In March I will be attending GaryCon 2 at the Cove in Lake Geneva. During that time I will be DMing select people in my Castle El Raja Key. For those who will be attending, see you there!
In June I am scheduled to appear at NTRPGCON2, courtesy of that fine group and Doug Rhea. I will be using Ramsey's DUNGEON SET #1 as a design template for the dungeon delve I am planning then. The usual mayhem; and I might DM other things as well as I am bringing along quite a lot of original material including my Castle El Raja Key which is now in production (that was our secret project I have not spilled the beans on as yet).
The adventure for NTRPGCON is very special in that it incorporates the NT Gamers' PCs in several ways. It should be a hoot.
More to follow on all as these events come up on the calendar.
Saturday, December 12, 2009
ERKAT PRODUCT UPDATE
I don't celebrate X-Mas, but for those that do we have a large stocking stuffer on sale through Jan. 2010.
I knocked off $3.00 for El Raja Key's Arcane Treasury for those wanting a really nice present of a great sourcebook. 96 pages of really imaginative material that will keep you engrossed for quite some time. Here's a few pieces of the artwork that occurs therein.
WROB's WRUNDEROUS WORKSHOP #1
Villains in D&D Adventures
© 2009 Robert J. Kuntz
I have often exposed through examples believable and multifaceted villains in my adventures (and upcoming fiction). While researching this topic recently, I came upon a simple entry on the net. An extract and url address follows:
http://character-development.suite101.com/article.cfm/creating_believable_villains_creative_writing
"In terms of a fantasy framework – an excellent example of an unconventional villain might be a coven of druids and other natural magicians whom are conjuring forces of nature to strike at any outpost of civilization, beginning with frontier towns at the beginning of the novel and culminating with a deathly entanglement of a nation's capitol with poisonous, power-leeching vines. The motivation of these politically radical spellcasters is to combat what they see as the destruction of the earth via pollution, urbanization, and disregard for the natural sphere of life. Not only does this allow for a socially relevant commentary to be held within hypotheticals in your own narrative, but it also gives far more emotional and intelligent gravity to your antagonist and allows for deeper reading."
The above bit about the "coven of druids" and their motivations seems almost to a tee extracted from my adventure, Dark Druids, which is a politically motivated adventure. The U.S. had gone to war in Afghanistan during the time I was sculpting it and Bin Laden was being sought out for his crimes. Do note certain correspondence to the evil cult of Druids and the Taliban, and their past leader's name, therein.
Note for comparative sake an extract from the adventure itself:
"Through divination they have learned of a growing evil in Fang Forest, an evil which does not distinguish between humans, plant life, or animal life while committing its foul atrocities. This group is called, for lack of a better term, the Dark Druids, and their members are inimical to all life. Their philosophy is simply this: The advance of civilization threatens the future of nature and all that reside within it. In order to forestall and destroy the invaders, the Dark Druids have resorted to assassinating key political figures and to destroying any human or demi-human settlement which immediately encroaches upon the wilderness. Their plan is to make that noose tighter, eventually bringing the battle to major population centers. To help with this plan, they have been changing nature, distorting it to their evil ways, with the hope that this will deter and eventually stop such migrations. In doing these things, they threaten the fabric of existence. Their terror must stop!"
Back to the meat of this: What is an unconventional villain? And by extension, how does this inspire the adventure-crafting and thus your campaign or design?
I have recently written about the expansive qualities inherent to the D&D game and its horizontal and vertical inputs which are constants and variables depending on how the DMs, and sometimes, players, interject to its base thereafter. See this link.
Here is another example of verticality to measure your villain thereby and gauge (with that Dial of Design) whether what you have is the standard foil or something of merit and thus unconventional when viewed side by side with others in the villainous line-up.
Applying the 5 Ws and the Honorary How? Who, what, where, when, why and how. Use this template whenever possible in design and writing. Let's apply it to a villain you are crafting.
Who? (Well, the Villain, of course, his name and oftentimes in overlap HOW he came to be who he is?)
What? What are his motivations, goals, desires, race, age, gender (or non-gender for certain aliens, etc), and sometimes in overlap what powers he has and HOW he uses these to define and attain his goals?
Where? Where is this villain from, where is he/she going, where is he/she situarted and in overlap for the last, WHAT is the villain doing to extend his/her personal range of expression while doing so?
When? When did he/she arrive in this area? When will the villain complete his or her plans? When will they move to strike?
Why? Why are they doing what they are doing? Why must they succeed or utterly fail? Why must they be stopped at all costs? Why must they have the power or territory they desire?
How? How did they come into being (history). How will their plan(s) come to fruition? How can they succeed withe the resources they have? How can they be defeated or their plans brought to ruin?
Through this little question-answer session you as the creative DM can and more often, will, craft a memorable character worthy of the title Villain, one that will live on in the minds of your players and in the history of your campaign.
© 2009 Robert J. Kuntz
I have often exposed through examples believable and multifaceted villains in my adventures (and upcoming fiction). While researching this topic recently, I came upon a simple entry on the net. An extract and url address follows:
http://character-development.suite101.com/article.cfm/creating_believable_villains_creative_writing
"In terms of a fantasy framework – an excellent example of an unconventional villain might be a coven of druids and other natural magicians whom are conjuring forces of nature to strike at any outpost of civilization, beginning with frontier towns at the beginning of the novel and culminating with a deathly entanglement of a nation's capitol with poisonous, power-leeching vines. The motivation of these politically radical spellcasters is to combat what they see as the destruction of the earth via pollution, urbanization, and disregard for the natural sphere of life. Not only does this allow for a socially relevant commentary to be held within hypotheticals in your own narrative, but it also gives far more emotional and intelligent gravity to your antagonist and allows for deeper reading."
The above bit about the "coven of druids" and their motivations seems almost to a tee extracted from my adventure, Dark Druids, which is a politically motivated adventure. The U.S. had gone to war in Afghanistan during the time I was sculpting it and Bin Laden was being sought out for his crimes. Do note certain correspondence to the evil cult of Druids and the Taliban, and their past leader's name, therein.
Note for comparative sake an extract from the adventure itself:
"Through divination they have learned of a growing evil in Fang Forest, an evil which does not distinguish between humans, plant life, or animal life while committing its foul atrocities. This group is called, for lack of a better term, the Dark Druids, and their members are inimical to all life. Their philosophy is simply this: The advance of civilization threatens the future of nature and all that reside within it. In order to forestall and destroy the invaders, the Dark Druids have resorted to assassinating key political figures and to destroying any human or demi-human settlement which immediately encroaches upon the wilderness. Their plan is to make that noose tighter, eventually bringing the battle to major population centers. To help with this plan, they have been changing nature, distorting it to their evil ways, with the hope that this will deter and eventually stop such migrations. In doing these things, they threaten the fabric of existence. Their terror must stop!"
Back to the meat of this: What is an unconventional villain? And by extension, how does this inspire the adventure-crafting and thus your campaign or design?
I have recently written about the expansive qualities inherent to the D&D game and its horizontal and vertical inputs which are constants and variables depending on how the DMs, and sometimes, players, interject to its base thereafter. See this link.
Here is another example of verticality to measure your villain thereby and gauge (with that Dial of Design) whether what you have is the standard foil or something of merit and thus unconventional when viewed side by side with others in the villainous line-up.
Applying the 5 Ws and the Honorary How? Who, what, where, when, why and how. Use this template whenever possible in design and writing. Let's apply it to a villain you are crafting.
Who? (Well, the Villain, of course, his name and oftentimes in overlap HOW he came to be who he is?)
What? What are his motivations, goals, desires, race, age, gender (or non-gender for certain aliens, etc), and sometimes in overlap what powers he has and HOW he uses these to define and attain his goals?
Where? Where is this villain from, where is he/she going, where is he/she situarted and in overlap for the last, WHAT is the villain doing to extend his/her personal range of expression while doing so?
When? When did he/she arrive in this area? When will the villain complete his or her plans? When will they move to strike?
Why? Why are they doing what they are doing? Why must they succeed or utterly fail? Why must they be stopped at all costs? Why must they have the power or territory they desire?
How? How did they come into being (history). How will their plan(s) come to fruition? How can they succeed withe the resources they have? How can they be defeated or their plans brought to ruin?
Through this little question-answer session you as the creative DM can and more often, will, craft a memorable character worthy of the title Villain, one that will live on in the minds of your players and in the history of your campaign.
Friday, December 11, 2009
Memoirs Extract 2
As I have informed the blog-readers here, I am about crafting my memoirs. I try to write 2 pages a day and look to publish these in about 1.5-2 years IF I AM STILL ALIVE BY THEN. :)
In my 42 years of involvement in this industry, as IFW member, TSR employee, owner and operator of 2 companies, convention chairman for GENCON, friend and student of EGG, and generally as an inquisitive, curious and deep thinker, I feel that there is a lot of territory to be covered within these memories and a lot to be derived from them by those who eventually read these: The history of this game industry, the advent of fantasy in games, my shared experiences with EGG, Dave Arneson and others of note from 1968 onward, as well as my insights into art and its processes on many levels, as well as inspirations and thoughts which continue to incite and extend the creative thinking process, the latter which I feel is sorely lacking in our industry today when compared with the past.
Here are some extracts which you might find strange, enjoyable, or utterly useless:
"It is not the creep of nihilsim that worries me, but the human condition which cannot recognize it."...
"Stating and restating problems is a negative illusion; solutions are positive realities."
"David Arneson always appeared to my inner sense as a fervent and excitable boy. There was absolutely no way of escaping wanting to play with him."...
"Am I living in the future tense of a past present?"
In my 42 years of involvement in this industry, as IFW member, TSR employee, owner and operator of 2 companies, convention chairman for GENCON, friend and student of EGG, and generally as an inquisitive, curious and deep thinker, I feel that there is a lot of territory to be covered within these memories and a lot to be derived from them by those who eventually read these: The history of this game industry, the advent of fantasy in games, my shared experiences with EGG, Dave Arneson and others of note from 1968 onward, as well as my insights into art and its processes on many levels, as well as inspirations and thoughts which continue to incite and extend the creative thinking process, the latter which I feel is sorely lacking in our industry today when compared with the past.
Here are some extracts which you might find strange, enjoyable, or utterly useless:
"It is not the creep of nihilsim that worries me, but the human condition which cannot recognize it."...
"Stating and restating problems is a negative illusion; solutions are positive realities."
"David Arneson always appeared to my inner sense as a fervent and excitable boy. There was absolutely no way of escaping wanting to play with him."...
"Am I living in the future tense of a past present?"
Thursday, December 10, 2009
The RJK LEVEL, By Yesmar
Ramsey has posted a dunegon level he conceptualized/drew while talking with me by phone some weeks ago.
The link is here.
The link is here.
The Lake Geneva Campaign: The Ongoing Aspect of PLAY
Here is a letter partial I recently sent to a fan who is transitioning from 3rd Edititon D&D to a more loose AD&D/OD&D play style. This was recently touched upon at Gene Palmer's excellent blog as well, and my notes here appear as an afterthought. The real idea as promulgated then was to keep "PLAY" open and moving and not tied to a constant mechanic. By comparison, one may consider this style as the open mind set expressed and shared among a group of creative children who play together, changing and adapting as they continue interjecting into that endeavor. Later, they will remember parts of that process and even reincorporate salient parts of those past, shared mechanics and principles, but they will always be seeking to expand upon these self-imposed limits as the search for creative expression continues.
"Hi Johnny,
Fast and loose was the typical game in LG. The game rules were codified to cover as many circumstances that were common. As this is a representation of a real world environment, everything cannot be so explained. That would cover a list of rules which are endless or in turn would limit the same expression if creativity and a flowing probability range was not introduced.
It's all basically inputs which arrive at probabilities. Plus/Minus until the final influence on the die/dice roll is arrived at. This is accomplished through taking in what the circumstances are as opposed to what the players are attempting to do within these. This is then introduced to a curve (Bell curve, for example of a 2 six-sided die roll), which is what EGG and I did in many circumstances where the rules could not define outcomes. The game is open-ended and mutable. Some things naturally were seen as doable. Like hiding. If you use the base as a thief, then just pare it down by 80% in unusual circumstances or apply other inputs. Anyone can hide, it is just that thieves are more practiced in it and at instantly accomplishing it over a constant range of application. In all cases it is specific to the circumstances and is not a general idea which is an abstract applied to a set rule of hiding. Each case will be judged for its variable nuances within the developing situation.
As far as weaponry and classes. These were included to affect game balance, almost reverse engineered to strike balances between classes, as were the sliding HD system I created for classes in OD&D and thus can be used or ignored at will. Explain them as you will.
The rules are guides. The moment you realize this, the realms of possibilities expand as you as a creative implementor of them are outside of the box. That is how they were designed to be, not set in stone and limited. Fantasy cannot exist within a box, it has no limits, thus it must continue to expand outward, up and away, reaching new levels of extrapolation. The day this ceases to be so, you are no longer playing an open-ended game of fantasy, but a set-in-stone game with fantasy motifs and elements only, and that is not the game as we designed it back in 1973.
Best Regards.
Rob Kuntz"
"Hi Johnny,
Fast and loose was the typical game in LG. The game rules were codified to cover as many circumstances that were common. As this is a representation of a real world environment, everything cannot be so explained. That would cover a list of rules which are endless or in turn would limit the same expression if creativity and a flowing probability range was not introduced.
It's all basically inputs which arrive at probabilities. Plus/Minus until the final influence on the die/dice roll is arrived at. This is accomplished through taking in what the circumstances are as opposed to what the players are attempting to do within these. This is then introduced to a curve (Bell curve, for example of a 2 six-sided die roll), which is what EGG and I did in many circumstances where the rules could not define outcomes. The game is open-ended and mutable. Some things naturally were seen as doable. Like hiding. If you use the base as a thief, then just pare it down by 80% in unusual circumstances or apply other inputs. Anyone can hide, it is just that thieves are more practiced in it and at instantly accomplishing it over a constant range of application. In all cases it is specific to the circumstances and is not a general idea which is an abstract applied to a set rule of hiding. Each case will be judged for its variable nuances within the developing situation.
As far as weaponry and classes. These were included to affect game balance, almost reverse engineered to strike balances between classes, as were the sliding HD system I created for classes in OD&D and thus can be used or ignored at will. Explain them as you will.
The rules are guides. The moment you realize this, the realms of possibilities expand as you as a creative implementor of them are outside of the box. That is how they were designed to be, not set in stone and limited. Fantasy cannot exist within a box, it has no limits, thus it must continue to expand outward, up and away, reaching new levels of extrapolation. The day this ceases to be so, you are no longer playing an open-ended game of fantasy, but a set-in-stone game with fantasy motifs and elements only, and that is not the game as we designed it back in 1973.
Best Regards.
Rob Kuntz"
Tuesday, December 1, 2009
Friday, November 27, 2009
Boreal Level Sample: Wynsom's Icicle
Here is a new magic item sample from the Boreal Level due out in December. Text sampling by me and the illo by great ole Andy "Atom" Taylor.
Wynsom’s Icicle
This is the permanent habitat of Wynsom the ice-sylph. She was imprisoned herein by the Frost King, Iraggo, many years ago; and he at times summons her to answer his questions of what she knows, or to entertain him. He has earlier informed her that the more she cooperates with his desires that the more likely he will be disposed to releasing her from the containment. Wynsom has been no fool, however, and she often tells the giant only fragments of what she perceives he wants to hear and often couches her advice in the riddles of her kind. The latter infuriates Iraggo, but he has kept an ever-growing journal (see the entry for Ice Sheaves) of their back-and-forth communications. Most of these unsolved riddles are just the indecipherable remains of their banter, but some have within them traces of truth and wisdom that Irrago cannot fathom.
The icicle has a flat base and tapers to a point at 9” in full height. Operating it requires setting it base-first upon one’s palm. However, the icicle emanates an extreme coldness that damages the holder for 6hp/round held. During this time no concentration can be maintained to invoke the icicle’s power and thus summon her presence. Only those employing protection from cold (i.e., spells or similar) may wield its powers without harm or interruption.
When first observed, its outer surface portrays an opaque ice, rough and encrusted with an icy film. If held in one’s palm for more than a turn, the film begins to noticeably melt, and as the liquid runs down its length the encrustations are replaced by a clear and polished surface. An image of a silver-haired and blue-eyed lady rises from its depth, a miniature but animated bust of a white clad elfin-like figure, which is Wynsom. ...
Sunday, November 22, 2009
Shipping Update: Dungeon Sets & Other Orders
Just to let everyone know, I let many of the orders accumulate and will be shipping all of them between Monday and Wednesday of next week. This rather than making run after run to the Post Office. There were a lot of orders too, and it has kept me pretty busy. :)
So, get ready for some playing and reading while munching on your "turkey specials".
So, get ready for some playing and reading while munching on your "turkey specials".
Saturday, November 21, 2009
Dungeon Set #3 Update/Dungeon Trappings Insert
Dungeon Set™#3 (levels 13-18) will be released at the end of December/beginning of the New Year with The Boreal Level. Ramsey will be finishing he maps by the 3rd week in December. As previously announced, we are pleased as pixie-punch to announce that Gene Palmer (of Old Guard Gaming Accouterments) has designed a special 2,000 word+ DUNGEON TRAPPINGS™ insert for it, detailing many bits of magic and treasure that can be used immediately in stocking these levels or can alternately be used in a DM's campaign however they see fit. I read Gene's first pass with glee, in fact, and wrote him back that it was spot on. Gene will be doing some design work for the DUNGEON TRAPPINGS™ full sets and is a very fine writer and very creative, so we welcome him to do as much for us as he likes. More on this as the 'TRAPPINGs take form.
New (Old) Map For Original Campaign/Boreal Level Update/Other
I am redrawing a very large level (see sample) that EGG adventured on with his group back in the day. The original was lost so I am redoing this from memory: "The Orcky Level" (or aka, "Grumch's Grotto"). It was originally placed 100 miles NE of the City/Castle. This is where EGG found the Iron Bands of Bilaro (from Unearthed Arcana).
After I do all of the penciling I then outline in black ink and place secret doors in red and down-slants in green. I will update on its progress at various stages. Just like my memoirs I try to do a little on it each day.
Also, the manuscript for The Boreal Level, the first in the Original Castle™ level releases, is over 5,000 words finished and I should have this in the pipeline for purchase by December (mid to late). We have a Frost King, a "strange" white dragon, ice imps and more, but for dessert: white pudding... ;)
Also: The Cursed Village. This is a cooperative design between myself and another (as yet unrevealed) designer. My task has been to create all of the history, monster detail and framework (including mood, background, specific adventure/map details and salient magical/curse treatment and introduction) which is about 4,000 words of matter. Then the co-author will give this the once-over, then back to me for the finalization and editing/additions. I am currently 2,500 words into the treatment; and then we will announce who is helping with this when it's finished on my end. The Cursed Village is a design I envisioned for the Original Campaign™ back in 1995, so it is a late addition, but it's quite deadly as a 4th-7th level adventure, and expands upon the release of one of the NINE from the Original Castle™by my old PC, Lord "R". The good thing about this one that I hit my creative stride with it and this will be great for the co-author. Usually, and as my friends know, if I start a project it will reach its end only if I am satisfied with its total design (i.e., it maintains a consistently high creative component throughout) or else I will not force it. For those who have always wondered why about this, I am kinda like the commercial for Paul Masson done by Orson Welles (though PM is a horrid wine in most cases) where "I never release a project before its time" (or prime).
After I do all of the penciling I then outline in black ink and place secret doors in red and down-slants in green. I will update on its progress at various stages. Just like my memoirs I try to do a little on it each day.
Also: The Cursed Village. This is a cooperative design between myself and another (as yet unrevealed) designer. My task has been to create all of the history, monster detail and framework (including mood, background, specific adventure/map details and salient magical/curse treatment and introduction) which is about 4,000 words of matter. Then the co-author will give this the once-over, then back to me for the finalization and editing/additions. I am currently 2,500 words into the treatment; and then we will announce who is helping with this when it's finished on my end. The Cursed Village is a design I envisioned for the Original Campaign™ back in 1995, so it is a late addition, but it's quite deadly as a 4th-7th level adventure, and expands upon the release of one of the NINE from the Original Castle™by my old PC, Lord "R". The good thing about this one that I hit my creative stride with it and this will be great for the co-author. Usually, and as my friends know, if I start a project it will reach its end only if I am satisfied with its total design (i.e., it maintains a consistently high creative component throughout) or else I will not force it. For those who have always wondered why about this, I am kinda like the commercial for Paul Masson done by Orson Welles (though PM is a horrid wine in most cases) where "I never release a project before its time" (or prime).
Friday, November 20, 2009
A Heartening Letter (Partial): Reigniting Imaginations
This today from a person returning to D&D and rediscovering the enchantment again of creation:
"I am really keen to try out the megadungeon for an online gaming group. We use Fantasy Grounds II as a virtual tabletop and Castles & Crusades for rules. Once we've got things kicked off, I'd like to come back to you for [Dungeon] Set #2. Of course, I will also be interested to check out future related products. This line of materials is exactly the kind of thing I've been looking for."...
"I stopped gaming in the late 80s and 2e and 3e passed me by. It was only when 4e was published and the guys wanted to get back together with their sons joining in that I thought of D&D. The OSR has rekindled my interest in RPGs in general and older editions of D&D in particular. What you appear to be doing at Pied Piper will help relative novices like me reignite our imaginations."...
I would like to add this as an answer to the above and as a further inspiration from us to creative and imaginative DMs everywhere--from OD&D's Forward by EGG, written just a tiny bit over 36 years ago to the day:
"ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society. Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming. For a time the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club. From the map of the "land" of the "Great Kingdom" and environs — the territory of the C & C Society — Dave located a nice bog wherein to nest the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and the fearsome "Egg of Coot". From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing! In due course the news reached my ears, and the result is what you have in your hands at this moment. While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS and DRAGONS. Its possibilities go far beyond any previous offerings anywhere!
While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed. It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing. In fact you will not even need miniature figures, although their occasional employment is recommended for real spectacle when battles are fought. A quick glance at the Equipment section of this booklet will reveal just how little is required. The most extensive requirement is time. The campaign referee will have to have sufficient time to meet the demands of his players, he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins. The third booklet of this set will be of great help in this respect, for a number of helpful suggestions regarding how to accomplish it all have been given in order to help you accomplish the task with a minimum of time and effort. There should be no want of players, for there is unquestionably a fascination in this fantasy game — evidenced even by those who could not by any stretch of the imagination be termed ardent wargamers. The longevity of existing campaigns (notably "Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand for these rules from people outside these campaigns point towards a fantastic future. Tactical Studies Rules believes that of all forms of wargaming, fantasy will soon become the major contender for first place. The section of this booklet entitled Scope will provide an idea of just how many possibilities are inherent in DUNGEONS and DRAGONS.
These rules are strictly fantasy. Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS and DRAGONS to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers. With this last bit of advice we invite you to read on and enjoy a "world" where the fantastic is fact and magic really works!
E. Gary Gygax 1 November 1973
Tactical Studies Rules Editor Lake Geneva, Wisconsin"
"I am really keen to try out the megadungeon for an online gaming group. We use Fantasy Grounds II as a virtual tabletop and Castles & Crusades for rules. Once we've got things kicked off, I'd like to come back to you for [Dungeon] Set #2. Of course, I will also be interested to check out future related products. This line of materials is exactly the kind of thing I've been looking for."...
"I stopped gaming in the late 80s and 2e and 3e passed me by. It was only when 4e was published and the guys wanted to get back together with their sons joining in that I thought of D&D. The OSR has rekindled my interest in RPGs in general and older editions of D&D in particular. What you appear to be doing at Pied Piper will help relative novices like me reignite our imaginations."...
I would like to add this as an answer to the above and as a further inspiration from us to creative and imaginative DMs everywhere--from OD&D's Forward by EGG, written just a tiny bit over 36 years ago to the day:
"ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusade Society. Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming. For a time the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign game for his active Twin Cities club. From the map of the "land" of the "Great Kingdom" and environs — the territory of the C & C Society — Dave located a nice bog wherein to nest the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and the fearsome "Egg of Coot". From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing! In due course the news reached my ears, and the result is what you have in your hands at this moment. While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS and DRAGONS. Its possibilities go far beyond any previous offerings anywhere!
While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed. It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing. In fact you will not even need miniature figures, although their occasional employment is recommended for real spectacle when battles are fought. A quick glance at the Equipment section of this booklet will reveal just how little is required. The most extensive requirement is time. The campaign referee will have to have sufficient time to meet the demands of his players, he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins. The third booklet of this set will be of great help in this respect, for a number of helpful suggestions regarding how to accomplish it all have been given in order to help you accomplish the task with a minimum of time and effort. There should be no want of players, for there is unquestionably a fascination in this fantasy game — evidenced even by those who could not by any stretch of the imagination be termed ardent wargamers. The longevity of existing campaigns (notably "Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand for these rules from people outside these campaigns point towards a fantastic future. Tactical Studies Rules believes that of all forms of wargaming, fantasy will soon become the major contender for first place. The section of this booklet entitled Scope will provide an idea of just how many possibilities are inherent in DUNGEONS and DRAGONS.
These rules are strictly fantasy. Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS and DRAGONS to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers. With this last bit of advice we invite you to read on and enjoy a "world" where the fantastic is fact and magic really works!
E. Gary Gygax 1 November 1973
Tactical Studies Rules Editor Lake Geneva, Wisconsin"
Tuesday, November 17, 2009
Monday, November 16, 2009
DUNGEON SETS™ Design Contest
With the advent of our new line we will be accepting the most interesting of submissions from DMs who use our Dungeon Sets™ in their games. Here's how it works:
1) Submit a keyed encounter describing it in detail. Don't send boring stuff, only if you feel that in your estimation you've done something unique.
2) With it, send a scan portion of keyed area of the map so we know where to insert it.
3) When we have at least 50% of all areas needed for an adventure, Rob or Ramsey will finish the remainder and publish it as a Cooperative release. All contributing authors will get co-author credit and 2 copies of the book that they contributed to.
4) Make sure to include your name and address in all communications.
The scope of this is to create a totally unique product where different levels of creativity and imagination work together. It is also an avenue for encouraging truly unique design and independent design work that reaches beyond the norm, which is the idea behind creating and stocking your own dungeons, cities and outdoors to begin with.
NOTE: Always give us 2 weeks to respond to your email submission before querying us. We will get back to you. Send all email submission and queries to: here.
1) Submit a keyed encounter describing it in detail. Don't send boring stuff, only if you feel that in your estimation you've done something unique.
2) With it, send a scan portion of keyed area of the map so we know where to insert it.
3) When we have at least 50% of all areas needed for an adventure, Rob or Ramsey will finish the remainder and publish it as a Cooperative release. All contributing authors will get co-author credit and 2 copies of the book that they contributed to.
4) Make sure to include your name and address in all communications.
The scope of this is to create a totally unique product where different levels of creativity and imagination work together. It is also an avenue for encouraging truly unique design and independent design work that reaches beyond the norm, which is the idea behind creating and stocking your own dungeons, cities and outdoors to begin with.
NOTE: Always give us 2 weeks to respond to your email submission before querying us. We will get back to you. Send all email submission and queries to: here.
Sunday, November 15, 2009
New Drive Update: Issued Numbers
I'd like to thank all of our loyal fans for participating in this drive! :) Here is an update on the early numbered issues:
#1 of Dungeon Sets 1 & 2 went to: Franklin Mallory
#2 of Dungeon Sets 1 & 2 went to: The "Toadman" Zach
#3 & #4 of Dungeon Sets 1 & 2 went to: Stu Davis
#1 of Dungeon Sets 1 & 2 went to: Franklin Mallory
#2 of Dungeon Sets 1 & 2 went to: The "Toadman" Zach
#3 & #4 of Dungeon Sets 1 & 2 went to: Stu Davis
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