OD&D Gygax and the DMG: What is a Dungeon Master For?

One would expect merchants to minimize the required travel through wild territory on their route.

It may be unavoidable to pass through SOME wild territory if a given source of a valuable trade good is located in a wild place, but having to hire huge guard contingents cuts into profit margins and risks the lives of your valuable employees or yourself. Above a certain level of danger it's just not worth it.
Minimize it, sure; but that doesn't mean eliminating it. If you're a Human realm in the lowlands trading with Dwarves in the mountains and there's a whole lot of unclaimed (read: wild) hilly country in between, you ain't got much choice other than to go through that hilly country.

And hey, adventurers gotta get their start somewhere... :)
 

log in or register to remove this ad

As characterized in the statemetn Gygax made, there is no "other direction" in the default setup he's depicting.
Naturally. They were making a game about a specific thing, adventurers on the frontier going into dangerous unexplored places and fighting monsters residing there.
The way I see it is you are testing a game about this specific premise to see if it actually simulates an entire world. I have my doubts if that's possible at all for a tabletop game. It is a vastly unrealistic expectation. That's my point. The focus of the game is "adventurers in the dangerous frontier", not "a trade caravan management inside a civilized and safe metropolitan territory".
 
Last edited:

As I recall, 1e DMG Adventurer parties encountered in the Wilderness are 7th-10th level, and that seems to be the level range the tables are designed for. They are very much designed for large scale overland adventuring.
 

I want to clarify my position here a bit, as it probably comes across as my just bashing OD&D, and that's probably not coming across well especially since I admit details have sometimes gotten foggy about it over a half century (which is the last time I played OD&D; I never played AD&D and didn't really have anything significant to do with the game again until the AD&D 2e days, and then not seriously and face to face until D&D 3.0).

So I don't see this as bashing Gygax, but perhaps damning him for too much intentionality... My impression is that OD&D (or the LBBs) at least are themselves an aggregate work. A combination of Arneson (and those he was influenced by) and Gygax working across a few months or a year of rapidly evolving games. If one looks at OD&D in the way you'd look at an old OSR blog discussing the author's campaign, house rules and development ... I think it fits better.

Where praise is owed is in the creativity and the willingness to explore something new. The actual LBBs aren't entirely coherent ... though some parts are in very good ways. The Dungeon section of Dungeons & Wilderness adventures is solid, but it also feels pretty contradictory to the wilderness part and the tables in Monsters and Treasures (including adding very brief rules for smaller in dungeon treasures and encounters.)

To me the genius of OD&D is that it has some very good compromises (flat damage and HD, limited AC, good rules on dungeon turns and light usage) that make for a fairly flat power curve and solid basis for dungeon exploration. It's implied setting is incredibly influential, but doesn't stand the test of time in the same way ... and it need not. OD&D invites the reader and referee to contextualize it in their own ways, and I love this.
 

Naturally. They were making a game about a specific thing, adventurers on the frontier going into dangerous unexplored places and fighting monsters residing there.
The way I see it is you are testing a game about this specific premise to see if it actually simulates an entire world. I have my doubts if that's possible at all for a tabletop game. It is a vastly unrealistic expectation. That's my point. The focus of the game is "adventurers in the dangerous frontier", not "a trade caravan management inside a civilized and safe metropolitan territory".

I think when you have a game that uses as example characters that operated in a world that also had civilized and semi-civilized areas where adventure took place, at least addressing that the game at hand is not intended for those is not too big an ask, and expecting all users to read your mind about the scope of your game when you don't bother is bad design.
 

So I don't see this as bashing Gygax, but perhaps damning him for too much intentionality... My impression is that OD&D (or the LBBs) at least are themselves an aggregate work. A combination of Arneson (and those he was influenced by) and Gygax working across a few months or a year of rapidly evolving games. If one looks at OD&D in the way you'd look at an old OSR blog discussing the author's campaign, house rules and development ... I think it fits better.

Where praise is owed is in the creativity and the willingness to explore something new. The actual LBBs aren't entirely coherent ... though some parts are in very good ways. The Dungeon section of Dungeons & Wilderness adventures is solid, but it also feels pretty contradictory to the wilderness part and the tables in Monsters and Treasures (including adding very brief rules for smaller in dungeon treasures and encounters.)

To me the genius of OD&D is that it has some very good compromises (flat damage and HD, limited AC, good rules on dungeon turns and light usage) that make for a fairly flat power curve and solid basis for dungeon exploration. It's implied setting is incredibly influential, but doesn't stand the test of time in the same way ... and it need not. OD&D invites the reader and referee to contextualize it in their own ways, and I love this.

The problem is that at no point does it actually tell the reader that the Wilderness encounter section assume its only the true wild, nor does it tell you what to do if your starting location was, say, on the fringe of settlement and had true wilderness at one edge but at least semi-settled areas on the other. The Wilderness encounters were going to be bizarre failures for the latter, but there was no discussion of what you should do instead.

Its all fine to say "GMs need to work that out themselves," but at that point it behooves the designer to say that, and ideally give some idea what things they need to do rather than just hope they wander into the deep end themselves and don't drown.

As you say, the contrast with the discussion of dungeon exploration is striking; one can argue a certain degree of unexamined stylization is present there, but its at least set up with the idea the end user is going to probably need tools and guidance about how to go about it, in a way the outdoor section isn't.

As I said,, part of the problem with the Wilderness encounter material is that it requires a particular approach and set-up to be survivable at all and I suspect all too many people using the game learned that the hard way.

(You can argue town/city adventuring is even more poorly supported in OD&D, but it at least doesn't have a section that can be read as being about that while only being really about a subset of it at best)
 

As I recall, 1e DMG Adventurer parties encountered in the Wilderness are 7th-10th level, and that seems to be the level range the tables are designed for. They are very much designed for large scale overland adventuring.

Keep in mind my discussion is limited to OD&D here. By the time AD&D was coming out I was on my way out of the D&D ecosystem.
 



I think when you have a game that uses as example characters that operated in a world that also had civilized and semi-civilized areas where adventure took place, at least addressing that the game at hand is not intended for those is not too big an ask, and expecting all users to read your mind about the scope of your game when you don't bother is bad design.
Oh c'mon! XD we are literally talking about a game that discovered an entire type of tabletop games, and that was produced on some typewriters and a total budget of a couple thousands of dollars. I'm not saying it's the perfect game but you have to keep the context in mind. And to be completely fair, I really do think this particular quibble is not of much substance (especially compared to some other idiosyncrasies of OD&D), after all do you really need a rulebook to tell you you aren't randomly stumbling on a group of dragons in some imperial capital city?

I have to say, from the distance it really looks like you have a bone to pick and I don't find your critique convincing or compelling. We can agree to disagree though.
 

Remove ads

Top