A Stunning Conundrum

One of the interesting features about RPGs (well Dungeons & Dragons, but others as well), is that there are actions that sound fun, but quickly become extremely unfun when applied to the player characters. Things like stun, disarm, paralysis, and so on. Abilities that boil down to the player skipping one or more turns. I find this particularly interesting because it’s something mostly invisible to … Continue reading A Stunning Conundrum

AD&D Adventure Review: All That Glitters

Published in 1984, UK6: All That Glitters is another memorable adventure for level 5-7 characters from TSR UK. As I noted in my review of Eye of the Serpent, the UK adventures had moved away from the World of Greyhawk, instead each being set in its own setting. However, while reading this adventure, I began to wonder if it were actually a Greyhawk adventure with … Continue reading AD&D Adventure Review: All That Glitters

AD&D Review: The Glacial Rift of the Frost Giant Jarl

In 1978, the first (official) published adventure modules for the AD&D game were released. This was a new thing. There had been third party D&D adventures before this – Palace of the Vampire Queen in 1976 generally takes the title as the first. And, in 1975, the Blackmoor supplement for OD&D, had included a scenario of Dave Arneson’s design, Temple of the Frog. But for … Continue reading AD&D Review: The Glacial Rift of the Frost Giant Jarl

Memories of Greyhawk Campaigns Past: Beginnings

It was a long time ago. In the late 80s, I managed to meet up with three other like-minded individuals – that is, people interested in this strange game called Advanced Dungeons & Dragons, and we began a campaign. The DM had already played a similar campaign with a friend, and he wanted to introduce us to the idea. And so, the four of us … Continue reading Memories of Greyhawk Campaigns Past: Beginnings

AD&D Adventure Review: Eye of the Serpent

There is a lyrical nature to Graeme Morris’s writing in Eye of the Serpent, the fifth of the UK series of adventures. He describes the view from the top of a mountain, down to the valley below, where a river winds like a serpent, an island some way along its length appearing as an eye to the dwarves who once lived there. It makes a … Continue reading AD&D Adventure Review: Eye of the Serpent

Bad Design: The AD&D Monk

In my last essay, I discussed the relationship between hit points, armour class and the survivability of the character. It occurred to me that in Dungeons & Dragons 5E, Armour Classes exist in a fairly narrow range and are achieved by two primary methods. Either by having a good Dexterity and wearing light armour or by wearing heavy armour and caring not about Dexterity. A … Continue reading Bad Design: The AD&D Monk

The Tension between Armour Class and Hit Points

Players looking at the original form of Dungeons & Dragons may be surprised to discover how little Plate Armour costs. You could get the best non-magical Armour Class as a starting character. I find this interesting. In the beginning, a level 1 character had 1d6 hit points. If a monster hit you, you would take 1d6 damage. When you reached 0 hit points, you died. … Continue reading The Tension between Armour Class and Hit Points

Steading of the Hill Giant Chief as an Adventure Environment

Steading of the Hill Giant Chief, one of the first “adventure modules” produced for Dungeons & Dragons, has many things that fascinate me. One of those elements is how it is presented: not as a scripted piece of action, but as an environment to explore and interact with. This is the format of many of the early adventures, which make few assumptions about the actions … Continue reading Steading of the Hill Giant Chief as an Adventure Environment

The Cleric in Dungeons & Dragons

In the beginning: The original cleric class debuted in the first version of Dungeons & Dragons in 1974. There were only three classes in those days: Fighting Man (Fighter), Cleric and Magic-User (Wizard). The Thief (Rogue) came along the next year with the Greyhawk supplement. The original cleric was good at fighting but initially could not cast spells. Instead, it gained that ability at level … Continue reading The Cleric in Dungeons & Dragons

AD&D Adventure Review: The Glacial Rift of the Frost Giant Jarl

The Glacial Rift of the Frost Giant Jarl was published in 1978 as the second of the “Giant” series. It one of the earliest Dungeons & Dragons adventures. Incredibly, to our modern eyes, it is a mere 8 pages, with maps printed on the interior of the cover. The plot of the adventure sees the heroes sent on a mission of revenge against giants that have … Continue reading AD&D Adventure Review: The Glacial Rift of the Frost Giant Jarl