Rules Review
By Arnold Hendrick
DUNGEONS & DRAGONS BY GARY GYGAX & DAVE ARNESON
three soft cover volumes, totallying 112 pages, with five chart sheets, available from Tactical Studies Rules, 542 Sage Street, Lake Geneva, WI. 53147 for $10.00
Subtitled "Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures," these booklets attempt to loutline a system for "playing" the kind of fantasy adventures one previously read about in paperbacks. The concept is remarkably intresting, since the same person intrested in matching himself against Napoleon or Manstein might find comparisons with Conan or John Carter enjoyable.
The "game" is played by various adventures and a refer3ee. The players, starting in near total ignorance, attempt to adventure in the wilderness around thyem, or in dungeons and underground chambers beneath them. The referee is informed of each action and after consulting the maps he has made, the basic tables and information in the booklets, and his own imagination, gives the player a response. Those who emember Korn's "Modern Warfare in Miniature" will see the parallel, although Korn's rules were much more tightly constructed. Here, introductions are made into many possible areas of intrest: finance, magic, fighting ability, language, and monsters of every type and description (from goblins, orcs, giants, and dragons to the more esoteric maticoras, chimeras, wyverns, and the hollywood mummies, purple worms, green slime, gray ooze, and black pudding).
Vastly too much has been attempted in these booklets, with very little detail, explanations or procedures. For personal combat, "Chainmail" is refered to, but the multiple-damage characteristics of charactersin this game does not fit witht hte life-or-death struggle in "Chainmail", and neither gives a clue for the effect of missile fire, save perhaps the firer's normal ability is extended up to the range of the missle weapon, with restrictions and special options as allowed in the multi-figure section of the "Chainmail" rules. The resulting mess in interpretations is enough to tax the patience of most gamers to the extreme. Worse, personal combat is the area receiving the most attention, things go downhill from there.
Play in person is usually impossible, since the referee can only show the adventurer the terrain he is crossing at that instant, plus whatever is in his sight. Only large battles are suitable for the tabletop. The optimum solution seems to play by phone, or when distances are too great, play by mail. For those without gasoline to fvisit their fellow wargamers, or without a car, Dungeons & Dragons can be very, very intresting indeed. For example, in a test adventure recently concluded, the Acolyte Dorn fromt he villiage of Thane ventured into the ruins of Takator, opting for an underground Dungeon adventure instead of an above-ground wilderness expidition. After finding numerous doors beyond his strength to move, he finally opened one that woke four ghouls, who charged him directly. The well-equiped Dorn (with mail, shield, spear and crossbow) was allowed to fire by the kindly referee, and then strike first with the spear. Being rather handy with weapons and things, Dorn neatly felled two of the ghouls, but was thentouched by the third, a circumstance which petrified him, while the ghouls proceeded to kill him, thus turning Dorn into a ghoul. So much for the Acolyte Dorn. Better luck in the next life!
Beyond the problems involved in play (find an intrepid referee), the other discouraging factor is price. These booklets are roughly comparable to "The Courier" in physical quality, but at the $3.50 each are priced rahter high. Worse, all three are necessary. Graphics, considering the format, are decent, with some excellent illustrations, but some space could have been saved without compromising appearance.
In general, the concept and imagination involved is stunning. However, much more work, refinement, and especially regulation and simplification is necessary before teh game is managable. The scope is just too grand, while the referee is expected to do too much in relation to the players. If you need ideas to help you along into your own fantasy adventure games, these booklets will be of use; otherwise your ten dollars will be wasted. I do not suggest these to the average wargamer.