TSR [Let's Read] Dungeons & Dragons Basic Rules, by Tom Moldvay

S'mon

Legend
Party treasure is chosen by DM or determined randomly using U + V treasure types (the two best individual treasure types together).

This gives a 2% and a 5% chance of a magic item, per NPC. Much less generous than Gygax 1e,
and Cook/Marsh then Mentzer went a lot more generous by giving each NPC 5% chance per level of a magic item, roll on each of half a dozen tables - Moldvay only uses that generous system for demihuman (Elf & Dwarf) group/clan leaders.
 

log in or register to remove this ad

Iosue

Legend
I think chapter 8 is the best chapter in the book, and that the dungeon-design section is probably the best part of the chapter. (Though DMing as a fine art is also good, and I've used the sample dungeon more than once.)

As a practical advice on how to build the core play element for a system, and thus get ready to run a session of the game, I think Moldvay Basic still remains one of the best ever written. Luke Crane's Adventure Burner (written for a quite different system, Burning Wheel) is pretty good but still not as clear, terse and step-by-step. If we look at other D&D examples, whether Gygax's DMG or the 4e DMG 30 years later, they're terrible in comparison! (Though the 4e DMG's advice for combat encounter design is pretty good.)

Indeed. What I find interesting in retrospect is that as tightly as Moldvay presents the game, he nevertheless maintains a sense of freedom. In this section, you have the very good rules for stocking a dungeon, creating an NPC party, and wandering monsters. And yet he prefaces or interlaces them with injunctions that "the DM can choose, or do this". This gives the new player or DM all the structure they need to run the game, while at the same time indicating that it's all optional -- the DM has freedom to set-up the game as they like.

As I look back into the deeps of time, at our first foray into roleplaying with Moldvay, I strikes me that this is pretty much how it played out. We played our earliest games with his guidance, but as we felt comfortable with the rules, we drifted them to the style of play we liked. We weren't into "save or die", so those kinds of poison traps vanished from our game. Instead of random stocking and wandering monsters, we started stocking the dungeon as we envisioned it, emphasizing a more "heroic" style of play. Throughout this, though, there was never a sense of "I don't like this rule," or "I have to houserule this game to make it play like I want." Rather, it felt like the game gave us both a solid foundation to build on, and then the freedom to do so.

Interestingly enough, though I'm playing 5e with that same group now, I find myself going back to many elements of Moldvay, some of which we had phased out. Turn-based exploration. Side initiative. Morale. Wandering Monsters. Monster's somewhat out of the PCs' league. And yet, that group, having come up with Moldvay as well, are fully on board and having great fun.
 


pemerton

Legend
[MENTION=6680772]Iosue[/MENTION] - the incompleteness of this thread is like a hole at the heart of the world (or, at least, at the heart of ENworld!).
 



Iosue

Legend
looks around**clears throat

So, uh, the Sample Dungeon. It would probably be best to start off with the map of the first level, for ease of reference.
basic-dd-pg-57.jpg

Some initial thoughts on the sample dungeon design. I like how compact it is, with multiple paths through 9 rooms, all in a 9 x 9 grid. Unlike the typical scale of 1 square representing 10 feet, here 1 square represents 5 feet, as Moldvay suggested for smaller dungeons in the previous section.

Most of this section is a step-by-step demonstration of the dungeon creation rules using the above map. The first two, A. CHOOSE A SCENARIO and B. DECIDE ON A SETTING are pretty straightforward. As noted in the previous section, this is the "Rescue the Prisoners" scenario, and Moldvay decides on a keep, which "is a kind of castle." The C. CHOOSE SPECIAL MONSTERS has Moldvay deciding what are the typical monsters on each level. Notably, these are the monsters that he intends to place in the dungeon, rather than roll them randomly.

Following this is D. DRAW THE MAP. Having drawn the map as shown above, he places the trapdoor to level 2 in Room 4, the trap in the entranceway, and then fills out the room. There is a very good, but very easy to overlook, piece of advice here as he says, "Then the other rooms are drawn in, being careful to make sure that the player characters will have to go through several other rooms to [r]each room #4 (no matter which way they go)." But, this is not really reflected in the finished map, which only has one path to Room 4, which passes through only one other room. I wonder if there was supposed to be a door from Room 3 to Room 4 that got lost in the shuffle. (Incidentally, there's a typo here in the first printing, with the r in "reach" dropped. Does anyone with a later printing know if this was fixed?)

After putting goblins in Rooms 5 and 9, and hobgoblins in Room 4, it's time to E. STOCK THE DUNGEON. Here he follows the random tables provided earlier in the section. Room 1 ends up entirely empty, Room 2 has a monster (crab spider) and some silver pieces rolled off the , Room 3 gets a trap and a nice haul of treasure. As noted in the previous section, the best hauls, on the whole, come not from monsters, but from "Unguarded Treasure" in empty rooms. Room 4 has already had hobgoblins placed. Notably, this shows a practical example of how the treasure types are used: he rolls the treasure (3,000 SP and 1-8 pieces of jewelry) and then reduces it by the proportion of present hobgoblins from the maximum No. Appearing in the wilderness (4/24 so 1/6 = 500 sp and 1 gem). Rooms 5 and 6 are empty, Room 7 gets a green slime and no treasure, Room 8 is empty, and as noted above four goblins have been placed in Room 9, but dice rolls indicate no treasure.

Then comes F. FILLING IN FINAL DETAILS. Here Moldvay indicates that the DM should make a Key to the dungeon (capitalization in the original!). He provides a standard form for presenting Monsters in the Key:

Monster name (Armor Class, Hit Dice or level, hit points, Movement Rate, Number of Attacks, Damage, Save As, Morale Alignment), abbreviated as Monster name (AC, HD, hp, MV, #AT, D, Save, ML, AL). He also provides a standard format for indicating the size of the room: feet (abbreviated with ') followed by N-S for North-South and E-W for East West.

As an example of how this works, room 9 is listed in the Key like this:
Room #9 (5' E-W, 10' N-S): This cubbyhole has a secret door and was sued to spy on those walking down the corridor. There are now 4 goblins (AC 6, HD 1, hp 5, 3, 4, 1, MV 60' (20'), #AT 1, D 1-6, Save F: 1, AL Chaotic) in the room spying on anyone approaching in the corridor. They have no treasure.

The entire sample dungeon is Keyed in this way.

There was also a map for levels 2 and 3 of the Haunted Keep:
5c4713496f3b095a94e4fe1c75e417aa.jpg

I'll admit, when I first saw this at age 11, I didn't "get" it. It seemed like, okay, here's a cross-section of the dungeon, which has stairs and ladders to some levels, but then also what looks like a straight drop down to a flight of stairs. What I didn't pick up on is that it's presented in cross-section so that the DM can make the levels as big and wide as they wanted. I'm still somewhat perplexed by the seeming straight drop down to the stairs, but how to use this map is actually somewhat elucidated in the Sample Dungeon Expedition. This will be looked at in more detail in the next installment.

While it is all very straightforward, I think this section, in conjunction with the previous one, are one of the hidden gems of Moldvay D&D. The basic process and many of the tables come from OD&D's Vol III (and are completely missing from Holmes' Basic Rules), but Moldvay lays them out more clearly and pairs them with an excellent example. After this section, the novice DM doesn't know how to build a fantasy world, or create a long-running campaign that incorporates players' backgrounds into the story. But they know how to design a dungeon for their players to explore, and how to run it.
 

Going back a few pages, Morgan Ironwolf was the caller (until Silverleaf took over to talk to the hobgoblins), but her CHA score was 8. Interesting.
Also, Ironwolf wanted to kill the prisoners, because she was "Neutral", but in the character creation example, the player indicated that Ironwolf was aligned with Law.

My houserule for two-handed weapons (and crossbows) is roll 2d6, pick the higher roll for damage.

The Thoul made a comeback (along with the Rhagodessa!) in 4th Edition (Dragon #418).

Speaking of 4e, the "Nentir Vale" seems tailor-made for Moldvay B/X rules. You have a land that was once ruled by a competent and just empire, that fell to ruin a century prior. The vale is dotted with ghost towns and abandoned manors, filled with treasure and magical items that were accumulated during the empire's stable years. A century of cowering behind the walls of the few remaining villages and towns follows, but then brave adventurers begin to explore the ancient places, bringing out riches. As they grow in power and influence, the adventurers are given (or take for themselves) titles of nobility and other positions of influence. Eventually, they hire mercenaries and build small armies to protect what they have gained and built.
 

Iosue

Legend
Going back a few pages, Morgan Ironwolf was the caller (until Silverleaf took over to talk to the hobgoblins), but her CHA score was 8. Interesting.
Also, Ironwolf wanted to kill the prisoners, because she was "Neutral", but in the character creation example, the player indicated that Ironwolf was aligned with Law.
I think the reason Morgan is the caller is that, as a fighter, she's first in the marching order.
Speaking of 4e, the "Nentir Vale" seems tailor-made for Moldvay B/X rules. You have a land that was once ruled by a competent and just empire, that fell to ruin a century prior. The vale is dotted with ghost towns and abandoned manors, filled with treasure and magical items that were accumulated during the empire's stable years. A century of cowering behind the walls of the few remaining villages and towns follows, but then brave adventurers begin to explore the ancient places, bringing out riches. As they grow in power and influence, the adventurers are given (or take for themselves) titles of nobility and other positions of influence. Eventually, they hire mercenaries and build small armies to protect what they have gained and built.
It certainly matches up with the description of the wilderness given in the Expert Rules:
Strangely enough, travelling in the wilderness can actually be more dangerous for a low-level party than venturing into the first levels of a dungeon. Horrible monsters abound, and most humans (and humanoids) travel through uncivilized lands in large parties or armed caravans.
 

Just wanted to throw this out there, and this seems a good place to do so:

For players who want to develop their own magic spells, some guidance may be taken from the indie game "Maze Rats". In that game, magicians pick two words from lists that are divided into six categories, and that's the name of the spell. Then, the player and the referee decide what the spell actually does.

For example, the categories may be "Ethereal Effects", and "Physical Forms", and, based on the roll, the name of the spell is "Terrifying Wall".

Referee: "What does that spell do?"

Player: "Um...it creates a wall that induces fear in anyone standing next to it?"

Referee: "Sounds about right; anyone next to the wall either flees or, if unable to flee, takes a -1 penalty to attacks and saving throws. I'll say that it lasts 2 turns, which matches the 'Cause Fear' cleric spell."
 

Remove ads

Top