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  1. Lord Rasputin

    Worlds of Design: The Lost Art of Running Away

    There's another issue, because they do have a decent chance against the thief. (The thief isn't going to take the party head-on anyways, and that's mentioned in the adventure.) I think running into a purple worm or giant slug in D1, which even a 9th level party could beat, illustrates this...
  2. Lord Rasputin

    Worlds of Design: The Lost Art of Running Away

    Hmmm … Castle Amber, levels 3-6. Table on page 4, it's possible to run into 12th level magic-user or 14th level fighter; per the table on page 19, you can encounter a 14th level thief or an 11th level magic-user (who might befriend the party; time to roll reaction!). All three of these would be...
  3. Lord Rasputin

    Worlds of Design: The Lost Art of Running Away

    Let me look through my sundry OD&D/AD&D adventures: A1: These did not have level as a component for random encounters at all, neither for which table to use, nor for how many encountered. A2: Likewise. A3: Likewise. A4: As best I can tell, there were no random encounters in this adventure. B1...
  4. Lord Rasputin

    Worlds of Design: The Lost Art of Running Away

    Well, yeah, but it is a roleplaying game, after all. To be a game, there has to be a chance of losing. It can't be too often, of course, since part of the lure is continuity, but it has to happen sometime or else there's no sense of risk, and hence no pride in beating a tough foe. And losing is...
  5. Lord Rasputin

    TSR Jim Ward: Demons & Devils, NOT!

    More importantly, we have mental associations with the words "demon" and "devil." When we say those words, we all understand them on some level because they're a normal part of the English language. Some of the monsters constructed purely for D&D also have these connotations of meaning, like...
  6. Lord Rasputin

    TSR Jim Ward: Demons & Devils, NOT!

    Most of the hysteria had died down by then. The game was no longer novel and the basics of it were by then understood in popular culture. Possibly more importantly, the dam had broken with the whole Satanic panic, when the HBO movie about McMartin basically said that it was all bunkum and...
  7. Lord Rasputin

    Ask me about GURPS/DFRPG in Minneapolis

    Ask me about GURPS/DFRPG in Minneapolis
  8. Lord Rasputin

    D&D General Playing Nicely In The Sandbox

    Yep. This is a big reason not to get attached to your pre-crafted storylines. Even better yet, ditch them entirely, and find threads the players like in play. They love the freedom. Elminster may be the most unlikeable NPC ever.
  9. Lord Rasputin

    OSR Played It Review of Old-School Essentials Using D&D ‘s The Lost City

    I can see the wizard weaknesses being an issue but the 15-minute adventuring day? That never happens in OSR games because of wandering monsters. Those are a sure-fire way to get rid of the 15-minute adventuring day since there's always something preventing you from resting up without being bothered.
  10. Lord Rasputin

    Robotech: The Macross Saga RPG Review

    Plus, Minmei isn't annoying in the Japanese version.
  11. Lord Rasputin

    Call of Cthulhu Leaps To 2nd Place In Orr Group Report

    It seems that folks are listening to the exploits of the Capone Speakeasy boys and wanting to play the game, too.
  12. Lord Rasputin

    TSR Jim Ward: Demons & Devils, NOT!

    The new names didn't help at all. They took creatures that I could imagine in some way by the name alone and replaced them with syllable salad.
  13. Lord Rasputin

    D&D General MAD Magazine: Dopiest Demons of D&D

    More like Jewish humor, which is normal for Mad.
  14. Lord Rasputin

    TSR When TSR Passed On Tolkien

    We probably can even now. The Tolkien suit involved the Battle of Five Armies game, which was a more substantive copyright breach; hobbits and ents and balrogs went as a precaution at the same time.
  15. Lord Rasputin

    TSR When TSR Passed On Tolkien

    I concur. It was Rolemaster, one of the most complex rules sets of all-time, slightly stripped-down, which didn't help matters. It had no real network of players. One of my friends bought it with his mom's money; we all regarded it as something as a quirky novelty, and never played it.
  16. Lord Rasputin

    TSR Rob Kuntz Recounts The Origins Of D&D

    Oh heavens yes. Especially Tim Kask after the original publication. There’s a long interview with him up on YouTube about that time. Eric Holmes deserves credit for realizing the game was not self-explanatory. (I’m a little curious who actually edited the original boxed set. Kask isn’t...
  17. Lord Rasputin

    TSR Rob Kuntz Recounts The Origins Of D&D

    1) If you published a paper and didn’t give at least a byline to someone who created, developed, tested, and sent you draft notes, you’d face an inquiry. In short, Arneson was a factor in publication, and he reviewed drafts from Gygax with publication as the clear goal. In 1973, Gygax clearly...
  18. Lord Rasputin

    TSR Rob Kuntz Recounts The Origins Of D&D

    Well … Arneson didn't just have ideas. He had a game, and he ran it for about two years before showing it to Gygax. That's not dabbling. Arneson absolutely did test his ideas on his own; what he showed to Gygax was the result of two years of testing. You do cite that guy. There would be hell to...
  19. Lord Rasputin

    TSR Rob Kuntz Recounts The Origins Of D&D

    I’ll relate what Bob Meyer told the group when I played Blackmoor with him in late October 2017. This jibes with what Arneson had on his website (look in the Wayback Machine for the archive): Meyer was playing a hero, and his hero came upon a bridge under which lived a troll. Meyer, figuring...
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