Showing posts with label DMG. Show all posts
Showing posts with label DMG. Show all posts

Sunday, January 13, 2013

DMG vs. The Tome of Adventure Design

Recently, I had the opportunity to purchase either the WotC re-release of the AD&D DMG or a hardcover edition of Matt Finch’s Tome of Adventure Design (I didn’t have the budget to do both). After thinking about it, I realized that the only reason that I wanted the DMG was to support WotC for actually bothering to re-release some of their older stuff and that I’ll have other opportunities this coming year to do so. In contrast, I wanted the Tome because I actually wanted to use it.

And use it I have. I have to admit that I let my work on The Chateau des Faussesflammes go fallow because I was stuck. Despite the fact that I had some really great ideas including dungeon features, NPCs, villains and even a couple of decent maps there wasn’t that one thing that strung everything together and answer that elusive question Why? A notebook, a pair of dice and a about a half an hour with the Tome helped me answer that question — which is why I have been furiously making maps this week.

Of course, one of the fruits born of this endeavor was my daughter’s dungeon. So inspired was she by seeing her dungeon get the computer treatment by dad that she wanted to do more. So, she and I sat down with the Tome, rolled some dice and began brainstorming. The results were actually pretty stunning:

The adventure itself is called The Ethereal Maze of the Feathered Priesthood. It refers to a training facility used by an avian race (possibly alien) to weed out unworthy acolytes from the aforementioned Feathered Priesthood. About a decade ago, the Villain got a hold of a map which was supposed to lead him to an artifact called the Head of Disunity. Interested in breaking apart the Kingdom so as to take advantage of the chaos to take over he set out on a quest to retrieve the evil artifact.

In process, he made a mistake and misread the map. As a result, he ended up at the Ethereal Maze. Therein is a glowing tree which produces a black, effervescent syrup-like liquid used by the acolytes in their exploration of the maze. When the Villain did not find the Head of Disunity, he threatened the occupants and in the end tried to cut down their tree. Unfortunately for all involved, this resulted in the liquid gushing forth and infecting entire areas of the Maze. In large enough quantities, it causes insanity.

The Villain, himself infected, ran away dropping his map as he fled. The inhabitants of the Maze all went insane and the facility has been abandoned. The tree continues to seep its black liquid in large quantities. Thus, the Maze offers up the possibility of all kinds of crazy monsters mutated by long exposure to the liquid, including the original occupants as well as the hazard of the liquid itself.

The hook involves the Villain, who has been recovering his sanity for the past decade and is finally active again. A Patron of the PCs has found out that he is after a map that lies somewhere within the Maze and has sent agents to go find it. The PCs are tasked with getting the map before it falls into the Villain’s hands.

All this was made possible because of a bunch of random tables and the creativity of a little girl with some help from her dad. This is a great adventure location with a built in race against time, an excuse for coming up with surprising monsters, a cool magical liquid that could have far-flung consequences and uses, an evil artifact that exists somewhere in the world (another higher-level adventure), a villain who wants to go get it and an implied political setting to boot.

In other words, Matt Finch’s Tome of Adventure Design has already paid for itself, as far as I am concerned. If you haven’t bothered to take a look or make use of it, I can’t recommend it enough (something, unfortunately, I've never been able to say about the DMG).

Wednesday, May 9, 2012

Meditating on the 1ed DMG


One of the peripheral consequences of working on my re-imagined Slave Pits of the Undercity (which itself is a result of WotC re-releasing the three 1ed core books) is my own casual re-assessment of ADnD. I have found myself more frequently perusing my ADnD collection than I have in years. There is one exception to this, however. Though I am very familiar with some sections within it, the ADnD DMG still remains largely impenetrable for me.

I am one of those life-long DnD players who was initiated into the game by those who already knew how to play, rather than someone who is self-taught. When it came time for me to try my hand at DMing (as I called it then), Holmes, Moldvay and Cook held larger sway on me than did Gygax because, despite my group playing “ADnD” these great editors were far more approachable in their advice. So, though I used ADnD rules and tables, my mentors were from the world of B/X and Holmes.

This may come as a bit of a surprise, given that there are so many out there in the world of the OSR that cite the DMG as this great and seminal work of the hobby that is a seemingly ever-changing treasure trove of gaming history and advice. This love affair is to the point that there are some who would choose the DMG as the only RPG book that they could have if stranded on a deserted island.

In a way, this reminds me of the Philokalia — a collection of Orthodox Christian spiritual writing compiled and published in the 18th century. In it one can find meditations from the 4th century through the 15th century by a total of thirty-six different authors. It has been described as a seminal collection of such import that it is second only to the Scriptures themselves in the spiritual life of the Orthodox Christian.

The compilers organized the book chronologically. If one attempts to read it thusly (cover to cover), however, the book is rendered impenetrable. Rather, it requires an initiation on how to read it and what order to read the various authors. There are several historical methods, but all of them parallel each other. They all form a key with which to unlock this precious gift.

As one who still finds the DMG to be something of a Philokalic mystery, and since so many of my generation had some kind of initiation process into the hobby, I am wondering if there isn’t some kind of pattern out there for tackling the DMG? Is there a particular order for taking advantage of all the goodness that lies therein?

I do not ask this only for myself, but for those who will be buying their first 1ed DMG sometime this summer. Unlike later editions of the game, ADnD is a bit of an editorial mess. In order that those who encounter it for the first time have the best experience possible, it might behoove those of us who love the old ways to make the world of ADnD a tad more accessible.