TSR Q&A with Gary Gygax

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This is the multi-year Q&A sessions held by D&D co-creator Gary Gygax here at EN World, beginning in 2002 and running up until his sad pasing in 2008. Gary's username in the thread below is Col_Pladoh, and his first post in this long thread is Post #39.

Gary_Gygax_Gen_Con_2007.jpg
 
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Col_Pladoh

Gary Gygax
Ciao Mistere29,

Actualy, about 80% of the game action in my old GH campaign centered on the castle and dungeons and in city adventures. Wilderness adventuring covered the balance of what wasn't published in various modules from TSR. The dungeon-centricity of the campaign was by popular demand, and that's why there were so many levels and side adventures based off of encounters in the depths;)

As for your LA game campaign, why not go with what most appeals to you, what you feel confortable with and have a lot of fun with? This will generally translate to the players enjoying things, for your enthusiasm will be contageous.

In my own game I don't hesitate to use a published module now and again so as to change the pace from my style to that of another--a bit at least.

Come on back if that doesn't cover it.

Cheers,
Gary
 
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schnee

First Post
Gary,

I started RPGs twenty years ago, with the first D&D Basic box set. Thanks for all the fun, and I'm glad to see you still designing games.

I'm a relatively new DM, and about to run a group through the Return to the Tomb of Horrors. Do you have any specific DM advice you can offer? Things to avoid? Encouragement? We generated characters specifically for this adventure (I warned them not to get too attached, hehe) and I told them they're in for a wild ride.

*** SPOILER for those who haven't run the Tomb of Horrors

Also, a few of the traps seem to kill the players on chance alone rather than stupidity or lack of forethought... I'm thinking specifically about the green slime tapestries in the mechanical 'bucking bronco' room. What was the rationale for having that trap? Is that a 'test of character' that I'm just not seeing?

*** END SPOILER

Thanks.
 
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Col_Pladoh

Gary Gygax
Howdy Schnee,

Don't confuse the RttToH, which I did not write, with the original ToH. In the latter there are no mechanical bucking broncos or green slime tapestries. Of course the incautious will find plenty of certain death opportunities in the original adventure...

Only the most veteran of my group attempted to explore the ToH with their regular PCs. Son Ernie and Terry Kuntz retreated when they discovered how difficult and deadly a dungeon their PC faced. Rob Kuntz with PC Robilar made it to the end, losing some dozen or so orc troops along the initial route, and when faced with the rising skull of the demi-lich did the logical thing for his character--scoooped up the treasure and retreated in utmost haste. Note all of those forays were by single PCs, Robilar accompanied by flunkies.

A number of large parties of PCs made the journey into the tomb, some with many survivors, and two I know of defeated the demi-lich. The most innovative solution was by a tournament group that used the reverse end of the scepter to touch the crown gained with it in the throne room. When the skull arose one of the PCs popped the crown on it, another used the scepter, and the demi-lich was powder. Russ Stambaugh was their DM, and when he told me what they had managed to pull off, I awarded them first place hands down.

The adventure is meant to be deadly, kill off all the unwary PCs, and make the survivors paranoid. It is best played with characters created for the adventure, not the regulars in a campaign, as the ToH is unforgiving and often results in TPK.

Cheers,
Gary
 

Altalazar

First Post
Greetings Gary,

I have played for over 20 years, starting with the light blue Basic Set. I've always loved the game and wish I could play much more regularly than I do these days - with full time (and then some) work and law school at night, I seldom have time for anything resembling fun.

Which brings me to my rather unusual question - since I am studying law now, I decided to use the tools at my disposal to satisfy my curiosity and looked up all of your old cases that are now catalogued - the rulings, that is.

I have read also your account of the "history" of TSR and the lawsuits mentioned therein. I was curious just what was most memorable or not about the suits and what it made you think of the civil court system going through them. I guess as a law student and a gamer, I'm fascinated when the two worlds meet. It seems strange to think of a judge talking about gaming terms - but then I see it in the case. I imagine the judge was rather clueless about what gaming even was. Did you find that to be the case?

I realize this is a rather open-ended, perhaps pointless question, but I just couldn't resist asking.

(And now I wonder if anyone, anywhere has roleplayed an actual "lawyer" character. :) )

Oh, and thanks for creating the game that started it all. I have had so many fun times over the years as the result of that first seed.
 

Col_Pladoh

Gary Gygax
Hi Altalazar,

The suit I filed against TSR, Williams, et al. was for compliance with the terms of the Shareholders' Agreement regarding buying and selling stock. Judge Reed who presided over that fiasco was clearly unaware of contract law, so it is a good thing he didn't have to know anything about games. As i understand it, he was the most appealed judge in the State of Wisconsin. Shortly after hearing my case election time rolled around, and he lost his bid for retaining his office. What rankled me a good deal was that the judge grew up one door north and across one street from me. He was about five years older than I, and when i was about 10 years old he and two of his buddies strong-armed me out of a BB pistol. then sent me and my friend running by shoting at us with a 410 shotgun blast...

The suit filed by TSR against us for the Dangerous Journeys game system never got to trial. We were indeed concerned about the capacity of the judge to understand the RP game form, my legal counsel was very knowledgeable, felt no normal judge would be able to grasp the matter. I suppose that's why they insisted we settle out of court, take the money and run.

Cheers,
Gary
 

Son_of_Thunder

Explorer
Epiphany!

Gary,

Holy smokes!!! This quote from yourself on page two is exactly how I've been feeling lately.

"From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that good material comes from imagination and player interaction with the environment that textbook rules material.

Cheers,
Gary"

At 33 years of age I've found myself going back to my OAD&D books more than my new edition books. When did you say your hardback for LA was coming out?

Son of Thunder
 

Col_Pladoh

Gary Gygax
Son_of_Thunder said:
Gary,

Holy smokes!!! This quote from yourself on page two is exactly how I've been feeling lately.

Howdy!

I suppose that enjoy being free to innovate as they run adventures share that sentiment, yes... ;)

Anwyay, I've edited the quote below so that it reads more coherently, I hope:

"From my perspective wanting less in the way of rules constraints comes from being a veteran Game Master who feels confident that more good material comes from imagination and player interaction with the environment than from textbook rules material.


At 33 years of age I've found myself going back to my OAD&D books more than my new edition books. When did you say your hardback for LA was coming out?

Son of Thunder

Well, despite your tender years it is apparent that you are a confident Game Master with a desire to have the adventure matter more than rule-playing does.

Before the hardback LA core rules books are published I want to have two paperback supplements released, so that those with the softcover version don't feel they are beingforced to buy a whole new set of books. As it stands the supplements will be published next year, so that means the revised hardcover LA core rules books will be released late in 2005 or 2006.

Cheers,
Gary
 

RFisher

Explorer
Gary,

I always wondered about Gord's special abilities that you described in the appendix to the first novel. (If I recall correctly: +1 to hit/damage w/ longsword & dagger, no penalties for dual-weilding, was that it?) Are these only there because you were writing fiction, or would you let PCs have this sort of thing?

Another completely unrelated thing I wondered about recently: In the early days, when Rob DMed for you, were you typically the only player? It seems like nearly all of the tales I recall of your PCs don't feature anyone else's PCs.

I was thinking of asking what question you get asked the most. Then I thought it might be more interesting to ask: What is a question you hardly ever get asked that you think should be asked more often?
 

Col_Pladoh

Gary Gygax
RFisher said:
Gary,

I always wondered about Gord's special abilities that you described in the appendix to the first novel. (If I recall correctly: +1 to hit/damage w/ longsword & dagger, no penalties for dual-weilding, was that it?) Are these only there because you were writing fiction, or would you let PCs have this sort of thing?

The last time I read that particular book was about 15 years ago, so I confess to no memory of the special capacities I noted for Gord. That said, they can be easily explained by sword specialization. ambedexterity, and the fact that his father was a deity;) You can bet your last buck that I didn't allow that sort of thing for a PC...

Another completely unrelated thing I wondered about recently: In the early days, when Rob DMed for you, were you typically the only player? It seems like nearly all of the tales I recall of your PCs don't feature anyone else's PCs.

Because Rob was kind enough to DM for me when I was working at home, about half of the adventures I enjoyed were single player--me playing one or more, usually more, of my PCs. the remainder of play was with one or more other persons, on occasion a dozen or more, so I can play just about any way. the tales I recount are generally those of more memorable sort--easy when only one person is making the decisions and those decisions turn out very well or most unfortunate...

I was thinking of asking what question you get asked the most. Then I thought it might be more interesting to ask: What is a question you hardly ever get asked that you think should be asked more often?

You found just the right question, one that I am interested in answering too!
If nobody has asked, who cares what I think about something not sufficiently interesting to others to have inquired about? ;)

Oh all right: Do I enjoy killing PCs when I GM? A The answer is definately not in the least, especially if they belong to regular players. there I do all I can to prevent such loss without directly intervening in players' actions for their characters. However, rather like playing "giveaway checkers," such a session can be fun and challenging as a convention game where arbitrary means of having characters meet their demise are out of the question. The last session I played like that was at GenCon 2002, and darned if one of the nine PCS didn't manage to save her PC from death, so the team beat me as the GM.

Heh,
Gary
 

schnee

First Post
Col_Pladoh said:
Don't confuse the RttToH, which I did not write, with the original ToH. In the latter there are no mechanical bucking broncos or green slime tapestries.
Ah, my apologies for not being specific enough. The question I asked was about the original Tomb of Horrors (wholly contained within RttToH). The room I mentioned is #21, 'The Agitated Chamber'; it contains the tapestries and floor I speak of. After thinking about it a bit, I guess they're traps for players who lose sight of their intended goal - looting instead of trying to find and slay the great evil.

Thanks for the anecdotes - using the sceptre and crown is brillant! I hope my players are as clever.
 

Col_Pladoh

Gary Gygax
schnee said:
Ah, my apologies for not being specific enough. The question I asked was about the original Tomb of Horrors (wholly contained within RttToH). The room I mentioned is #21, 'The Agitated Chamber'; it contains the tapestries and floor I speak of. After thinking about it a bit, I guess they're traps for players who lose sight of their intended goal - looting instead of trying to find and slay the great evil.

...

Ah, yes of course. the"mechanical bull" reference threw me off. The room where the movement will rip the tapestries if being handled, cause them to revert to their actual material, green slime, is exactly as you discerned, a trap for greedy PCs who have lost sight of their mission.

I have a sheet posted for my players that says: "FOCUS: MISSION, GOAL, OBJECTIVES, Strategy, Tactics, Logistics" ;)

Cheers,
Gary
 

Melkor

Explorer
A system question regarding AD&D

Hi Gary,

I wanted to pick your brain for some knowledge of the Surprise and Initiative systems in AD&D 1st Edition. Here are my thoughts on how it works, would you mind pointing out there errors and clarifying some of my points that may be a little off ?

Thanks in advance for your time!

Surprise:
Both sides roll surprise....If one side is surprised, and the other is not...The score of the higher is subtracted from the lower to determine how many segments the losing side is surprised, based on the table in both the PHB and the DMG.

If both sides are surprised, the same occurs to determine which side (if any) gets actions before the other, and how many segments of action the "winning" side gets.

During surprise, characters can get a full round's worth of action in only a segment's time - and possibly double the rate of fire for missile weapons.

Initiative:
Spellcasting is done independantly from initiative. A spell's segment determines where in the round the commencement of the spell takes place, in regards to weapon attacks and other spellcasters.

Spellcasting must be announced prior to rolling for initiative.

A character attacking a spellcaster may lose initiative, but still complete his attack before the the spell is cast. Subtract the fighter's sides initiative roll from the weapon speed of the fighter's weapon. If the result is higher than the spell's segment time, the attack takes place AFTER the spell commences. If the result is the same as the casting time, the attack is simultaneous with the casting of the spell. If the result is lower than the spell's casting segment, the attack happens before the spell can be cast, in which case a successfull, or "non-saved" attack causes the spell to fail.

Other than the above scenario, weapon speed is only used when simultaneous initiative is rolled after the initial round of combat (A weapon's speed does not apply to the initial round of combat), in which case it determines which opponent strikes first. The faster weapon speed is then compared to the slower to determine if the faster weapon gets additional (Extra) attacks before the slower weapon gets it's attack. If the weapon speed of the slower weapon is at least twice as much (or 5 factors more) the speed of the faster weapon, the character with the faster weapon gets two attacks. If it is 10 or more, the character with the faster weapon gets two attacks before, and one attack simultaneous with the slower-weaponed character.

In the case of a weapon set against charge, the initiative is automatically given to the character with the weapon set against an onrushing opponent.

A fighter able to strike more than once during a round will attack once before opponents with only a single attack. A fighter with multiple attacks fighting another fighter with multiple attacks uses initiative to tell who attacks first.
 

Col_Pladoh

Gary Gygax
Melkor said:
Hi Gary,

I wanted to pick your brain for some knowledge of the Surprise and Initiative systems in AD&D 1st Edition. Here are my thoughts on how it works, would you mind pointing out there errors and clarifying some of my points that may be a little off ?

Thanks in advance for your time!

Hi Melkor:)

Those are some lengthy and very well-phrased questions. Thanks for the latter, as it maked answering easy.

Surprise:
...

Your understanding is correct.

Initiative:
Spellcasting is done independantly from initiative. A spell's segment determines where in the round the commencement of the spell takes place, in regards to weapon attacks and other spellcasters.

Spellcasting must be announced prior to rolling for initiative.

...

Yes, as the spell-caster announces intent first, that means he is commencing the activation of the spell at the beginning of the round, so initiative does not affect that.

As for the rest you are also correct.


Other than the above scenario, weapon speed is only used when simultaneous initiative is rolled after the initial round of combat (A weapon's speed does not apply to the initial round of combat),

Where initiative is equal the longer weapon strikes first in the initial round.

in which case it determines which opponent strikes first. The faster weapon speed is then compared to the slower to determine if the faster weapon gets additional (Extra) attacks before the slower weapon gets it's attack. If the weapon speed of the slower weapon is at least twice as much (or 5 factors more) the speed of the faster weapon, the character with the faster weapon gets two attacks. If it is 10 or more, the character with the faster weapon gets two attacks before, and one attack simultaneous with the slower-weaponed character.

We seldom used this rule, but yes, that is correct.

In the case of a weapon set against charge, the initiative is automatically given to the character with the weapon set against an onrushing opponent.

The exception to this would be where the onrushing opponent has a longer weapon--a lancer versus an opponent with a short pole-arm or spear of 8' or less length.

[/QUOTE]A fighter able to strike more than once during a round will attack once before opponents with only a single attack. A fighter with multiple attacks fighting another fighter with multiple attacks uses initiative to tell who attacks first.[/QUOTE]

Yes, that is correct, but when two opponents with two attacks each are concerned, the one with initiative strikes first, then the slower responds, the initiative holder attacks a second time, followed by the second attack of the slower combatant. A third attack by both follows that sequence. If only one had a third attack it would follow the last of the second exchange.

Cheers,
Gary
 
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Melkor

Explorer
Thanks for the response Gary.
I appreciate you taking the time to address one of the "tricky" parts of AD&D that has left a question mark in my mind for years.

A few follow-up 1st Edition questions if I may:

How many of the rules in the original Unearthed Arcana, Wilderness Survival Guide, and Dungeoneer's Survival Guide made their way into your campaigns (Correct me if I am wrong, but I was under the impression that only a limited amount of material found in UA was actually written by you) ?

Did you use Ability/Attribute checks in your campaigns, or did you assign an arbitrary percent chance to activities that the character might attempt which were not covered by class abilities ?

How did you handle situations where a character of one class (say Fighter) was attempting to use Move Silently or Climb Walls - Two situations that when taken literally (i.e. - the Thief can Move with ABSOLUTE SILENCE whereas someone else might attempt to move stealthily, and the Thief can climb SHEER SURFACES wheras someone else might climb a rough cliff, or a tree), would mean that only the Thief could attempt them, but when looked at in a broader fashion, might be allowed for a character of any class ?

How were "Secondary Skills" used in your campaigns ? Did you just allow a bonus when making an Ability Check if the character posessed a relevant Secondary Skills ?

And finally, in the years you have had to look back upon 1st Edition, are there any specific things that you would have changed about the system if you had the opportunity to revise it ?

Thanks again Gary!
 

Col_Pladoh

Gary Gygax
Melkor said:
Thanks for the response Gary.
I appreciate you taking the time to address one of the "tricky" parts of AD&D that has left a question mark in my mind for years.

A few follow-up 1st Edition questions if I may:

Groan! Seeing as how you are so polite, how can I refuse? So even though I am in the modst of detailing a dungeon level's encounters I'll break for a bvit and respond.

How many of the rules in the original Unearthed Arcana, Wilderness Survival Guide, and Dungeoneer's Survival Guide made their way into your campaigns (Correct me if I am wrong, but I was under the impression that only a limited amount of material found in UA was actually written by you) ?

All of the material in UA was mainly of my creation, gathered from articles I wrote in Dragon magazine. virtually oll of that material was used in my campaign, much of it before the book was published. I never used anything from the other two books, though, the survival guides.

Did you use Ability/Attribute checks in your campaigns, or did you assign an arbitrary percent chance to activities that the character might attempt which were not covered by class abilities ?

If a player wanted a character to do something not covered by class but otherwise logically possible I would usually have a check rolled against the associated ability, with a bonus or penalty depending on the action and the difficulty rating I considered applicable. the rolls were made on d20 against the ability, as adjusted, a score of at or under the number arrived at meaninga success.

How did you handle situations where a character of one class (say Fighter) was attempting to use Move Silently or Climb Walls - Two situations that when taken literally (i.e. - the Thief can Move with ABSOLUTE SILENCE whereas someone else might attempt to move stealthily, and the Thief can climb SHEER SURFACES wheras someone else might climb a rough cliff, or a tree), would mean that only the Thief could attempt them, but when looked at in a broader fashion, might be allowed for a character of any class ?

Generally common sense was applied. A fighter in metal armor can't move silently, but without that impediment a Dex ability roll with modifiers for surface and/or footwear, would be called for. Same for climbing, metal armor makes that almost impossible, plate particularly so. When climbing or some like activity, was required for a group, I set a probability for all non-thieves, and had each player roll for his PC. The check might have been on any die; for example jumping over a crevass might use d6, a 6 meaning a failure, or a d10 with 9-0 or only 0 a failure. Again, arbitrary perhaps, but based on common sense. the main idea was to convey the sense of danger with a reasonable chance for success, perhaps a more than reasonable one for the sake of the game;)

How were "Secondary Skills" used in your campaigns ? Did you just allow a bonus when making an Ability Check if the character posessed a relevant Secondary Skills ?

Most of my players ignored such opportunities, being contyent to focus on activities of their PC class. When someone wanted to include secondary skills I'd allow them to choose from the list or make up their own. Application was automatic if a simple use, otherwise a chack against an applicable ability score was made, modified as needed by difficulty and circumstances.

And finally, in the years you have had to look back upon 1st Edition, are there any specific things that you would have changed about the system if you had the opportunity to revise it ?

Thanks again Gary!

Water under the bridge is long gone, and there's little benefit in analyzing the distant flow. For my current thinking in regards to FRPG system excellence, I refer you to the Lejendary Adventure game :cool:

Cheers,
Gary
 

Melkor

Explorer
Thanks Gary.

Again, I really appreciate you taking the time to answer my questions....I know you are "up to your elbows" in dungeon design at the moment, which strangely, is exactly what I picture the creator of D&D should be doing at any given time of the day or night. ;)

I own an early printing of the 3 LA books, and I plan on purchasing the version Troll Lord releases. So while I plan on supporting the line, I haven't had a chance to actually play the game.

Take care, and good luck with your current projects.

Cheers.
 

Col_Pladoh

Gary Gygax
Welcome Melkor:)

If you want to give the LA system a test, go on over to www.lejendary.com and download the free pdf that is available there, "LA Quickstart Rules." It is a complete product, with instructions, rules, six pre-generated Avatar characters, and a good adventure for the Lejend master to run.

Now back to pipulating an underground lake;)

Cheers,
Gary
 
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Whitey

First Post
Happy GM's day.

If anybody should get special kind wishes today, it's you - and if there's anybody who can really answer this question, it's you.
Beyond 'everybody has a good time', what would you say are the five most important elements of a dungeon/campaign/quest? You should answer that as broadly or specifically as you like.
It'll give us something to think about here while we're waiting on Castle Zagyg.
 

solomanii

Explorer
I just finished re-reading Descent into the Depths of the Earth. One thing I really like about GG modules is the unbelievable attention to the treasure. Not sure if you customised each one or if its all random, but I love the little touches. Instead of saying 1 Diamond and 400pp we get 143pp, 29gp and a delicate brooch shaped like a small spider.

Did you do this on purpose or was it random?

I also liked how even some of the random encounters and "grunt" patrols all had unique spells or items and small stories ("the female and male patrols are competitive").

Its this kind of attention to detail you don’t see so often in modern modules anymore.
 

mistere29

First Post
solomanii said:
I just finished re-reading Descent into the Depths of the Earth. One thing I really like about GG modules is the unbelievable attention to the treasure. Not sure if you customised each one or if its all random, but I love the little touches. Instead of saying 1 Diamond and 400pp we get 143pp, 29gp and a delicate brooch shaped like a small spider.

Did you do this on purpose or was it random?

I also liked how even some of the random encounters and "grunt" patrols all had unique spells or items and small stories ("the female and male patrols are competitive").

Its this kind of attention to detail you don’t see so often in modern modules anymore.

dude, the thread is here now

http://www.enworld.org/forums/showthread.php?t=76849
 

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