Showing posts with label od&d. Show all posts
Showing posts with label od&d. Show all posts

Wednesday, October 24, 2018

Save Versus All Wands Contest: What is the Value of the Coin Hoard?

Treasure Type H 

Announcing the third annual (well, not quite) Save Versus All Wands contest!

You can read about and see the results of the first two - Seven Voyages of Zylarthen: What's in a Name and the Jack Vance Dialogue Writing Contest here/here/here and here/here. They were four years ago. Apologies.

Okay, so here's the current contest question: How much money is in the above picture?


What does this have to do with anything? Well, here's the background:

In Characters and Combat, Vol. I of Seven Voyages of Zylarthen, I talked about using actual United States coins as props for in-game copper pieces, silver pieces and gold pieces.


Using coin props is fun, especially for kids. I should say that I started doing this for AD&D before I wrote Zylarthen.

The idea for using actual coins as props is that U.S. metal currency is worth so little now that if you want props for fantasy money, US coinage is, weirdly enough, your cheapest bet. A penny, nickel or sometimes even a dime is in most cases cheaper than, say, a washer from a hardware store or a plastic toy imitation "dubloon". Plus, US coins look more like, well, coins than, say, washers do, and they clink more than plastic toy coins.

In fact, they're not merely cheaper, they're in a sense, free. You can't trade your washers or plastic dubloons back for what you paid for them. But you can do that with US coins. In a sense it's simply a way (albeit odd) of saving money while getting some neat game props in the meantime.

Here is what I wrote in Zylarthen:
Physical Coin Tokens (Optional): 
In our campaign we actually give players little bags of pennies, nickels, dimes, quarters, and (for really nice hauls) half dollars and dollars to represent their coin hoards. Everyone has found this vastly more fun (and potentially less prone to error) than the usual method of crossing digits or hatch marks off of a piece of paper. It makes discovering treasure—or spending it—more real, and even mundane items or inexpensive weapons seem more valuable when you have to pay for them with physical money. 
We keep about $200 worth of coins in a number of cigar boxes (these look very much like treasure chests), and have a dozen or so mock-velvet bags that we purchased for a few dollars at a jewelry store. To those who object that this is too great an expense, we would reply that it isn’t actually an expense—we still have the money (perhaps it’s even an admittedly odd way of saving money), and if we’re ever down to our last $200, we can always go back to hatch marks! 
Penny = Copper Piece 
Dime = Silver Piece 
Quarter = Gold Piece 
Kennedy Half Dollar = 100 Copper Pieces 
Presidential Dollar = 100 Silver Pieces 
Eisenhower Dollar = 100 Gold Pieces 
Small Washer = Iron Coin  
Nickel = 100 Iron Coins
Now, Zylarthen is on the silver standard, where 1 SP = 1 experience point. The exchange rates for coins are these:
5 CP = 1 SP 
10 SP = 1 GP 
4 iron scrip = 1 CP
Beginning player-characters get 30-180 silver pieces, and standard equipment is usually priced in silver pieces, to some extent roughly tracking the prices in OD&D and AD&D, though I twiddled things somewhat to make them more "realistic" relative to actual medieval prices.

I wrote about why I went on the silver standard here.

Among other things, the scheme makes copper pieces more valuable (thus giving people and monsters more reason to hoard them) and makes gold pieces rarer and more similar to, say gems. One of the problems with the treasure schemes in OD&D and AD&D is that gems and jewelry make up 97% (or whatever it is) of the value of treasure found on the charts. A silver standard goes some way towards solving that.

But back to using US coins as props.

I actually changed the original representation scheme, slightly.

The Eisenhower Dollar now represents 100 silver pieces and the Presidential or Sacagawea Dollar now represents 100 gold pieces. (This is because I came to believe that shiny Presidential and Sacagawea Dollar coins look more like gold.)

And nickels are now individual iron scrip coins, with Susan B. Anthony Dollars representing 100 of them.

Finding a large iron scrip hoard might be annoying.

So here's the current scheme:
Penny = Copper Piece 
Dime = Silver Piece 
Quarter = Gold Piece 
Kennedy Half Dollar = 100 Copper Pieces 
Eisenhower Dollar = 100 Silver Pieces 
Presidential Dollar = 100 Gold Pieces 
Nickel = 1 iron scrip  
Susan B. Anthony Dollar = 100 iron scrips
I'll write more later about how things have worked out - including tackling the knotty subject of are the coins really free? - but in the meantime I thought I'd launch a contest in the spirit of the first Zylarthen contest.

Above is my current hoard.

How much actual money (in US currency) is there in the picture?

Hint: it's not $200.

Vote once in the comments on this blog post.

The winner will receive the four original Zylarthen booklets plus the supplement Book of Spells. If you already own the five booklets, they makes a great gift!

Extra credit: What is the total Zylarthen equivalent in experience points? Include this estimate with your money guess. if the winner gets within 50% to 150% of the actual experience point total, I'll throw in the Zylarthen Electronic Edition, or if you already have it, some sort of equivalent.

Contest ends at midnight (CST) on Halloween.

Good luck!

Tuesday, October 23, 2018

Alternate Weapons and Combat Rules for Seven Voyages of Zylarthen and OD&D


The first edition of Seven Voyages of Zylarthen features melee and missile attack tables by weapon, not class or level. Additional to-hit adjustments are then made for higher-level characters or situational factors. All weapons generally do 1-6 points of damage. 

Here are the two main charts from the revised Electronic Edition and booklets:

I designed the weapons and combat system the way I did for three reasons:
  1. I wanted to simulate how different weapons performed against different types of armor—not merely that all weapons become less effective the better the armor, but that certain weapons perform relatively better (or worse) against certain types of armor such as mail or plate. Rather than add yet another set of annoying bonuses or penalties (as was done in Greyhawk and the AD&D Players Handbook), I decided to “bake in” the effects to the main attack charts. Thus, swords and pointed weapons generally have lower target numbers to hit against unarmored or lightly armored opponents but are much less effective against mail and plate (or their creature armor equivalents such as dragon scales). On the other hand, axes and heavy blunt weapons come into their own against metal armor. Another way of putting this is that the declining “curve” on the charts is flatter for axes and heavy blunt weapons. 
  2. Not only did I feel that this added more realism to combat (without losing much in playability) but it also gave more meaningful choices to players in their weapon selection. No more were, say, the mace and hammer clearly inferior to the long sword. Swords might be good all-purpose weapons, but if you were going up against heavily armored humanoids or creatures with tough hide or scales, an axe, mace or morning star might be a better bet. 
  3. I was able to preserve the original conception of all weapons doing 1-6 points of damage - which, as a purist designing what was in some ways a hyper-purist game, I felt was important - while nevertheless including a mechanism for distinguishing between the effectiveness of different weapons. As a side-note (and this may be annoying to some), I also thought it was more OD&D-ish to base the combat mechanism around a central somewhat mysterious and (I hoped) in practice mathematically uncrackable chart (all those varying to-hit numbers).   

(I wrote about the historical treatment of weapons vs. armor in OD&D and AD&D here, here and here.)


Recently, however, I have come to feel that the original Zylarthen system may have been too fiddly, as well as arguably not representing the differences between weapons with sufficient magnitude. Thus, it is difficult if not impossible to memorize the charts, and the differences in the "to hit" numbers usually only amount to, say, 5% or 10% (a few pips on a twenty-sided die), which may not appear to matter as much as it should.

So I devised a new alternate system.

The main change is this: All weapons now have, all things being equal, the same chances to hit. Thus, for a 1st level character, the to-hit numbers follow the standard 10/11/12/13/14/15/16/17 progression against armor classes 9//8/7/6/5/4/3/2. This sequence is easily memorized. Though, in fact, if one wishes to suspend purity considerations by substituting an ascending armor class system - 10/11/12/13/14/15/16/17 - 
it becomes even easier to calculate, where the armor class simply becomes the chance to hit for a 1st level character.

This returns the to-hit numbers to the original OD&D and AD&D scheme.  

What now are the most important combat differences between weapons? There are two: 1. Weapons now have differing damage dice. And 2. some weapons—most edged and pointed weapons—have their damage die halved for attacks against the better types of armor—5, 4, 3 and 2 in a descending system, 14, 15, 16 and 17 in an ascending system or, to put it non-mathematically, metal armor (mail or plate) or the equivalent in creature terms.


This, for better or worse, is obviously much more OD&D Greyhawk than OD&D three little brown books. I suppose history might be repeating itself.

Of course, the above aren't the only combat differences, given that other considerations from Zylarthen have been preserved: Some weapons perform better or worse against large creatures, for example. And there are still other important non-combat considerations. Cost is one of them, though cost often still has an inverse relationship with weapon durability (the “optional” weapon break rules are, in my view, an important part of the overall system). Encumbrance is another. And there are various special rules that add to (or subtract from) the value of certain weapons.

OD&D purists (or, rather, hard-core purists who opposed even some of the changes in weapons and combat offered in Greyhawk) may be annoyed.


But I suppose people who enjoy rolling different-sized polyhedrons for damage will presumably be pleased.

I’m still basically a purist, but I’m comfortable with these changes and feel that they make for a good alternative combat system. I’m even warming up to the idea of ascending armor class . . .

Here are the new charts. They should be read against the background of a few other relatively minor changes—I’ve slightly adjusted the weapon class and encumbrance for a few weapons, for example. And there is now a two-handed sword!


Here is a quick summary of other rules, relevant to the above, from Seven Voyages of Zylarthen:

Encumbrance: Each "dot" or unit of encumbrance is equivalent to 2-10 pounds. Most characters only get 25 to work with, with movement declining from 13 to 12 to 9 to 6 to 3 for every five units. Carrying any item with an encumbrance of 3 or more means that you can only move at a maximum of 9. And keeping in mind that you're probably also wearing armor or carrying food (or gold) or simply trying to keep your encumbrance low so you can do thiefy things or whatever, an extra "dot" or two can often make a big difference.

Weapon Class: Under the initiative rules, the person or creature with the highest weapon class always attacks first. Subsequent rounds feature an initiative die, with ties going to the person or creature with the lowest weapon class. This obviously gives the advantage to long weapons in short fights. For long rough and tumble melee brawls not so much.

Weapon Breaks: In Zylarthen, weapons have a chance if breaking not on a fumble but on a critical hit (getting a really hard strike in may have consequences for your weapon) as well as when inflicting death blows against heavily armored or high hit dice creatures. The chance of breakage then depends on the weapon's cost (a good stand in for durability, I think) with swords and great swords having only a 1 in 20 chance of breaking, going up to 3 in 20 for daggers, spears and the like. Obviously magic weapons are largely immune. I think this makes good intuitive sense as well as tracking historical accounts of knightly duels. Often opponents would change weapons multiple times during a fight due to breakage. While things probably won't often come to that extreme in Zylarthen, dungeon explorers are well-advised to carry spares with them, especially when using cheaper weapons.         

But getting back to the alternate rules themselves, I feel that the changes reflect well the philosophy that no weapon is either pointless or perfect. All have advantages and disadvantages. Here is a quick summary.

Dagger: A great all around utility weapon. Virtually everyone has one. It's the only weapon with no encumbrance, at least if multiples are not carried. Once in close-combat it is almost as effective as a sword. It can be used in an off-hand along with another short weapon. And in extremis it may be thrown.

Axe: This weapon has many of the same advantages as a dagger as well as being a passable armor cracker.

Mace: The best armor cracker for only 1 encumbrance unit.

Sword: A good all-around weapon that does the highest potential damage of any of the 1 encumbrance unit weapons. It can be used with a shield, buckler or off-hand dagger or axe.

Hammer: The best one-handed armor cracker.

Battle Axe: The heavy two-handed axe deals out more average damage (however they are armored) of any weapon.

Long Sword: The best one-handed weapon, if price is no object, for fighting an unarmored or lightly armored foe. And it performs as well as an axe against plate.

Staff: We've improved this weapon a bit, giving it some of the defensive bonuses of a shield or buckler and knocking its encumbrance down from 3 to 2. Thus a Magic-User can now run at almost full-speed without having to drop it.

Morning Star: Sort of a cheaper and lighter battle axe for those armor crackers who don't want to be too weighed down. Its length will also allow one to usually attack first on the first round of melee.

Great Sword: I felt the game needed this. The long sword wielded with two hands didn't offer enough of an advantage. However, unlike the Fighting Man's nuke of Greyhawk and AD&D, it's encumbrance of 3 may be a negative for some players. Plus while it holds its own against heavy armor, it's not as effective in that context as a hammer, morning star or battle axe. Still, it partly make up for that by getting a +2 damage bonus against dragons and other large creatures.

Spear: This cheap weapon has a number of advantages, including enabling its user to almost always attack first in the first round and doing double damage against a charge. And it's much more effective when wielded with two hands. Unfortunately, they break a lot.

Pole Arm: Sort of a super spear, but perhaps too heavy to seriously consider taking on a dungeon delve. We've increased its encumbrance to 5.

Lance: Nice if you have a horse.

Javelins: You can take three Javelins with you at a cost of only 1 encumbrance unit, and throw them all in one round (assuming your annoyed opponent doesn't charge you). Not very effective against heavy armor, but you can't have everything.

Sling: A good light missile weapon, especially for Thieves and Halflings (who get a bonus on sling attacks), and you can always try to gather stones if you run out of bullets.

Bow: Not quite as effective as a crossbow, but its lighter. And it can penetrate armor at close ranges.

Crossbow: The king of missile weapons. It's heavy but often worth it.

********

I'll be officially writing up these alternate rules and offering them, along with some of the already existing combat rules and alternate "errata" for some of the encumbrance changes, etc., in a free supplement soon.

It may or may not show it, but I've probably put more thought and effort into weapons and combat than any other aspect of Zylarthen. Perfection is a questing beast, but stupid or "unrealistic" weapons things bug me. This may be a fault.

But to the degree that the game works, I think it does so in part due to the weapons mechanics. Or at least, for me, it does so due to the weapons mechanics. That might be a minority view among  Zylarthen players and readers, but still.

And of course, if one was so inclined, these weapons mechanics are easily usable, without Zylarthen, for OD&D or even AD&D. They're sort of my variation on Greyhawk.   

If you're interested in what I've done here, either from the point of view of being familiar with the Zylarthen rules set or not, I'd love to hear what you think.

Is it an improvement? A sell out? Is there anything I overlooked? What can be tweaked or adjusted to make it better?     

Monday, April 2, 2018

ZYLARTHEN Bundle (Booklets plus Deluxe PDF) Now Available on DriveThruRPG


Campion and Clitherow has (finally) bundled the physical instantiations and combined PDF of its classic OD&D "neo-clone" Seven Voyages of Zylarthen.

The bundle includes the five physical booklets (the four original books plus the Book of Spells supplement) and the 337 page deluxe Electronic Edition, featuring an extensively bookmarked and hyperlinked PDF that includes all of the previous plus a printable Player Reference Sheets booklet.

The bundle is priced at $34.75 on DriveThruRPG. Previous purchasers of the PDF alone will find they can purchase the bundle for $29.75, or $5.00 off the total price for the individual booklets.

One of the reasons we're excited about this this is that we've noticed that most Zylarthen purchasers bought their booklets from Lulu but their PDF from DriveThru. Lulu prints great booklets, and I assume some people them during one of Lulu's periodic shipping sales. We wanted to create a way for DriveThruRPG people to get their own "permanent" advantage while creating a "one-stop" mechanism for new Zylarthen purchasers to get both the booklets and the PDF at a discount.

For those unfamiliar with Seven Voyages of Zylarthen, the motivation was not to "clean up" or add "house-rules" to the original edition of the world's most popular role-playing game in the manner of, say, a straight retro-clone. There's nothing wrong with either of those programs, but they had already been done by, among others, Delving Deeper and Swords & Wizardry White Box.

Rather, it was to identify the essential elements of the original game and, as it were, "turn them up to 11."

And much of this had to do with tone and setting. As we remarked in the Introduction, "the brilliance and charm of earliest version of the original game was its simplicity and elegance, combined with a certain asymmetrical quirkiness. It invoked many sources—King Arthur, the Crusades, Middle-earth, the Arabian Nights, pulp fantasy, fairy tales, even science fiction. Its breadth of tone was a virtue, offering to the players a multiplicity of delights."

Here are the gods and goddesses of myth, as well as the goblins and witches of Faery. And here also are the Martian races described by Burroughs, as well as the androids, cyborgs and robots of speculative fiction.

Here are treks through a fantastic wilderness or delvings into the deepest and most mysterious dungeons.

Zylarthen is a game you can feel comfortable playing with your children. It is also a game for adults who wish to recapture the sense of wonder they had on first being introduced to the role-playing hobby. We hope that it will appeal to role-playing history wonks as well as younger enthusiasts who wish to get become more acquainted with, as it were, the roots of the thing.

We hope you enjoy it!

Monday, November 20, 2017

Monsters as Player Characters - OD&D vs. AD&D

I don't know - it looks good to me

I'm taking a three-day break from demons to talk about something I rediscovered while looking for demons. I'm sure what I'm about to point out has been mentioned before, though I don't have a reference.

In Men & Magic, after detailing the three character classes and three additional races, Gary Gygax wrote:
Other Character Types: There is no reason that players cannot be allowed to play as virtually anything, provided they begin relatively weak and work up to the top, i.e., a player wishing to be a Dragon would have to begin as let us say, a "young" one and progress upwards in the usual manner, steps being predetermined by the campaign referee (p. 8).
Now I have no idea how many referees back in the day were coming up with stats on the fly for players who confidently announced they wanted to play a non-standard character, but I think it's indisputable that from the very first many were experimenting with creating their own new character classes, races and types to supplement the ones in the text or customary rules. Arneson's Blackmoor campaign had a Balrog player-character, and Gygax's reportedly also allowed such variations in Greyhawk (which is presumably why he wrote the passage above).

The author of the Dungeons & Dragons "Basic" set, John Eric Holmes, apparently also enjoyed running adventuring parties of non-standard classes or creatures. And he implied as much in the text of that game:
At the Dungeon Master's discretion a character can be anything his or her player wants him to be. Characters must always start out inexperienced and relatively weak and build on their experience. Thus, an expedition might include, in addition to the four basic classes and races (human, elven, dwarven, halflingish), a centaur, a lawful werebear, and a Japanese Samurai fighting man (p. 7).
However, now consider this passage (also written by Gygax) from the AD&D Dungeon Master Guide, six years later:
THE MONSTER AS A PLAYER CHARACTER
On occasion one player or another will evidence a strong desire to operate as a monster, conceiving a playable character as a strong demon, a devil, a dragon, or one of the most powerful sort of undead creatures. This is done principally because the player sees the desired monster character as superior to his or her peers and likely to provide a dominant role for him or her in the campaign. A moment of reflection will bring them to the unalterable conclusion that the game is heavily weighted towards mankind...
The considered opinion of this writer is that such characters are not beneficial to the game and should be excluded.
The later Gygax is of course contradicting his earlier self. Playing "monsters" as characters is now no longer recommended. Indeed, someone who pushes for it might even have psychological problems!

In fairness, Gygax does temper things a bit. He's against doing it, but such a decision should ultimately be left up to the referee - "As to other sorts of monsters as player characters, you as DM must decide in light of your aims and the style of your campaign." And it is preferable to find ways to discourage the practice rather than banning it outright:
Note that exclusion is best handled by restriction and not by refusal. Enumeration of the limits and drawbacks which are attendant upon the monster character will always be sufficient to steer the intelligent player away from the monster approach, for in most cases it was only thought of as a likely manner of game domination. The truly experimental-type player might be allowed to play such a monster character for a time so as to satisfy curiosity, and it can then be moved to non-player status and still be an interesting part of the campaign - and the player is most likely to desire to drop the monster character once he or she has examined its potential and played that role for a time. The less intelligent players who demand to play monster characters regardless of obvious consequences will soon remove themselves from play in any event, for their own ineptness will serve to have players or monsters or traps finish them off (p. 21 for all references).
Of course during this quasi-concession Gygax takes the opportunity to further put down players who might have such a desire - unless the goal is purely experimental, then they either have a will to dominate or are relatively stupid and inept. This might be characterized as one manifestation of what has been called High Gygaxian style. Here an air of wisdom is coupled with silly insults. That's not a criticism (of the style). In fact it's quite entertaining.

It sure beats "In creating the story of your character, work with your DM. Talk to them about your ideas, preferences and feelings."

Is it evil to contradict one's earlier self? Of course not. And for all we know, Gygax had learned from the previous six years of play that people playing dragons or demons was simply more trouble than what it was worth. But it's also an example of how, as the universe of Dungeons & Dragons was in most ways expanding (in terms of text or ruleset length if nothing else), there were walls to that universe that were simultaneously being erected or reinforced. All things being equal, I think that's something to regret.

Now I confess that in saying this I feel like a hypocritical politician. When I played D&D back in the day, I never ran or played non-standard player-characters, and since my rediscovery of the game and subsequent determination that I was now firmly in the more open-ended OD&D camp, I still haven't done so. But let's just say I philosophically or aesthetically favor an approach that leaves open the possibility. Or at least I like to think that I do.

If you want to play a dragon, that's fine. Just give me a few minutes to come up with something.

But don't tell me about your feelings.

Friday, November 17, 2017

Demons in Early D&D, Part 2

The Arch-devil Asmodeus, from the AD&D Monster Manual
See Part 1, here.

Dungeons & Dragons "Holmes Basic" Set (July, 1977): There were only a few passing references to demons in this edition. I assume this was largely because they were too powerful and complicated to feature in an introductory treatment designed to take player characters only through 3rd level.

AD&D Monster Manual (December, 1977): The first AD&D book fleshed out, so to speak, the nine demonic types presented in Eldritch Wizardry and added three more to their number including Manes, Juiblex (The Faceless Lord) and, oddly perhaps, Yeenoghu, who we are told is "Demon Lord of Gnolls." The numbered Types I to V are also given additional names, and the Balrog is renamed "Balor." Interestingly, two of the types - Type IV (Nalfeshnee, etc.) and Type V (Marilith, etc.) feature illustrations that appear to be fairly close copies (though in mirror image) of their initial illustrations in Eldritch Wizardry, twenty months before. (Both sets were drawn by David Sutherland.) As far as I know, this is the only case where the Monster Manual made obvious use of previous art.


Type V Demon (Marilith) from (L to R) Eldritch Wizardry and the Monster Manual

EDIT: R. Nelson Bailey pointed out to me that the Monster Manual illustrations of the sahuagin and umber hulk appear to be exactly the same as those originally found in Blackmoor

As in Eldritch Wizardry, the Monster Manual suggests that
If the name of a particularly powerful demon is spoken, there is a chance that he will hear and turn his attention to the speaker. A base 5% chance is recommended to the referee. Unless prepared to avoid such attention - or to control the demon - the demon will whereupon immediately kill, by whatever means are most expeditious, the one pronouncing his name (p. 16).
One wonders in how many campaigns a referee invoked this rule when the players were joking around.

The Monster Manual tells us that "Demons are able to move from their own plane into those of Tarterus, Hades, or Pandemonium or roam the astral plane" (p. 16).
But what is their own plane? It's not very clearly presented, but the careful reader can figure it out: If the amulet of a demon prince is destroyed, it will "Thus condemn the prince to abyssment for one year." As well, Manes are described as "Those dead which go to the 666 layers of the demonic abyss" (p. 17).

The Monster Manual also introduces devils for the first time. These are primarily distinguished from demons in that devils are lawful evil in alignment whereas demons are chaotic evil. There are eleven types of them, led by the "Arch-Devil" Asmodeus, who are the "inhabitants and rulers of the planes of hell." I actually remember these entities much better than their demonic rivals, perhaps because the illustrations are more evocative and appear to be of a higher quality, and also because of their more memorable and resonant names.

In addition, various creatures are listed outside of the "Demons" and "Devils" sections - imps, larva, night hags, quasists, etc. - who are either "minor" demons or devils, are related to or associate with demons or devils in some way or who, like demons and devils, largely inhabit the lower planes. Curiously, the rakshasa is listed as a "devil" (not a demon as in Gods, Demi-Gods and Heroes) in the Index but that fact is not mentioned in its description.

AD&D Players Handbook (June, 1978): As demons and devils were now official monsters, the second AD&D volume contained a number of references to them, just as it did for other creatures. As one might expect, many of these references were in descriptions of relevant spells such as Protection from Evil and so on. But demons had also apparently now reached a status in the canon where they could be used to stress the imaginative and epic proportions of Dungeons & Dragons:
This game lets all of your fantasies come true. This is a world where monsters, dragons, good and evil high priests, fierce demons, and even the gods themselves may enter your character's life. Enjoy, for this game is what dreams are made of! (p. 7).
In the Players Handbook it is revealed that clerics might be able to turn or control some demons and devils, just as they turn undead. Though players would have to wait until the Dungeon Masters Guide (August, 1979) or the preview of it in The Dragon (No. 22, February, 1979) for charts on this.

I think two other things stand out in the Handbook. First, we see perhaps the first sustained reference to player-characters voluntarily interacting with the demonic in a detailed and explicit way. It's in the description for the 7th level Magic-User spell, Cacodemon:
Explanation/Description: This perilous exercise in dweomercraeft summons up a powerful demon of type IV, V, or VI, depending upon the demon's name being known to the magic-user...The spell caster must be within a circle of protection (or a thaumaturgic triangle with protection from evil) and the demon confined within a pentagram (circled pentacle) if he or she is to avoid being slain or carried off by the summoned cacodemon...
By tribute of fresh human blood and the promise of 1 or more human sacrifices, the summoner can bargain with the demon for willing service...
The components of this spell are 5 flaming black candles; a brazier of hot coals upon which must be burned sulphur, bat hairs, lard, soot, mercuricnitric acid crystals, mandrake root, alcohol, and a piece of parchment with the demon's name inscribed in runes inside a pentacle; and a dish of blood from some mammal (preferably a human, of course) placed inside the area where the cacodemon is to be held (pp. 86-7).
Of course it would be easy to pull this "out of context" to argue that AD&D was attempting to make occult practices attractive to children or whatever. In truth, I didn't even remember the spell, and was only reminded of it when researching this post, even though, at the time, I played AD&D exclusively and thought of the Players Handbook as the defining D&D tome. I suspect I'm not alone in this. Among other things, Cacodemon was a high-level spell and I doubt that many campaigns got that far. As always, I could be wrong.

The second thing to note is that it was in Appendix IV of the Handbook that all of the planes were finally explicitly named and their nature and relation at least somewhat described or explained (using a list, a two-dimensional representation and a three dimensional representation!). So, as for evil places where demonic entities might dwell, we are introduced to:
17. The Planes of Pandemonium of chaotic evil neutrals.
18. The 666 layers of the Abyss of absolute chaotic evil.
19. The planes of Tarterus of evil chaotic neutrals.
20. Hades' "Three Glooms" of absolute (neutral) evil.
21. The furnaces of Gehenna of lawful evil neutrals.
22. The Nine Hells of absolute lawful evil.
23. The nether planes of Acheron of lawful evil neutrals (p. 120).
That demons hailed from the Abyss and devils lived in the Nine Hells wasn't mentioned in the Players Handbook, but the Monster Manual had made that sort of clear, and of course there was also that early chart in The Strategic Review.

Next (Part 3): the AD&D Dungeon Masters Guide, The Dragon and the first modules.

Thursday, November 16, 2017

Demons in Early D&D, Part 1

A demon from Eldritch Wizardry

There were plenty of demons in early Dungeons & Dragons (1974-1979). Not only were there many kinds of demons, but demons could be summoned by spells, they could possess people, and characters could even make "pacts" with them, perhaps involving human sacrifices. All of this was described in "official" TSR sources such as the rulebooks and supplements or semi-official outlets such as The Dragon magazine.

There was plenty of red meat for Christian fundies who worry about that sort of thing to get worried about.

But of course that only tells half the story.

While demons existed, they didn't exactly dominate things. In essence they were simply an additional kind of monster introduced to make things more interesting. Back in the day I never used demons in my campaign, and I can't remember ever running into them in the three or four other campaigns that I played in.

For my campaign this was not because I had any particular religious objection to them (unless it was unconscious), but rather because demons just seemed too complicated. In the Monster Manual their descriptions went on forever (or so it seemed to me). They didn't seem Tolkienish enough (a big consideration for me at the time), and they were too high-level for my campaigns. Also I resented the imposition of the complicated and arbitrary (again, so it seemed to me) metaphysical architecture or geography that went with them - all of the hells and planes and so on and so forth. Demons were just too much fuss.

For all I know there were other campaigns that made a fetish of demons. One thing the anti-D&D people never seemed to quite understand is that Dungeons & Dragons, especially in the early days, was what you wanted to make of it. (Of course, logically, this wouldn't have completely disposed of the worry.) Could it be a gateway drug to actual cults or covens? I suppose some people might have played it to make it look that way. But I never saw it.

But the other part of the story is that while demons would eventually stake out their demonic place in the universe of 1970's D&D, they didn't exist for at least the first two years of the game.

This is a companion piece to my earlier post on witches. Witches sort of burst out (at least implicitly) and then fizzled. But demons, while they took their time making an appearance, would by the end of the 1970's be featured all over - again not because they were the raison d'etre of the game or anything like that but simply because they had become an accepted member of the monster canon, along with Unicorns, Dragons and everyone else.

Dungeons & Dragons (January, 1974): The "three little brown books" contained no demons. The Balrog would later become a demon (before having the "Balrog" part of the name deleted for copyright reasons), but he wasn't a demon then.

Greyhawk (March, 1975): No demons.

Blackmoor (September, 1975): Technically, the first use of the word "devil" in an official Dungeons & Dragons publication was in this supplement. And fittingly (for Blackmoor) it was aquatic-related. The evil creatures called Sahuagin were described as "Devil-Men of the Deep."

The Strategic Review (April, 1975 to April, 1976): The first appearance of demons in D&D occurred in the second to last issue (Vol. II, no. 1, February, 1976) of this predecessor to The Dragon. Both demons and devils were featured on the first of two charts in an article by Gary Gygax discussing the D&D alignment system - an article which heralded the apparent evolution of alignment from what had seemed to be a two- or three-point system to a five- or nine-point system.


I imagine that this chart might have been confusing to many. It named four sorts of creatures or beings - Saint, Godling, Devil and Demon - and diverse places - Nirvana, Heaven, Elysium, The Abyss, etc. - none of which had appeared in Dungeons & Dragons before. They came from varying religious or mythical traditions but were all meticulously placed on a chart that seemed to represent some sort of deeper metaphysical or supernatural truth. Why were "Saints" (were these just really good people?) "Lawful/Good" and "Godlings" (whatever they were) "Chaotic/Good"? And why was The Devil on the other side of the chart from a Demon? Were Hell, Hades and the Abyss different places? Why was the Law side of Neutrality Buddhist but the Chaos side of it Catholic? And so on.

Some of us are so used to the religious cosmology of AD&D that we may not fully realize that it was Gygax and D&D that first made a distinction between "devils" and "demons" as two separate but similar evil supernatural beings. In Christian or European tradition, demons were usually equated with the fallen angels (they may also inhabit people and be cast out, etc.). "Devil" was used as in "The Devil," to denote the first fallen angel or leader of them, or was employed as a sort of slang term to describe demons or supernatural monsters in general or even just very bad people.

I'm not claiming that there's anything wrong with Gygax patching together his own novel cosmology out of many different sources, mashing them together and redefining some of the terms - after all, this is essentially what he did with the entire monster canon for D&D - only that it must have seemed a bit confusing to some at the time, especially since it came with little explanation. Advanced Dungeons & Dragons would of course fully flesh all of this out, but at this time, AD&D was still 1-3 years away.

Eldritch Wizardry (May, 1976): Here is where demons not only made a grand entrance but positively exploded into the game, in all their myriad and numbered types. There are 94 mentions of the word "demon" in this booklet, and 4 of "devil." Nine types of demon are given statistics and described - six types simply numbered "I" to "VI" (although VI is also called "Balrog", which was still listed as a "monster" in the then available printings of Monsters & Treasure), Succubi, and the two "demon princes" Orcus and Demogorgon. Various demonic magical items and artifacts are described. Demon psionic strength is explained. And demons now appear in the encounter charts alongside everyone else from Lions to Lycanthropes. Indeed, in many terrain types you suddenly have a 1 in 20, or sometimes only a 1 in 12, chance of encountering a demon if your monster check comes up. This might have been annoying to wilderness adventurers. Interestingly, in Eldritch Wizardry demons are not given a specific home. They're said to "roam" the astral plane, but they appear to actually live in or on some other plane or planes. These are not named. The explicit populating of Hell, Hades and other such places is still months in the future - although, as we saw, it was telegraphed in that The Strategic Review article.

Gods, Demi-Gods and Heroes (July, 1976): There are numerous and varied demons mentioned as part of many mythologies. Their use here is quite nifty in my opinion, and it's of a completely different flavor from the sterilely labeled numbered types in Eldritch Wizardry. This would herald a trend in which some of the coolest treatments of D&D demons would be, so to speak, ethnic.

Here is a description of the Rakshasa, which had earlier been introduced in the "Creature Feature" section of the The Strategic Review, and would appear again in the AD&D Monster Manual, though not explicitly as a demon in either of those texts:
RAKSHASAS DEMONS OF INDIA 
Armor Class: — 5, Magic Ability: (See Below), Move: 18/36, Fighter Ability: 15th Level, Hit Points: 200, Psionic Ability: Class 6 
These demons constantly fought man and Gods alike. Many of their leaders were so powerful that the Gods were forced to call a truce at times and give them concessions. All Rakshasas have these powers in common: shapechange, fight invisible except against Gods, all regenerate as a troll, crave the taste of human flesh, and cannot refuse a gambling bet. Some of the more powerful ones have complete control over forces of nature.
That sort of short but evocative monster description, lumping together such diverse considerations as invisibility (though not against Gods), regeneration, favorite cuisine (people) and a weakness for gambling is in my opinion one of the defining virtues of early D&D. It would soon be lost. 

Next (Part 2): The Holmes Basic Set, the AD&D Monster Manual and the AD&D Players Handbook.