Friday, April 8, 2011

Arneson's legacy in BECMI

When I talked about the Mirage Arcana podcast recently, Josh Sherrer asked me how I saw the relationship between OD&D and BECMI and whether BECMI could be seen as an evolution of OD&D or not.

As I replied to him this is a difficult question of course. Evolution implies improvement and I don't think I want to put myself in the position of having stated that D&D is better its predecessor. Still, both AD&D and the later versions of classic were a result of criticism that the rules in OD&D were confusing. However with any edition, there seems to be the contradiction that with every attempt at fixing a problem seems to create a new problem. Having said that, my favorite edition is BECMI. I am in general much more comfortable with 1980s material than what was made in the 1970s, possibly because I was introduced to the hobby in the 80s.





My opinion aside, I found a quote from Dragonsfoot by Frank Mentzer which may carry more weight on this subject:


"I had to stop reading Dragon magazine during the time that I was writing BECMI. Any & All ideas coming from other sources were forbidden; I had strict instructions to base D&D only on the previously published version (starting with OD&D) and, by immersing myself in that, to do the best I could in building upon that foundation and making an entire structure as close as possible to what Gygax & Arneson might have done had they continued to develop and expand it. I failed, of course. While BECMI is a reasonably coherent body of work (all the moreso since it was all from a single author, in stark contrast to TSR's usual design-by-committee approach of the '80s), my own tastes are reflected. (Especially in Immortals, which many find downright weird and generally unplayable, the latter due to their own prejudices imho.) Although Gary and I became fast friends by '83, I didn't get to know Dave until years later, for obvious reasons. Thus lacking half the salient input, the result is more a hybrid of Gary & I than of Gary & Dave. "


I always enjoy reading Frank's posts. I like how his intention indeed was to follow "what Gygax & Arneson might have done" and at the same time admitting that this was no easy task, especially since he didnt get to know Arneson until much later. It is interesting however that many of the elements found in BECMI, such as dominion rules, the mystic class and even Immortality had been touched upon in Arneson's campaign so perhaps Frank was more successful than he realized?




-Havard

Monday, April 4, 2011

[Mystara] Playing Around with Photoshop

Today's entry is related to Mystara, my other favorite world besides Blackmoor. I always found the interior illustrations of the Wrath of the Immortals Rulebook to leave a little to be desired. So I began playing around on Photoshop to see if I could add some color to them. Here are a few early results:










-Havard

Saturday, April 2, 2011

Spelljammer Connection Found!

My fake Blackmoor Space cover, which I posted about a year ago, sparked quite a controversy. We all know Spelljammer is an acquired taste. However, when I made the cover I though of it just as an experiment. I had no idea that there actually was an official connection between the two settings.




My friend Big Mac over at the Piazza pointed me to the following:

A tradesman called The Happy Gauntlet launches from the [Blackmoor Civilization], its captain completing many voyages before stumbling into an illithid ambush. The entire crew, except for the captain's wife, Sharanger Szeltune, are destroyed by the mind flayer's mental powers. She is mortally wounded but is able to unleash powerful spells that allow her to take the helm and retreat. She then retreats to a safe world, lands her ship in a hidden location and transforms herself into an archlich.

The description above is paraphrased from the adventure "I must Go Up to the Stars Again" p 7-8 SJR1 Lost Ships. Granted, the adventure specifies that this is the Greyhawk version of the Blackmoor Civilization. On the other hand, was there really a Blackmoor Civlization on Greyhawk, or just a small region? This can be used or ignored as one wishes. It seems clear that the author, Ed Greenwood, wanted to give a nod to Arneson's setting at least.




Image Source

-Havard

Friday, April 1, 2011

Mordenkainen's adventures in Blackmoor

Although Gary Gygax created Mordenkainen as his first D&D character as late as 1973, I'd like to imagine that the character he played in his first RPG adventure was a sort of Proto-Mordenkainen. This first game I am referring to is of course the Blackmoor game session of the winter of 1972, when Dave Arneson and David Megarry went to Lake Geneva, which I wrote about yesterday.

According to Rob Kuntz, this game included both dungeon adventure and outdoors exploration. From what Kuntz describes, tt seems like the experience must have made a considerable impression on Gary: 

"After the initial Blackmoor adventure events proceeded at a furious pace.  Phone calls to Dave.  Letters exchanged between the two.  During this time EGG noted that he had begun crafting a “dungeon” setting similar to Dave’s Blackmoor. About two weeks after this adventure, Gary handed me a slim manuscript which had been mailed to him by David.  I sat down and read for the first time the rules that David had used during it."

This was of course the beginning of D&D, but it was not the last time for Gygax and Kuntz to play with Arneson as the Dungeon Master. In 1976, those three sat down in TSR's Dungeon Hobby Shop. The two players used their legendary characters Mordenkainen and Robilar. By now, both characters were incredibly powerful and Dave had to limit the number of magical items they were allowed to bring to the table. Their destination was the City of the Gods. Dave Arneson's core group had already made several expeditions to this fabled city, most of which had been disasterous for the player characters. Kuntz and Gygax must have felt confident in their high level characters and played quite recklessly, as Dave Arneson later recalled:

"In this expedition there was a rather indiscriminate and widespread use of lightning bolts which could be observed from a multitude of points throughout the city. The use of such pyrotechnics from a very early stage in the adventure was risky to say the least and was one of the reasons that more and more wandering monsters were encountered thereafter. As the adventurers spent more and more time within the city confines they made little or no attempt to conceal themselves or their activities and so more roving creatures were drawn to their ramblings."
-Dave Arneson, Oerth Journal #6

This lack of caution nearly cost Robilar his life. Fortunately Mordenkainen was able to save his friend and the two were among the few to have survived exploring this deadly place. Details of this adventure can be found in Oerth Journal #6.


Image Source.

-Havard

Thursday, March 31, 2011

David R. Megarry

Dave R. Megarry (center) 1974

In 1964 a group of gamers in St.Paul Minnesota founded the Midwest Military Simulation Association. Dave Arneson joined this group when he was in high school. Another member of this group was David R. Megarry. When Dave Arneson  started the Blackmoor game, Megarry was one of the players. In this game Dave Arneson presented Megarry with something that fascinated the player:

"Arneson drew up the first Dungeon map for a Blackmoor adventure that was expected to run one day and then (probably) the map would be brough back out if anyone ever went there again.   We played, everyone agreed that the game had gone really smoothly, and the next day we were back out in the kingdom, escorting some merchants through the woods or whatever.  Then Dave Megarry arrived with the prototype "Dungeon" game under his arm.  He had distilled the complex, open-ended Blackmoor dungeno crawl into a simple but practical board game.  He had also identified that, by restricting the players to a limited set of options (go left, or right, or back, and not  "NbyNW for three minutes. Now can the dragons see them there or not..." the Dungeon made everything manageable.  He and Dave Arneson discussed this, and from then on, the Dungeon was where most of the action was going to take place." (-David Wesely)
In the winter of 1972 Dave Arneson and David Megarry went down to Lake Geneva to present Megarry's "Dungeon!" game to Gary Gygax. During their meeting, Arneson also ran a Blackmoor game for Megarry, Gary Gygax, Ernie Gygax, Rob Kuntz, Terry Kuntz. As most of you will know, this lead to the creation of D&D in 1974. Megarry's Dungeon! game was released by TSR in 1975. Over at the Comeback Inn forum, we have been discussing how Megarry's Dungeon and Dave Arneson's Blackmoor game may have influenced eachother.


Image source

-Havard

Wednesday, March 30, 2011

Necro's Clark Peterson to do Pathfinder

Clark Peterson formerly of Necromancer Games has announced his return to the gaming industry. Peterson gets mentioned in the Blackmoor blog because of his involvement with the Wilderlands of High Fantasy. On Monday he wrote the following:

I'm up to something. Not ready to say just what it is yet. But Paizo will be the first to know.
And it will be Pathfinder. Pathfinder is the game that has the soul of what D&D was coupled with proper changes for the modern game. That is what I want to support. Plus, I love all the people at Paizo and I love what they are all about. And the community here is just second to none.
You'll be hearing from me...

Judging based on his previous work, this is great news for the gaming industry. Now if we only could get him to work with Judges Guild and do more for the Wilderlands. Not quite Blackmoor, but almost the second best thing? :)


-Havard

Tuesday, March 29, 2011

D&D Rules Cyclopedia on Mirage Arcana



If you are a loyal follower of this blog, you will know about my strong affection for the BECMI version of D&D, by Frank Mentzer. It should be no surprise then that one of my favorite RPG books is the D&D Rules Cyclopedia which collected almost all of the BECMI material in one single volume edited by Aaron Allston. I have just spent the evening listening to the latest Mirage Arcana podcast (ep #25!) where hosts Adrian and Craig cover this very book:

Episode 25: It's all in one book!…

As part of the D&D Month coverage, Craig and Adrian turn their attention to the mighty tome that is the Rules Cyclopedia. Dispelling myths of 'the kiddie version', we move on to our loathing of Bargle the Infamous and the childhood trauma of losing Aleena to his Magic Missiles. We discuss the races and classes, the enduring genius of the Battlesystem process of resolving mass combat, and cover the world of Mystara through the Gazetteers and the Poor Wizards Almanac. The Weapon Mastery system are discussed in terms of building adventure ideas and engaging NPCs and the Paths of Immortality are used to create truly epic stories and characters. Sprinkled throughout are practical ideas to take these concepts into your game.

So what are you waiting for?  Join us for D&D Month and game hard!
It's at Mirage Arcana.

The Mirage Arcana is one of my favorite podcasts and I enjoyed listening to this show in particular. I think they did the RC justice. One interesting thing that the podcast mentions is the difference between the Advanced D&D line and the Classic D&D line, and how while AD&D became a more rafined version of Gygax' vision for what D&D should be like the Classic line preserved the spirit of the game born through the cooperation of Gygax and Arneson.

I also like that they covered alot of related topics such as Aleena/Bargle, the Isle of Dread, Legacy of Blood etc. They also mention the Piazza and a certain humble Blackmoor Blogger, which is very cool.



-Havard

New Blackmoor World Map: A Dave Arneson Game Day Present

 Happy Dave Arneson Game Day everybody! My present to the community is a world map that I have made for Dave Arneson's Blackmoor. This...