Posts Tagged “Gary Gygax’s DMG”

Amazing photo of Gary Gygax

The art in the DMG is pretty sparse…so here’s an amazing photo of Gary Gygax I pulled from the D&D Documentary.

This is the fourteenth installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “Monsters and Organization” on page 104, and continues through “Siege Engines and Devices of War Defensive Values” on page 110. My purpose is not to review the DMG, but to go through it as a modern gamer, learning about the roots of Dungeons and Dragons, and making note when I see something surprising or interesting, or something which could be adapted for a modern game.

You can read all posts in this series under the Gary Gygax’s DMG tag.

Monsters and Organization, Repetition: So, this is just kinda silly, but I thought this passage was odd:

“As has been stressed herein, you will find that it is necessary to assume the various roles and personae of all creatures not represented by players. This can be particularly difficult in combat situations. You must be able to quickly determine what the monsters involved will do in any given situation, and this can be particularly difficult in combat situations.”

Monsters and Organization, Make a Note: Gary writes that before the players announce their course of action, the GM should write down what the monsters will do. That way, when the players argue that the monsters seem overly-intuitive, the GM can show the note he or she made and prove the monsters decided on their actions before the players did.

I’m sure Gary found this useful, but it seems like strange advice to me. In all my years as a GM, I don’t think I’ve ever actually had a player argue with me. At least not very forcefully, and certainly not so frequently that I’ve needed to develop counter-measures for it. My general impression is that Gary liked to…’stress’ his players more than I do, so perhaps that was a factor. But ultimately, if I had a player who questioned my honesty so frequently that I needed to start using counter-measures to prove I wasn’t being unfair, then I would be fine telling them to leave my table.

Monsters and Organization, Six Examples: It’s been a lot of pages since I saw something this awesome. Modern DMGs need to include this information. It doesn’t even need to be updated, they can just copy it from the 1979 DMG, and past it un-edited into the new ones.

Gary goes through six different groups the players might attack, and provides two examples for how each might react; with the first being how they would react to the initial attack, and the second being how they would react to a second attack a week following. It’s one thing to say over-and-over again that the GM should control the monsters and NPCs intelligently, it’s a different thing entirely to have detailed examples for undead, giant ants, orcs, a small town, a bandit camp, and a fortress. I would honestly say I learned something from this section.

Use of Non-Human Troops: When I started reading the DMG, all I knew about it was that a lot of people consider it to be one of the most important RPG books ever written. A work so profoundly insightful and ahead of its time, that even modern works which attempt to build on its success have not made it irrelevant. A book which got it right, while so many modern books somehow get it wrong.

I’ve found this to be half true. Yes, much of the book is amazing and awesome. Often in these fourteen posts so far, I’ve written that some section or another ought to be included in modern RPG texts. In fact I wrote that just a moment ago, just scroll up to the previous section!

Unfortunately, for every great section like “Monsters and Organizations,” there’s a section like “Use of non-human troops,” which is gratuitously useless. The fact that the various fantasy races don’t get along with one another is well documented. There’s even a “Racial Preferences Table” in the Player’s Handbook, which is referenced here. I can see how that would be useful.

Do you know what isn’t useful?

The knowledge that a weak human leader with no officers to directly control troops will only have a 25% chance to control the actions of a group of Kobolds. But I can raise it to a 95% chance if the player is a strong leader, and I have plenty of officers.

Who cares? 

I suspect this subject (which seems to come up often) has a lot to do with Gygax’s roots as a wargamer.

Underground Construction: What did I JUST say?!

Constructions: Here, Gygax lists a number of building types, and their costs. He gets into detail like doors, arrow slits, etc. This level of detail does not interest me, nor can I really figure out how it should work in play. I can’t even imagine how long it would take to price out this kind of stuff.

Come to think of it, I don’t think I’ve ever seen rules for crafting a stronghold which I actually liked. Does anyone know of an example? Or perhaps I should just craft my own.

Siege Engines and Devices of War: This seems really overly complex to me. This feels like it was written for a war game where siege weapons would be a major game element, rather than for a role playing game where (ostensibly) individual character actions would be the focus. There’s two full pages of rules for hit determination, attack values, defense values…I think it may be more complicated than AD&D’s actual combat system.

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Rowdy bar scene from the 1979 DMG by Gary Gygax. No artist is identified.

Image from the DMG. No artist identified.

This is the thirteenth installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “Non-Player Characters” on page 100, and continues through “Hiring Non-Player Characters to Cast Spells or Use Devices” on page 104. My purpose is not to review the DMG, but to go through it as a modern gamer, learning about the roots of Dungeons and Dragons, and making note when I see something surprising or interesting, or something which could be adapted for a modern game.

You can read all posts in this series under the Gary Gygax’s DMG tag. And yes, this is the second day I’ve posted one of these in a row. And nobody can stop me! Mwuahaha!

Personae of Non-Player Characters: Random charts to determine an NPC’s traits are nothing new. Though, I suppose they probably were new when this book was published. None the less, the concept is commonplace enough that I don’t really have anything to say about it.

The execution of this particular set of charts, however, is odd. Some of the charts seem to overlap each other (such as Alignment & Morality. More on that later), while others seem only marginally useful, such as “Energy” and “Thrift.” Why does every NPC need to be defined on a scale between “Slothful” and “Driven?” Despite these complaints, the charts are pretty good. I like the idea of rolling for an NPC’s level of bravery, or their level of honesty. I don’t recall seeing those on most NPC generation charts, and it seems like something I would use.

Reading this section gave me an idea I’ll need to play with at some point. The gist of it is a set of ‘tiered’ random charts for determining NPC traits. The first tier contains only the most vital information for generating a random NPC, such as their age, race, and profession. It’s small, and can be kept at the table to quickly come up with interesting characters. The second chart would be a little more detailed, and could be used if this particular NPC ended up sticking around for an entire game session or two. It would determine character traits which might not be immediately apparent, such as the character’s piety or knowledge. If the NPC became a long-term addition to the game world, a potential third chart could be used to give them some items of minutia (backstory, marital status, etc.) which the GM can use to keep the character interesting over time.

Morals:

Morals refer to the sexual tendencies of the NPC, although this trait rating can be used with regard to some ethical questions.”

Um…WHAT!?

First, why is that a thing the GM needs to know? Second, why would this come up? Third, why is sexuality framed as morality? This bothers me a whole hell of a lot. Look at the possible options when rolling on the ‘morality’ table:

Morals (d12)
1. Aesthetic
2. Virtuous
3. Normal
4. Normal
5. lusty
6. lusty
7. lustful
8. immoral
9. amoral
10. perverted
11. sadistic
12. depraved

The progression is pretty clear: the more sex you have, the less moral you are. I’m just happy he didn’t go so far as to define what he meant by terms 8-12. I’m fairly certain I wouldn’t like knowing what G.G. thought of my sexuality.

Non-Player Character Encounter/Offer Reaction Adjustments: This is a good example of what I was referring to yesterday when I wrote that Gygax was a poor communicator. I honestly have no idea what anything in this section means. At all. There are some words, and some percentages which can either positively or negatively affect something based on aforementioned words…but that’s all I can gather.

Based on the title of the section, I imagine there’s a concept described either elsewhere in the DMG or in the PHB which I’m supposed to apply this section to. But that doesn’t really help me much.

Height and Weight Tables: Why not use the tables that were printed for player characters? Why did they need to be printed again? 0.o

Special Roles of the Dungeon Master: I don’t have a lot to say about this section, but I feel like I’ve been harshing on Gary a lot in these last two segments. So I want to point out that these ~1.5 pages are great. They cover their topic in detail, along with an example to help budding GMs understand how the directives presented here function in play. I particularly like the subsection on monsters, which demands that the GM always play the monsters intelligently. And demands it with no lack of emphasis, going so far as to say “In all cases, the DM is absolutely obligated to play the monster in question to the best of his or her ability.” The example of play demonstrating the difficulties a player might encounter when searching for an NPC wizard is also very well written, and pretty funny to boot.

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Front & Back Cover Paintings for the 1979 DMG by Gary Gygax. Art by David. C. Sutherland III

Front and back covers of the DMG, by David C. Sutherland III

This is the twelfth installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “First Dungeon Adventure” on page 96, and continues through the example of play which ends on page 100. My purpose is not to review the DMG, but to go through it as a modern gamer, learning about the roots of Dungeons and Dragons, and making note when I see something surprising or interesting, or something which could be adapted for a modern game.

You can read all posts in this series under the Gary Gygax’s DMG tag.

The First Dungeon Adventure: The whole point of having an example of play is to demonstrate the basics of the game, to introduce the GM to what their role is, and how they should interact with the player. This first section, which is geared towards how to move the players towards an adventure, does a halfway decent job of that. But it could be much better, in my opinion. Rather than simply writing “You inform them that there is a rumor in the village that something strange and terrible lurks in the abandoned monastery not far from the place,” why not directly address the what a hook is and how it should be handled? The example is fine, if a little mundane, but it could have been improved by adding something as simple as: “This is called the adventure hook. The purpose is to inform and entice the players towards an adventure, though the GM should avoid forcing the players down any given path.” Which is pretty much exactly what Gygax does in the next bit, where he describes the character’s guide. It’s noted that the guide might be “an agent of some good or evil power, a thief in disguise, or just about anything else.”

I don’t think this section is bad, but in my reading of this book so far, it has become apparent that Gygax, though brilliant, was not the best communicator*. Perhaps I am wrong. I never met the man. But, since this is often considered to be his greatest work, I think it’s a pretty fair assessment. The above is hardly the worst example I’ve encountered, but it is relevant because the following section is a back-and-forth between players and GM. I’ve heard from a few different sources that reading and re-reading this section is how they learned to play. It’s where all the confusing rules start to make sense.

*Which isn’t to say I am.

Example of Play:

(After asking the players to provide their marching order).

“DM: “Why are the gnome and the halfling in the front rank, the magic user in the middle, and the human fighter and cleric in the rear?”

LC: “That way all 5 of us can act when we encounter an enemy! The magic-user can cast spells over the heads of the short characters in front, and the pair in the back rank can do likewise, or fire missiles, or whatever is needed, including a quick move to the front!”

This is right near the start of the example of play, and I think it’s my favorite exchange presented. I’ve written before about the importance of clarity both from the GM and from the players. If one party doesn’t fully understand the other, then the game starts to feel unfair. I do my best to be clear, and if I don’t fully understand what my players are doing, I’ll ask them to describe it in greater detail. But I don’t think I’ve ever considered asking “why” they’re doing something. To ask that would almost seem like participating in their decision making, which is not my role. My role is to respond to their actions.

However, here “why” is clearly used to improve the clarity of the situation. If the GM would not allow the fighter in the back row to use a ranged weapon over the magic user’s head, then it’s better the players find out now, rather than when they’re in combat.

“DM: “Just as the three are about in position to look down the passages, and while the cleric is heading for the rotting bags, the magic-user cries out, and you see something black and nasty looking upon her shoulder!”

LC: “EVERYBODY, QUICK! SEE WHAT’S ATTACKED HER!” Then, turning to the referee: “We rush over to help kill whatever has attacked her! What do we see?”

Okay, two things.

LC, I get that you’re excited. The game is exciting, and something exciting is happening. But you really don’t need to shout across the table for everyone’s character to see what attacked the magic user. Everybody wants to know that. They’re all gonna look. I know this is just Gygax having some fun, but LC just officially became that guy for me.

Which, more to the point, the LC (Lead Character) concept is just weird. I understand that sometimes a certain player is going to become the de facto leader of the adventuring party, but the way it is presented here is strange. The LC literally announces the actions of every character, and apparently those players are cool with it. Perhaps this was done to save space, but the LC implies a style of play where most of the participants are almost spectators.

OC: (The cleric, of course.) “I squash the nasty thing with my mace!” and here the player, having already gained savoir faire, rolls a d20 to see if his strike is successful. A 20, and a beaming player shouts: “I got it!”

DM: “You’re right, and you do … (with these words the DM rolls a d6 to determine the amount of damage) SIX POINTS!”

So…why does the GM roll the player’s damage? Any oldschool players wanna educate me on this?

“DM: Each of you who are opening the door roll a d6 for me to see if you succeed. I see from you character sheets that the gnome has a normal strength, so he’ll need a 1 or a 2, the cleric has 17 strength so he’ll do it on a 1, 2, or 3.” (Eager hands roll the dice, and each succeeds in rolling a score low enough to indicate success.)”

Nearly every roll in this entire example of play is a success. I could really have used an example of what to do if the players fail at opening a door. Do they simply roll again? Is there a random monster check?

“OC: (The gnome:) “I’ll pull myself up into the passage revealed, and then I’ll see if I can drive in a spike and secure my rope to it, so I can throw the free end down to the others.”

DM: “You get up all right, and there is a crack where you can pound in a spike. As you’re doing it, you might be in for a nasty surprise, so I’ll let you roll a six-sider for me to see your status–make the roll! (Groans as a 1 comes up indicating surprise. The DM then rolls 3 attacks for the ghoul that grabbed at the busy gnome, and one claw attack does 2 hit points of damage and paralyzes the hapless character, whereupon the DM judges that the other 3 would rend him to bits. However, the DM does NOT tell the players what has happened, despite impassioned please and urgent demands. He simply relates:) “You see a sickly gray arm strike the gnome as he’s working on the spike, the gnome utters a muffled cry, and then a shadowy form drags him out of sight. What are you others going to do?”

I’m really glad a character death was included in the example of play. Honestly, if I were going to write a DMG, I might include an entire chapter on character death. It’s one of the most difficult things for a new GM to do, and it is really easy to do it wrong if you don’t have some good examples to work with.

The Gnome’s death is well justified. He entered an entirely new area, didn’t look around at all, and immediately began to make large amounts of monster-attracting noise. Though I do find it interesting that the character was not explicitly given a save v. paralysis.

Overall Assessment: The example of play was actually quite good. Many of my frustrations with the writing were not as prevalent here, and I can see why people would rely on this to teach them the game. Perhaps more examples of play are warranted in future DMGs. What if nearly every page of the DMG had a side-bar with a very brief example of play, demonstrating the concepts presented on that page?

It’s difficult for a new GM with new players to really understand the game they’re attempting to play. I’ve never heard of anybody in that situation who didn’t have some really awkward experiences before they figured out what they were doing. More examples like these might help mitigate that, and open up tabletop games to more casual gamers.

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