Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mannahnin" data-source="post: 9550229" data-attributes="member: 7026594"><p>Lots of monsters, like the Rot Grub, for example, just off the top of my head from the <em>Monster Manual</em> (several examples from Russ Nicholson's amazing <em>Fiend Folio</em> art also leap to mind). Or that image of the character trapped in the room filling with water and the skeleton rising behind him from the DMG. Or the core concept of getting lost in the dungeon and never seeing the light of day again*, which was a major threat in early play according to a lot of the original players. And as you can see in the random dungeon generation tables.</p><p></p><p></p><p>The poison thing? It's one of those things which only makes sense in context, or if you get into the right headspace and think it through. If you were a 70s D&D player and/or have read a bunch of articles and zines from then, you'll know that the idea of player-wielded poisons was an ongoing discussion and recurring attempt at powergaming. Since poison from monsters normally killed the target on a failed save regardless of hit points, it was an obvious thing for players to try to get and use.</p><p></p><p>Jim Ward had an article from Dragon #13 (and reprinted in <em>Best of The Dragon vol 1,</em> where I first read it as a kid), Notes from a Semi-Successful D&D Player in which he wrote:</p><p></p><p></p><p></p><p>So in this context, you can see that Gary's advice in the DMG was an attempt to slow the proliferation of poison use by not encouraging it, while assuming that OF COURSE smart or experienced players will wind up trying to use it. So he gives the DM rules for it with that expectation.</p><p></p><p>Similar with his advice about sharing spells in the DMG, where he gives all these instructions about how NPCs will be incredibly stingy and demand exorbitant prices, but that "superior" players will naturally cooperate and share spells, although the DM shouldn't encourage or suggest it. Once again "Gygaxian Skilled Play" in action.</p><p></p><p>------</p><p>*Fun side tangent: In 1987 Games Workshop published a random-tile-based dungeon crawl board game called <a href="https://en.wikipedia.org/wiki/Dungeonquest" target="_blank">DungeonQuest</a>, which was a remake of a 1985 Swedish game from Alga AB called <em>Drakborgen</em>. One of the core mechanics of this game is the turn tracker, showing the sun dawning, climbing through the sky, and setting. If you're not out of the dungeon by sunset you're lost forever and die. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I've loved the art and aesthetics of this game since I first encountered it in the 80s, and I like how it makes that "get lost forever" aspect of old-school dungeon crawling part of the central conceit.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9550229, member: 7026594"] Lots of monsters, like the Rot Grub, for example, just off the top of my head from the [I]Monster Manual[/I] (several examples from Russ Nicholson's amazing [I]Fiend Folio[/I] art also leap to mind). Or that image of the character trapped in the room filling with water and the skeleton rising behind him from the DMG. Or the core concept of getting lost in the dungeon and never seeing the light of day again*, which was a major threat in early play according to a lot of the original players. And as you can see in the random dungeon generation tables. The poison thing? It's one of those things which only makes sense in context, or if you get into the right headspace and think it through. If you were a 70s D&D player and/or have read a bunch of articles and zines from then, you'll know that the idea of player-wielded poisons was an ongoing discussion and recurring attempt at powergaming. Since poison from monsters normally killed the target on a failed save regardless of hit points, it was an obvious thing for players to try to get and use. Jim Ward had an article from Dragon #13 (and reprinted in [I]Best of The Dragon vol 1,[/I] where I first read it as a kid), Notes from a Semi-Successful D&D Player in which he wrote: So in this context, you can see that Gary's advice in the DMG was an attempt to slow the proliferation of poison use by not encouraging it, while assuming that OF COURSE smart or experienced players will wind up trying to use it. So he gives the DM rules for it with that expectation. Similar with his advice about sharing spells in the DMG, where he gives all these instructions about how NPCs will be incredibly stingy and demand exorbitant prices, but that "superior" players will naturally cooperate and share spells, although the DM shouldn't encourage or suggest it. Once again "Gygaxian Skilled Play" in action. ------ *Fun side tangent: In 1987 Games Workshop published a random-tile-based dungeon crawl board game called [URL='https://en.wikipedia.org/wiki/Dungeonquest']DungeonQuest[/URL], which was a remake of a 1985 Swedish game from Alga AB called [I]Drakborgen[/I]. One of the core mechanics of this game is the turn tracker, showing the sun dawning, climbing through the sky, and setting. If you're not out of the dungeon by sunset you're lost forever and die. :) I've loved the art and aesthetics of this game since I first encountered it in the 80s, and I like how it makes that "get lost forever" aspect of old-school dungeon crawling part of the central conceit. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
Top