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Gods & Monsters Fantasy Role-Playing
Beyond here lie dragons
Biblyon, Illustrious Valley, Highland
Monday, December 7, 2009
Jerry Stratton, Editor

Dungeon 112 (July 2004)

Dungeon 112 is a special issue of Dungeon Magazine devoted to old-style TSR goodness!

Browsing around in the local newsstand last Sunday I noticed Paizo’s Dungeon magazine and Dragon magazine. Browsing through the Dungeon I discovered it was a very special issue: pretty much only two sections. The first section is a reprint of possibly Gary Gygax’s first article about D&D, in a 1974 Wargames Digest. The second section is an early adventure, published for first edition AD&D as Mordenkainen’s Fantastic Adventure, updated for third edition rules.

This is part of the 30th anniversary celebration for Dungeons & Dragons.

Swords and Sorcery: in Wargaming

Fascinating almost for its near-banality, this article attempts to describe what Dungeons & Dragons is like, to wargamers, and then goes into a description of a game that Gary had played in, rather than “judged”.

This was originally printed in the May 1974 Wargames Digest. The original pages are reprinted in a sidebar to show the original formatting. This was a full year before the first issue of The Strategic Review in “Spring 1975”. The Strategic Review continued TSR’s wargaming focus until, in my opinion, the first issue of the second volume in February, 1976. After that, the Dragon was firmly focused on role-playing games, their flagship Dungeons & Dragons in particular.

So this article was well before Gygax, or any other wargamer, realized the extent of the public’s desire for something like Dungeons & Dragons that was completely separate from wargaming. This makes the article historically fascinating if you, like me, find the history of the game interesting.

Maure Castle

There is only one adventure in this issue: Maure Castle, by Robert J. Kuntz and Gary Gygax (with additional material by James Jacobs and Erik Mona). The game that Gygax describes in his 1974 article is part of the history of Maure Castle. It’s an updated version of Robert J. Kuntz’s 1984 Mordenkainen’s Fantastic Adventure—updated by Kuntz—which came from those early games that Kuntz DMed. Kuntz co-authored some of the early D&D books, including the Greyhawk supplement for the original D&D.

This is a high-level adventure (four twelfth-level characters), and a fascinating look at a fascinating place. I don’t want to say too much about the specifics here because it is a classic old-style adventure: lots of cool things for the player characters to push, pull, twist, solve, and stumble over. If you and your players enjoy some of the mid-time Gygax AD&D adventures such as Lost Caverns of Tsojcanth, or Kuntz’s original from the same era, you’ll enjoy this adventure.

The artwork is really quite nice, although I wasn’t impressed by the leather-clad World of Darkness reject on the cover. The two-page “widescreen” spread of Maure Castle was sufficiently creepy and moody.

Overall, I quite enjoy this “one adventure” format. The large adventure makes for a great magazine. If they were to perhaps include one ten or twenty page adventure and one sixty to seventy page adventure I could really get into it. Of course, this assumes that they could get similar quality adventures, and that the adventures suited the levels I need. The extra breathing space that this adventure had made a great difference to the level of detail in maps and flavor text.

Updated to reference the original, Mordenkainen’s Fantastic Adventure, thanks to a tip from Rob Kuntz. Also I couldn’t resist updating some of the writing as well.

+Jerry Stratton

For More Information:

Paizo Publishing
The publishers of Dungeon and Dragon magazines.
http://www.paizo.com/
The Creative Worlds of Gary Gygax
His website appears to be down at the time of this writing.
http://www.egarygygax.com/
Tony A. Bath
An article about some of the “old guard” that preceded Dungeons & Dragons, and that participated in the things Wargames Digest wrote about.
http://www-personal.umich.edu/~beattie/timeline/2002%20stuff/bath.html
Mordenkainen’s Fantastic Adventure
“The module begins when the players are informed that a pair of impassable doors have been discovered under the abandoned Maure Castle. Suspecting that these iron doors lead to fantastic treasures, many have tried to gain access, and all have failed.”
http://en.wikipedia.org/wiki/Mordenkainen's_Fantastic_Adventure
Pied Piper Publishing
“You have taken the first step towards discovering an element which is often missing in RPG design today: Enchantment.” Pied Piper publishes several first-edition compatible games; these should thus be compatible with many of the old-school games available today, including Gods & Monsters.
http://pied-piper-publishing.com/
Buy Dungeon Magazine Subscription at Amazon
Personally, I prefer to pick these up piecemeal at the local bookstores, so that I can browse through the included adventures.
http://www.amazon.com/exec/obidos/ISBN=B00006LKCD/negativespaceA/

Related gaming history articles:

Gary Gygax’s game (http://www.godsmonsters.com/?ART=190)
Links around the net to people talking about Gygax.
Poisoning the Magic Well: RPG Distribution (http://www.godsmonsters.com/?ART=177)
Ron Edwards writes a short history of RPG distribution that’s fairly accurate to my recollection.
The deep history of roleplaying (http://www.godsmonsters.com/?ART=174)
Rob MacDougall talks about roleplaying before roleplaying.
Experience in thematic role-playing games (http://www.godsmonsters.com/?ART=136)
Thematic games combine a love of rules with a love of setting. In these metagames, the rules are the setting, and the setting is the rules. Further, acknowledging the rules makes it easier to remove them. Such games are usually acutely aware that character advancement is a reward encouraging the actions that incur the reward and which move the game towards a specific conclusion.
Experience in world-based role-playing games (http://www.godsmonsters.com/?ART=138)
In the eighties and through the nineties, people started writing games where the world was more important than the rules. In theory, this should make for a different kind of character advancement as well.
Experience in Generic Role-playing Games (http://www.godsmonsters.com/?ART=135)
After D&D, it seemed as though anyone could write up game rules and publish them—and many did. From Tunnels & Trolls through GURPS, how did these games deal with experience and character advancement?
Rewards and improvement in Dungeons & Dragons (http://www.godsmonsters.com/?ART=132)
Kill monsters. Take their stuff. How has character improvement in D&D changed over the years? This article in the RPG experience series looks at changes in experience point acquisition from early D&D through later versions of the game and later games by the authors.
Experience and Advancement in Role-Playing Games (http://www.godsmonsters.com/?ART=139)
Kill monsters. Take their stuff. How has character advancement in role-playing games changed over the years? Starting with original D&D and on up through a handful of modern games, I’ll be surveying methods of experience and character advancement over the years.
The Order of the Astronomers (http://www.godsmonsters.com/?ART=24)
Starting in Hightown, in the foothills of the High Divide, young sorceror Gralen Noslen and the mysterious Charlotte Kordé drag their friends into the uncharted forests south of the Leather Road to find an abandoned castle.