Showing posts with label Frank Mentzer. Show all posts
Showing posts with label Frank Mentzer. Show all posts

Monday, October 5, 2015

Mystara Monday: Expert Rules

I had originally intended to continue on to the next of the B modules this week with a look at Module B6: The Veiled Society. As I worked on the post, however, it became clear that I was going to be talking about a very important step in the creation of Mystara out of order, and that we really needed to start moving chronologically if things are going to make sense. So instead we'll be looking at the Expert Rules Set this week, and the establishment of Karameikos as the core of the Known World setting that would become Mystara.


We've already seen that the Basic Rules went through three major revisions in its history. The Expert Rules similarly have two distinct versions; the differences between them are mostly minor, though very important when it comes to the history of Mystara. The original Expert Rules were written by David "Zeb" Cook as an extension of Tom Moldvay's revision of the Basic Rules in 1981. In 1983, Frank Mentzer revised both rules sets and then continued into the Companion, Master, and Immortal rules (all of which we'll get to eventually). As with the Basic Rules, the Mentzer revision is what I have.

With more beautiful Elmore art.

Instead of separate player and DM books, the Expert Rulebook is a single 64 page book. The first 20 pages are the player's section, including character advancement information up to level 14, new spells, and some new information related to wilderness adventures. The remainder of the book is the Dungeon Master's Section, and that's where the real magic is. The Expert rulebook is where rules for wilderness travel were introduced, along with rules for player strongholds and more in depth guidelines for running an ongoing campaign.

Strongholds were a major fascination for me when I got my hands on this book. Each class could build a stronghold of an appropriate type once they could afford it (and in most cases once they were a high enough level.) Fighters and clerics could build a castle, mages could build a tower, and thieves could build a hideout. Rules for construction times and costs were included in the DMs section, and I spent hours sketching out strongholds and figuring the costs involved in building them. Yes, even in the early days of tabletop gaming, player housing was absolutely a thing.

Wilderness travel was a huge addition to the rules, as the Basic Set and B module adventures tended to gloss over how the party went about getting to the dungeon they were invading. The Expert Rules introduce detailed rules for travel times, random encounters in the wilderness, and two and a half pages focused entirely on ocean travel. The X series modules took great advantage of that, as we'll see in coming weeks.

Most importantly, however, at least where Mystara is concerned is the map of the Grand Duchy of Karameikos and associated 'Sample Wilderness and Human Town' section. This section, added in the Mentzer revision, gives us our first look at Karameikos and a basic rundown of its towns and important persons. It's here that we first learn of Duke Stefan Karameikos, ruler of the Grand Duchy. It's here that we are introduced to the evil Baron Ludwig von Hendriks and his Black Eagle Barony (though it's not yet explained why Duke Stefan allows such a villain to prosper). And it's here that we are given details about the small town of Threshold, where adventurers come from.

Also, it's ruled by a name level cleric. Don't mess with Threshold.

Among other things, the information about Threshold reveals that Bargle the Infamous took control of the ruins from the adventure in the Basic Rules while spying for the Black Eagle Barony. A page and a half of various interesting adventure hooks are also provided. For example, Ian, the blacksmith's son, has opened a museum where he displays taxidermied monster heads. "Many interesting bits of information can be found at the Museum of the Smith's son, Ian."

Along with the Expert Rulebook, the Expert Rules set also came with another set of dice (again, stolen from me twenty years ago) and a copy of the other contender for best known D&D adventure of all time, X1: The Isle of Dread. That's what we'll be looking at next week, where we'll visit the D&D equivalent of Skull Island and encounter so many dinosaurs. Also, evil mind control salamander guys. Seriously, they're the worst.

Monday, August 24, 2015

#Blaugust Day 24: Mystara Monday: Basic Rules

Today we take a look at where it all began, the first Dungeons & Dragons product I ever owned, Dungeons & Dragons Set 1: Basic Rules.

Adventure lies within

If you played Fourth Edition D&D you may recognize that art and cover design as being nearly identical to that of the Fourth Edition Starter Set. This was the third boxed set to be released as the Basic Rules. The first came out in 1977 and was intended to introduce players to Advanced Dungeons & Dragons. The second, often referred to as the Moldvay rules was a heavy revision done by Tom Moldvay in 1981. I was in this revision that the Dungeons & Dragons rules split from Advanced D&D. What I have here is the third Basic Rules set, revised by Frank Mentzer in 1983.

In this box, I got a 64 page Players Manual, a 48 page Dungeon Masters Rulebook, and a set of polyhedral dice. Sadly, the dice were stolen along with all my others nearly 20 years ago. I've bought plenty of dice since then, but I still miss that very first set I ever owned. The books have almost the exact same cover layout as the box cover.

The art on that box, by the way, is by the famed Larry Elmore, and the Players Handbook is full of more. Jeff Easley contributed a fair bit as well, but Elmore's art is what I always think of when I think of these books, and of D&D in general. The Dungeon Masters Guide mostly has art by Jim Holloway which is a bit rougher. Elmore's adventurers look like high fantasy characters, almost superheroes even; Holloway's look more like rough and ready mountain men.

And that is what elves, halflings, and dwarves should look like

Based on my internet research, the rules differences between the previous version and this are pretty minor. The big change is in how the information is presented. The box says for ages 10 and up, and the books are very well suited for just that. The writing is aimed young without being pedantic or insulting. The set was also clearly designed as an introduction for someone with no prior experience.

Rather than starting out with rules to create characters and so forth, the Players Manual first explains what 'role playing' is and then runs the character through a simple, linear solo adventure. Throughout the adventure concepts are introduced as they come up, so constitution and hit points are explained when you fight your first monster, a goblin. Saving throws are introduced in a fight with a poisonous snake, and so on. By the time you reach the rules for new character creation, 48 pages in, you've played two solo adventures and should have a pretty good concept of how the game works.

The Dungeon Masters Guide is set up in a similar way, starting out with a pretty straightforward castle adventure to run for your group. I recall playing this adventure with my best friend at the time, with each of us running two characters and me serving as DM. Eventually I put together a more typical gaming group in high school where I DMd for a group of friends every day at lunch, but in the beginning it was just the two of us.

That first adventure was a great introduction, even if it did contain more than one of the classic PC killers (a carrion crawler, yellow mold, and harpies). It also connected to the solo adventure from the Players Handbook through the character of Bargle the Infamous, an evil magic user who served as the main villain in each. In the solo adventure, Bargle kills a beautiful female cleric named Aleena whom you have befriended and now the town (and you) want him to pay. Bargle is a fantastic, and well-loved (hated) villain who reappears in later supplements and adventures and makes a perfect Big Bad for an ongoing campaign. When this mini-adventure was reworked for 3rd edition and published in the final issue of Dungeon, it was even titled 'Kill Bargle.'

Seriously, Bargle is the worst

This box was what kindled my love of tabletop role-playing games, and nearly 30 years later I still treasure it. I had played a few computer RPGs prior to this, notable Might & Magic, so I had a decent idea how the dungeon crawl part was supposed to go. I actually found the character sheets for the two PCs I played in that first campaign with my friend, and I had even reused the names of two of the default Might & Magic PCs for them. But this box was what made me realize we could create our own adventures, and that they could involve more than just killing monsters. It was the beginning of something wonderful.

Next week I'm going to take a look at the first adventure released specifically for the Basic Rules (although for an earlier revision); Adventure Module B1: In Search of the Unknown. Let's see how many ways to kill a player we can find in this one!