TSR Gary Gygax Things

Let me start by saying that I believe Gary Gygax was a gaming genius. That genius included a lot of skills in crafting D&D designs. I have experienced literally hundreds of DM styles. Gary's style was head and shoulders better than the best of those. He was able to make the adventuring experience come alive in your minds. I have seen just as many written dungeons. I got a look at Gary's...

Let me start by saying that I believe Gary Gygax was a gaming genius. That genius included a lot of skills in crafting D&D designs. I have experienced literally hundreds of DM styles. Gary's style was head and shoulders better than the best of those. He was able to make the adventuring experience come alive in your minds. I have seen just as many written dungeons. I got a look at Gary's Greyhawk dungeon that he put together in ' 73 and '74 and no ones work comes even close to being as good or interesting. Every dungeon level was filled with magical effects, strangely shaped chambers and corridors and of course way cool encounters from clockwork things to fantastic creatures.

greyhawk.jpg


It's no wonder I patterned myself after this man. Horror of horrors, Gary was definitely a Monty Haul type of referee. He had to be as he had hundreds of spells and magic items to play test to see what they would do to a campaign.

As a magic user in Gary's game I lusted after any and all types of magical items. When there was a choice between piles of gold coins, a mass of gems, or a magic item; I took the magic item every single time. As a result I was able to play test many of the first items. I was one of the first to use a luck stone, a power staff, an ioun stone, a horn of bubbles (sigh), and a regeneration ring.

I have a distinct memory of play testing the fire giant adventure. During that game I cast a magic jar spell on the queen of the fire giants. I used her authority to get away with murder. The next day the magic jar spell went from an exact location spell on a noted character to a random attempt at control, (sighing again).

I thought some of you might like to see a few tricks Gary had up his DMing sleeve. Gary had 28 levels in his upper dungeon. They were divided into three parts. The dwarf dungeons specialized in gold treasures. The Elf dungeons catered to many types of magic items. There was a central section that eventually extended down to a nasty high power set of dungeon floors.

THE TALKING SWORD

All of Gary's group liked the fun of trying to map his dungeon. I was the poorest mapper with the least experience in drafting in the group. However, it was me who spotted an open area between corridors. We started searching for a secret door and as luck would have it we found it. The treasure was guarded by trolls, but after a tough battle we got a look at the treasures. In those days gold and gems were split equally and we rolled dice for a pick of the other treasures. I managed to get a magical +2 sword. It was an amazing talking weapon with lots of fun powers. My fourth level human fighter flunky was very happy to get it. If that wasn't enough the sheath was richly decorated in expensive gems. Then I discovered the catch of the wondrous weapon. Gary, in a low pitched voice, took up the role of the sword. It seemed that the weapon enjoyed the many gems of its sheath. It stated that its powers would only be available if a rare and expensive gem was attached to the sheath after every single adventure. It wasn't until later that I discovered the weapon wouldn't accept any old valuable ruby, emerald, or diamond. They had to be unique in some way. I had to do some research in gems and gem types just to keep the blasted weapon happy and working. I went questing for purple star sapphires, yellow diamonds, blue green tourmaline, cat's eye tourmaline and yellow white moonstones. Soon, the sword became a lot of work.

THE HUGE DOUBLE DOORS OF THE CENTRAL TOWER

There was a huge staircase in the middle of Gary's dungeon. It went deep into the earth and ended in two huge stone doors. That portal turned out to be quite difficult to open. Once we discovered that portal we wanted to get past it. We were too low level at first. We didn't have enough strength to force it open. Our thieves couldn't figure out the locks. Often really nasty wandering monsters came over to eat (err, check us out). Finally, I was able to get a knock spell and use it on the door, nothing? “Yes, Gary explained, “The two locks unlocked. But the door didn't open.” We checked the rules on the Knock spell. If it worked the doors should have opened. It wasn't until months and months later that we discovered the locks at the center of the door were fake. I had to toss the Knock spell to the side of the door where the real lock was located. We were in for rough times as we crossed that threshold and were battered, bruised, and turned to stone, time and time again, sigh.

THE GOLDEN WARRIOR

Gary could often be fiendish. We all hated getting cursed items mixed in with the other treasures. However, there was nothing in the entire Greyhawk dungeon as insidious as the Golden Warrior. The upper levels of Gary's dungeon would get explored and emptied of goodies. After a bit there would be new and more deadly dangers to face there. However, if we wanted to get to the lower levels, we had to walk through those upper ones. One day we are turning a corner and a warrior all in gold runs past up and we are surprised. He shot at it and cast some spells, but he didn't stop it from running. It was an unusual sight and we all took it as a challenge. Every other adventure we would walk those pillaged halls and suddenly the gold warrior would run past us. We managed to hit it with our magical weapons; we set traps for it that the being bullied its way through; eventually we wet up elaborate traps with ballista, nets, and spells all to no avail. Eventually, we had to give up. The act of trapping this fast moving pile of gold was taking a lot of time and resources. After that, whenever the golden warrior appears we waved it good day.

THE MAGE OF THE BLACK TOWER

I never did learn the name of the wizard in the black tower on the west end of Greyhawk city. All I knew for sure was then a stone to flesh spell was needed that wizard could make it happen. The same went for removing curses or identifying certain high level artifacts. Unfortunately, for others and me he always charged in multiplies of magic items. If we wanted the work done, we had to cough up really good items. Imagine the dilemma we faced. There was our favorite cleric flunky turned to stone. There were a lot of things that turned characters to stone in Gary's dungeon. If we wanted the character restored we had to give up tings like rings of regeneration, wands of lightning bolts, and amulets of healing. Often, we had to give up multiples of those items to pay for several spells at the same time. I didn't figure out until years later, that the wizard was the perfect campaign balancing act. Gary would expose us to deadly dangers that we weren't high enough level to fix ourselves. We paid a dear price in magic items that got those items out of the campaign. We often talked about raiding the black tower. When we did that creatures like an iron golem would answer the front door. Or several ghosts would pass us in the black tower hall. There was even a cloud giant that we would see carrying in a statue of gold for some unknown reason. Surprise, surprise we never raided the tower.
 

log in or register to remove this ad

Jim Ward

Jim Ward

Drawmij the Wizard

rredmond

unseenservant.us for PbP
Dig the running golden man too, but that targeting the Knock spell is a rough one. Great stuff though, really great stuff. Thank you for sharing!
 

log in or register to remove this ad

AriochQ

Adventurer
In my first campaign in the late 70s I had a +5 intelligent dagger carried by the thief. In order to be used, the dagger insisted that the rogue proclaim his greatness in a loud clear voice each time it was drawn. I would hand the player a short paragraph to read. But rather than 'greatness' the dagger would offer a biting review of the last adventure. It was a fun way to start an adventuring session and the players actually looked forward to hearing the daggers sarcastic take on their last adventure.
 


Tony Vargas

Legend
That was inspiring.

BTW, some tiny phrases caught my eye...
As a magic user in Gary's game
Drawmij, I take it. ;)
My fourth level human fighter flunky was very happy to get it.
was our favorite cleric flunky turned to stone.
So, was it, indeed, very common for a party to have a lot of hinchlings and hirepersons? Did groups of several players, each with several NPC hangers-on venture into dungeons back in the day?

I'd often see passages in the DMG that suggested to me such may have been the case, but I never encountered it in my own gaming experiences in the 80s...
 

pming

Legend
Hiya!

So, was it, indeed, very common for a party to have a lot of hinchlings and hirepersons? Did groups of several players, each with several NPC hangers-on venture into dungeons back in the day?

I'd often see passages in the DMG that suggested to me such may have been the case, but I never encountered it in my own gaming experiences in the 80s...

Just my 2¢...but it was with my group. I think each PC had between 2 and 4 henchmen/hirelings, plus another 2 to 6 "group hirelings" (the guys who drove the wagons, maintained the camp 'outside' the dungeon, looked after the horses, etc). I would say that several of those NPC's managed to become quite near and dear to our collective hearts. In particular was Ulo Ironbeard (dwarf fighter), Snake-Eyes (elf fighter/archer), and "Father" (human cleric). All three of those guys leveled up pretty close behind us; I think they were all around 12th to 14th level when we finally 'retired' our main PC's (who were 18, 20, and 22 level).
 

JeffB

Legend
So, was it, indeed, very common for a party to have a lot of hinchlings and hirepersons? Did groups of several players, each with several NPC hangers-on venture into dungeons back in the day?....

I'd often see passages in the DMG that suggested to me such may have been the case, but I never encountered it in my own gaming experiences in the 80s...

My group- never. And we started pre- PHB. I don't recall any other groups using them either at the various after-school clubs and library clubs I was a part of, nor later into the 1980s.

That said we just used any rulebook as guidelines and did our own thing.
 

GreyLord

Legend
Monty Haul Campaigns can be fun, but getting those high powered magic-items out of the players hands afterwards can be tough.

Looks like Gary found the right balance there.
 

Flexor the Mighty!

18/100 Strength!
They had a blast, which is all that matters. And it was all brand new. Not just the game rules, but the very idea of roleplaying.

As the game has grown, I can't help but notice that his style of DMing would not go over very well today. I don't think modern players have the patience for that. I'm guessing five minutes in and someone would get mad about their player agency being taken away

yeah when I read about players pouring over their own drawn maps trying to find out where the hidden stuff is or where something strange might be I think that is a big difference from today where all that is skill checks and whatnot. The deal with the doors would just be a search check of some kind in most systems today. Totally different focus and I think a style that requires more of the players, especially for them to pay attention and use their own cleverness.
 



Remove ads

Remove ads

Top