Gary Gygax Q&A, Part IX - Page 95


What's on your mind?

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    So, what I'm seeing there, is that spikey armor is a historical evolution to combat larger-than-average foes that have a tendency to pick up human-sized foes?

    I never knew that - but it's an interesting bit of ammo to have the next time someone complains about "dungeonpunk."

    Thanks for that - and for your answer to my earlier question, Gary!
    "A rock on a stick has a 5' reach unless otherwise specified."

 

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    Quote Originally Posted by Patryn of Elvenshae
    So, what I'm seeing there, is that spikey armor is a historical evolution to combat larger-than-average foes that have a tendency to pick up human-sized foes?

    I never knew that - but it's an interesting bit of ammo to have the next time someone complains about "dungeonpunk."

    Thanks for that - and for your answer to my earlier question, Gary!
    Not quite!

    Many a force fought elephants and spiked armor was not employed. The gates of Indian fortresses were spiked to prevent elephants from pushing them down, but no spiked armor.

    Maybe picked, trained soldiers in a disciplined Roman army could get away with being clad in spiked armor, but elsewhere it is a hazard to wearer and friend alike, especially in any close-quarters environment such as a dungeon. Worse still would be in a wooden building or a forest.

    In my considered opinion, spiked armor is the worst sort of dungeonpunk, worse that multi-buckled designer leather costuming passing for armor

    Cheers,
    Gary
    Last edited by Col_Pladoh; Friday, 8th July, 2005 at 09:28 PM.

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    Quote Originally Posted by Zudrak
    From the 1st edition PHB, p.8:
    "Rules not understood should have appropriate questions directed to the publisher; disputes with the Dungeon Master are another matter entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER CAMPAIGN."

    That should have been repeated verbatim in 3.Xe. Too many players have become rules lawyers and want to quote books at the table rather than roleplay -- when it's a roleplaying game to begin with. If someone wants to quote books all day, they should join a Shakespearean fan club. There has been a shift of power at the gaming table that could have been avoided by keeping those two above sentences in the PHB. DM's have to do a lot and becoming targets for player abuse (both in the game and of the game) should not be one of the challenges.
    AMEN!

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    A heads up:

    Harold Johnson is having a memorial gathering at 6 PM (it has just begun) for Dave Sutherland at the Cactus Club here in Lake Geneva--the same place where one was held in memory of Dave Dimery who was in charge of TSR's advertising during the heyday of the company.

    Anyway, do whatever you think appropriate in Dave Sutherland's memory. I am heading there in a couple of minutes

    Salut!
    Gary

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    Gary, I remember you saying that while you greatly enjoyed playing Metamorphosis Alpha, you felt that Gamma World was somehow lacking. I played 1st edition Gamma World quite a bit back in the early 1980s, but I never played Metamorphosis Alpha (though I own it and have perused it). After comparing the two games, it seems that they are virtually the same except that MA is set in a starship and GW is set on planet Earth.

    What is it about Gamma World that you find lacking as compared to Metamorphosis Alpha?

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    Quote Originally Posted by Col_Pladoh
    A heads up:

    Harold Johnson is having a memorial gathering at 6 PM (it has just begun) for Dave Sutherland at the Cactus Club here in Lake Geneva--the same place where one was held in memory of Dave Dimery who was in charge of TSR's advertising during the heyday of the company.

    Anyway, do whatever you think appropriate in Dave Sutherland's memory. I am heading there in a couple of minutes

    Salut!
    Gary
    Dave Sutherland has gone home . . .
    Words of wisdom from Gary Gygax:

    From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.
    more words of wisdom:

    • Rashness and foolhardiness are harbingers of death, as is timidity, in such adventure setting.
    • Those that complain about real challenges might be better off playing Candyland with their little sister
    • First and foremost, munchkinism arose as a contemporary of the OD&D game. Nothing in the rules of that or any other version of the game was needed to make it flourish.
    • There is no relationship between 3E and original D&D, or OAD&D for that matter. Different games, style, and spirit.
    • [E]xperience has taught me that everyone has their own gaming preferences, and it is not a matter of "good" or "bad" in all, save in light of one's own preferences.

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    Quote Originally Posted by Col_Pladoh
    Some folks just don't handle the truth well

    Cheers,
    Gary
    I agree; you don't!

  • #948
    Mr Gygax, a little history help if you will...

    The rakshasa in the original Monster Manual can be killed instantly by a shot from a blessed crossbow bolt. Assuming this is based on historical Indian mythology, where did you find this weakness? It seems the original Ramayana story line has Rama using an arrow or spear to kill Ravenna, and I know someone who is interested in hearing where you got this particular weakness with crossbows from.

    Thank you!

    ==+Aelryinth
    A scream of men and beast, five lances of steel thundering for blood with every dark blur, horns sound and the Dark howls in fear.
    The Talok come.

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    Quote Originally Posted by Aelryinth
    Mr Gygax, a little history help if you will...

    The rakshasa in the original Monster Manual can be killed instantly by a shot from a blessed crossbow bolt. Assuming this is based on historical Indian mythology, where did you find this weakness? It seems the original Ramayana story line has Rama using an arrow or spear to kill Ravenna, and I know someone who is interested in hearing where you got this particular weakness with crossbows from.

    Thank you!

    ==+Aelryinth
    He answered something along that line sometime ago. The rakshasa was created from a monster in a TV show, and his weakness came from his head alone.

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    Quote Originally Posted by Geoffrey
    Gary, I remember you saying that while you greatly enjoyed playing Metamorphosis Alpha, you felt that Gamma World was somehow lacking. I played 1st edition Gamma World quite a bit back in the early 1980s, but I never played Metamorphosis Alpha (though I own it and have perused it). After comparing the two games, it seems that they are virtually the same except that MA is set in a starship and GW is set on planet Earth.

    What is it about Gamma World that you find lacking as compared to Metamorphosis Alpha?
    Actually, the rules are different, but so are the latest rules for the MA game.

    The "soul" of MA did not translate into the GW game, and the settings are quite different, so that affects overall play.

    I must add that I contributed to the GW game, all of the riding beasts therein being of my invention, as is one of the tables of random finds.

    About the best I can suggest is for you to actually play MA with an experienced GM...

    Cheers,
    Gary

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