) are found amongst most species. A "half-orc" is the mutant offspring of a genetic human; tainted areas of the wilderness might give rise to a higher percentage of "half-orcs" in the population. Orcs proper are bestial descendants of such creatures being driven into the wilderness, forced to band together in tribal communities, further mucking up their own blood lines. Such creatures have an antagonistic relationship with the races that have spurned them.
[goblin kind, on the other hand, are an actual, non-mutant species. They're enmity towards dwarves are based on rivalry born of competing subterranean species; their hostility towards humans and elves come from these latter groups being allies with dwarves. Kobolds, in my game, are simply "small goblins," (like gnomes are "small dwarves") not dog-headed gremlins]
| Typical orcish horde. |
I've often, in recent years, considered orcs to be something akin to the sword & sorcery trope of "beastmen," creatures that, AD&D, would normally be modeled by the mongrelman creature found in I1: Dwellers of the Forbidden City and later (published officially) in the Monster Manual II. The justification for this comes directly from my reading of the Tom Moldvay's (B/X) description of the orc:
"Orcs are ugly human-like creatures who look like a combination of animal and man."
...the first time ANY physical description of orcs (outside of coloration) is given in any of the D&D books. To me, it conjures a bit of an Isle of Dr. Moreau vibe, and I'm happy to run with that...especially the idea of such mutant creatures setting down their own laws and traditions in an attempt to build some semblance of "society."
But, again, I'm digressing. And I have errands to run. The Seahawks are playing tonight (we'll see how THAT goes...), and since the MLS playoffs don't start (for Seattle) till Tuesday, that means my weekend should be very freed up for Dungeons & Dragons. Rainy days in November are good for gamers!
: )
Saturday, April 11, 2020
In The Tomb
Regarding my re-typing of OD&D:
Finished doing Book III...well, as much of it as I plan on writing at this point. The thing devotes a LOT of space (about a third of its page count) to aerial and naval combat, neither of which are incredibly pertinent to my campaign at the moment. I understand the authors' original intention of including everything necessary for a "complete game," but this is more appendix kind of stuff for "special adventures" (this may be a B/X prejudice as the original Expert set put ship and waterborne combat info in a just such a chapter at the end of the book). For better or worse, I don't see my players doing a lot of aerial combat maneuvers in game.
That leaves a lot of space, however, which I will be using to fill out GM info (from later works) that I really want to include. I went through the later OD&D supplements, as well as The Strategic Review and early Dragon magazines...
[ha! in the other room my daughter is having a video "play date" with one of her kindergarten friends and she's attempting to explain the Dungeons & Dragons game we've been playing. Funny stuff.]
...and made notes of the things I want to incorporate into the text. There are some interesting world assumptions I'm finding in the text. The fact that orcs are readily available for hire as mercenaries (and for low prices) says something about their place in the world/civilization of the game...especially as other humanoids AREN'T (goblins are too feral? I suppose). But how does this easy relationship sit with rangers? Not good I suppose (which is why they prefer to live in the wilds). Still, it helps explain half-orcs when orcs are regular participants in inter-species relationships...
Then there's the whole issue of evil (i.e. "chaotic") patriarchs. The same rules for high level clerics apply to evil high priests...which means any such individual that builds a stronghold is going to attract a large force of "faithful" fanatics...not to mention the automatic "tithes" (20 g.p. per inhabitant per year!) that starts rolling in to the EHP's coffers. Apparently all gods are honored in this fantasy setting...sets up all sorts of Isle of Pan Tang ideas.
Regarding the Tomb of Horrors:
Man, that adventure is the gift that just keeps on giving. After The Keep on the Borderlands, I've got to believe it's the module I've run the most over the years (yes, more than White Plume Mountain). Last night, I ran the original OD&D tournament version of the module for the kids, though using the illustration pack from the later 1980 publication. Kids each took two of the pre-gens from the adventure: Diego used an 8th level paladin ("Rider") and a 12th level magic-user ("Winklebart"); Sofia used a 4th/6th level Elf fighter-mage ("Fiddly Fiddler") and a 10th level cleric (first call "Sheila May," later changed to "Lovine the Artist"). The kids had a lot of fun picking out all the cool spells their high level characters could carry, and spent a good amount of time selecting equipment that provided them the right mount of utility with the most efficient encumbrance.
Because we were starting rather late at night, I declared we'd go with the two hour tournament time limit (though we probably went over by a bit). The players started by exploring the "right-hand" (western) false tunnel. The collapsing ceiling killed Fiddly, necessitating the use of Lovine's raise dead spell. Fortunately, the elf made his resurrection survival roll and two weeks later they were healed up and ready to try again.
The party's second foray into the dungeon saw them exploring the "left-hand" (eastern) entrance. Despite the rumbling they heard behind them, they decided to press forward and try to open the doors. It was only after they discovered the blank wall behind the doors that they turned to find the tunnel behind sealed by a shifting wall. "What do we do now?" What do you want to do. "Well, we'll check out the fake doors, but we'll be careful for traps." I think you've already set off a trap don't you? Oh, right. Fortunately, Winkle had memorized the passwall spell so they were able to escape.
Next up was the main (central) tunnel entrance. Here they managed to fall in most every pit trap along the path, but led by their stalwart paladin (with high hit points and amazing saving throws) they managed to traverse the length, finally arriving at the corridor's end. Finding and reading the the cryptic message on the floor, Diego decided to try the misty arch while Sofia's characters remained behind to "watch for monsters." The teleportation deposited Rider and Winkle in a rather messy heap in the chamber of the four-armed ghoul who surprised the pair (apparently they were still disoriented by the mist's effects). Random die showed the ghoul going after the wizard, who quickly died. Rider fought a round with the creature before deciding to flee due to low hit points and the strategic disadvantage of facing a monster with 4 attacks per melee. Charging through the exit he kicked open the plastered door to the main tunnel, only to plunge into the pit lying on the other side (death by impalement...he still made his saving throw). Hearing the commotion the rest of the party retraced their steps, recovered Rider's body, and retreated from the tomb.
The paladin was raised (easily making his resurrection roll) and two weeks later the party was back at the Tomb. Down a man (even had they attempted to retrieve Winklebart's corpse, it had been too long since his death to revive the wizard), they party decided to exercise the utmost caution. Taking a vote, they decided to go through the devil mouth this time. Once again, the paladin was chosen to go first (it was really Sofia's idea to try the devil mouth, but then she chickened out of taking the plunge; rock-paper-scissors was executed and Rider was given the job). Tying a rope around his waist and hoisting the lantern, the paladin pushed his way into the mouth, disappearing completely into darkness. Pulling on the rope brought back...nothing. After sticking a few odds and ends into the mouth (torches, both lit and unlit) it gradually dawned on the players that the devil's mouth was a one-way trip. "So where am I?" asked Diego. In heaven...you were disintegrated! Time for bed!
[there was a lot of laughter at my son's expense, even his own. "Sofia, why do you keep letting me make stupid mistakes?!" followed by the realization of his own words. Ah, D&D...I've missed you]
The children were suitably impressed that the Tomb of Horrors was exceptionally deadly and as fierce as its reputation suggested. Of course, they are also interested in going back, though they realize they're going to have to create some more characters. For my part I feel...refreshed by the experience. Maybe in my own way I'm like some sort of withered demilich that needs to bathe in the blood of young adventurers to get the creak out of my bones!
Regarding the chipa:
It turned out delicious. Here's a picture (we made more, but...um...it all got eaten):
Used a combo of queso fresco and mozzarella cheese in place of the queso paraguayo. The video was good (converted everything to English units of measure) and did a half order...still made a ton of chipa. Very tasty.
Enjoy your weekend folks...as best you can.
: )
Friday, September 20, 2019
Race, Racism, Alignment, and Evil
Let's start with the basics: I'm about 10 seconds away from cutting alignment out of my D&D game. Yes, this is something that some folks (like the much esteemed Alexis Smolensk) has been advocating for years...blogging about it as recently as last week. But it's not Alexis who finally broke my back on the subject (even if he did lay a lot of the initial groundwork); rather, it was G.A. Barber's recent posts on decolonization, integration, and racist tropes in D&D.
And orcs. Thinking about orcs. Really just...orcs.
We're going to bring this around to the Icespire Peak thing in a second (that's a factor), but let's start with the orc thing first. I wrote a rather long comment/response on Barber's post that was either eaten by the internet or hasn't been approved. Doesn't matter either way because it was kind of dumb. But here's the summarized thought (refined a tad):
- While I understand the tropeyness of monocultures (an "elf nation," "orc nation," etc.) is both banal and uncomfortably similar to racist stereotypes (e.g. "all African nations are the same"), it's tough to separate from this when I want non-humans to represent a small segment of the world's sentient population (in comparison to humans, who are prolific and diverse). I'm more inclined to handle these monocultures as Gygax does the Drow in module D3: have a variety of internal factions, conflicting political/religious groups, and rogue independents within the monoculture. Another example might be the dwarves of Krynn as presented in the novel War of the Twins.
- That being said, there's an additional challenge: I like my tropey evil species. I like dragons that are greedy. I like goblins that are sneaky gits. And I like orcs to be scourges on the civilized species, whether because of some genetic curse or their innate subservience to some Dark Lord (Sauron, etc.). I understand this is a callback to European views of the Mongols or Huns (did Eastern nations view Alexander in the same fashion? Maybe) and, admittedly, lazy as far as world building. But what's the alternative? Feeling bad about killing orcs and taking their stuff? When we could be building bridges with and finding empathy for another sentient, misunderstood species?
[this is still D&D we're playing, right? A certain type of escapist fantasy that allows us to expediently resolve conflict with swords and spells, unlike the real world. Superhero fantasy (where conflicts are resolved with mighty fists instead of thoughtful dialogue) is similarly lazy and escapist, but sometimes we want that, right? Or not?]
- But even saying I go partway here towards "understanding orcs" (at least understanding that they are a group of homocidal, unreasoning inhuman humanoids), we can start to say HEY there's really no such thing as "evil races" and "good races" only SELF-INTERESTED peoples. Just like real life nations. Dwarves (or elves or orcs or whoever) might appear stand-offish to outsiders, but if your interests align with theirs, they're happy to become helpful, friendly allies. On the other hand, when your interests and theirs conflict, they're similarly likely to become enemies at the gate. And unfortunately for the orcs, the ethics and values of their particular "society" (such as it is) is quite likely to be at odds with those of (most) human communities.
[side note: I think it was the 2nd or 3rd edition of Warhammer 40,000 that suggested or implied that orcs were a plant-like species: the green skin/blood being related to chlorophyll, their seeming indifference to pain or lost limbs, their driving motivation to compete and expand like a hostile plant being introduced into an unprepared ecosystem. I do kind of like this idea, but D&D already has vegepygmies]
[hmmm...are vegepygmies kind of racist?]
Moving on from Barber's post (and my comments), this idea of "self-interest" echoes back to my thoughts on the nature of capital-E EVIL in D&D (advanced or otherwise). I wrote about this waaaaay back in 2010, when I realized there really shouldn't be a separate "holy" and "unholy" version of spells, water, and symbols. To the priest of Satan (or whoever), her symbols, spells, and special ointments are all "holy," and the implements of different faiths/religions are "unholy" or "blasphemous." Our perceptions are colored by our own values and self-interests, especially as ingrained in us by our parents/family/elders/teachers/society.
That doesn't mean everyone is a SELFISH BASTARD! There are still people in the fantasy world that are taking actions that enlightened 21st century (and, in my case, Christian) folks would consider "good" or "altruistic." Self-interest doesn't preclude acts of charity and kindness, if those things are of value to the particular fantasy being in question. Orcs, however, may not have those values by definition of their "particular society." A few outliers aside (as always).
Back to the Dragon of Icespire Peak adventure: the adventure background concerns a white dragon moving into the territory and setting up shop. This sets in motion a number of events, including the forcing of orcs (the dragon's convenient prey) out of their usual territory, forcing them into conflict with the nearby human settlers. Again, I will say this isn't a terrible premise for an adventure...it is in fact, a very reasonable, realistic scenario. In a fantasy world of monsters eating and enslaving other monsters, it's only natural that such a chain of events would occur (the dragon in the adventure is youngish and was forced out of its territory by other, more powerful dragons...similar to a young lion being forced from the pride by the alpha male). The problematic part of the adventure is the execution of the scenario: kill encroaching monsters (orcs or otherwise), level up, kill dragon, yay...all for little or no reward.
Do I want to take out the orc fights? No, not necessarily. Do I want the PCs to peaceably "integrate" the orcs into their society? No. Even if they were re-skinned as "barbarous hillmen" (or something) I want to retain the cultural differences and conflict. I do not want my Dothraki walking around and enjoying the culture of King's Landing in some fantasy version of Renaissance Venice, okay? Keep that shit to the final episode...er, session of the campaign when you're done with "adventuring."
But do you see where I'm going with this line of thought? There's no need for alignments...especially monster/species designated alignment...in a campaign world based on thoughtful self-interest and reasonable motivations. THAT is why I'm finally, finally willing to take a hard look at axing alignment from my game, after years of resisting the idea. In B/X this isn't difficult: "evil" (for purposes of detect evil, protection from evil, etc.) is only limited to supernatural evil of the undead or demonic variety, with "evil" being defined as "contrary to the natural order of the world." Here are the only other considerations, as far as I can recall:
Alignment language: I don't use it anyway.
Intelligent magic weapons: even without alignment, such items have an ego and an agenda, and will attempt to control a character. I see little reason to do the "gotcha" damage from picking up a weapon of different alignment; being mind controlled by an intelligent sword is "gotcha" enough.
Alignment changing magic items: there are better, more interesting cursed items to include in a campaign world.
"Good" alignment play for adjusting XP acquisition: No.
Alignment restrictions based on class: I'd address this on a case-by-case basis.
- Assassins: originally required alignment was "neutral." Evil is as evil does: no restrictions.
- Bards: requiring "some sort of neutral" is the same as no requirements. Duh.
- Cavaliers: PHB only, please.
- Clerics and Druids: see the bit about holy symbols above. Priestly types are expected to follow the tenets of their particular faith in order to produce magical effects. Failure to do so might result in loss of abilities.
- Monks: have you not seen Iron Monkey? Look at the main villain.
- Rangers: I'm not running a Middle Earth campaign. These are outdoorsy hunter dudes, and that doesn't require a "good" alignment. Other restrictions certainly apply!
- Thieves: plenty of examples in fiction of "heart-o-gold" thieves; see Grey Mouser. Not sure why there was ever such a restriction (I think, back in the day, we house ruled this to "non lawful" instead of non-good).
- Paladins: the most problematic of the bunch, and my main impetus for years for keeping alignment (even when not playing AD&D!). I know that I still want "behavioral restrictions," but I don't want to tie them to DM fiat of what is or isn't being "true" to the lawful good alignment. Are the paladin's abilities supernatural? Yes. So then, as with other spell-casters, they are tied to their beliefs as self-imposed strictures (like a wizard's taboos against weapons). As such, I'd probably set a number of tenets/laws (similar to the cavalier's "code of conduct" in the UA) that such a character would not be able to transgress without the loss of her abilities.
All right. I think that's about all I want to say on the subject. Next post will be shorter (I think) and address the "vanilla fantasy" setting that is the Forgotten Realms.
| Not all orcs are alike. |