Arduin?


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Arduin is famous for having "Liar %" for creaturers/NPCs.

It seems that in one of the early D&D supplements, there was a typo, it was supposed to be lair %. But the Arduin guy didn't realize it.

It seems to also be something of a regional thing. I've been gaming since the good ole days, and never heard about it until I went online.

Still, it's interesting. If you like the old time-y sort of games.
 

Razuur said:
What is this?

800 pages! Good god!

Has anybody heard of this? if you have, what do you think?

Razuur

I think you're referring to the new Arduin at http://www.worldofkhaas.com. I took a look at some of the stuff they have posted, and the mechanics are a bit troubling. They look to be using 3E mechanics, i.e., AC goes up, but inconsistently. Using the material in a 3E campaign would necessarily entail considerable work on the part of the GM. That said, they seem to have captured the zany flavor of the original arduin.

My personal recommendation: given the high cost ($60), wait for the review.
 
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Ardruin was awesome! I initially had the Arduin Grimoire and recently reordered the trilogy of the arduin books. Great stuff in there.
 

I actually played Arduin with none other than David Hargrave himself. I was an official peon in Chaos Inc, the gaming club at Hargrave's Multiversal Trading Company in Concord CA. I was about 13 or 14 and he would con us kids into cleaning his store for the privilege of hanging out there. It was pretty lame. The game itself was much like the Kits of 2nd Ed, really more like Hackmaster. Everything went further than anything in D&D there were 20th level spells, stats in the twenties,your parentage charts could result in being demon sired or dragon sired with hige bonuses, and my favorite the tenth alignment, Amoral Evil. I am reminded of the scene from Spinal Tap with the amp that went to 11. "Why don't you just make Chaotic Evil, more Evil? Yeah but, Amoral Evil is even more Evil!!!"
He produced a series of "adventures" Citidel of Thunder, Caliban and one other at least. They had some decent background stories, and maps. But the actual dungeons only had ten rooms described or filled with encounters. That way "you could personalize your version of the dungeon." Isn't that great. You pay for a big bound adventure and still have to fill it with encounters and treasure! Hoody Hoo. We didn't know that, so we would wander around these empty dungeons until the DM would say "This room is filled with opalescent hues and ...." sudden there would be flavor text, we'd know it was time for an encounter.

I make fun of it. But it was probably a really well timed game for me. D&D seemed very rule heavy and failry staid compared to Arduin, and my adolescent mind loved all the craziness (you could actually play a Courtesean!). But the Phraints (D&D stole them with the Thri-Kreen) were cool and original. There were other elements that were pretty cool, but mostly it was pretty confusing. There was no attempt at balancing or being consistent (magic items frequently used superlatives that were contradictory, a thing that could cure any disease, a disease that couldn't be cured, etc..) In the one game I played with Mr. Hargrave my character was chased down by a Giant Slug and killed in a spray of acid breath.

I heard David Hargrave died back in the 90's. Whenever I roll a Natural Crit, I raise a glass to him, his critical hit charts were gruesome masterpieces!
 

Arduin was absolutely great, but it required a group that was either all kiddie-munchkin (go for the power) or all very mature (get the positively acid-trippy nuances). Nothing in between could handle it.
 

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