Dungeons for Science

Total Page:16

File Type:pdf, Size:1020Kb

Dungeons for Science Dungeons for Science: Mapping Belief Places and Spaces Aaron Dant Philip Feldman Wayne Lutters ASRC Federal University of Maryland, University of Maryland Columbia, USA Baltimore County College Park, USA aaron.dant@asrcfederal Catonsville, USA [email protected] [email protected] ABSTRACT • it encourages complex problem-solving and provides par- Tabletop fantasy role-playing games (TFRPGs) have existed in ticipants with the opportunity to learn an extensive array of offline and online contexts for many decades, yet are rarely fea- skills through the enactment of scenarios tured in scientific literature. This paper presents a case study • it offers participants a safe space to enact alternate personas where TFRPGs were used to generate and collect data for through a process known as identity alteration maps of belief environments using fiction co-created by multi- ple small groups of online tabletop gamers. The affordances of TFRPGs allowed us to collect repeatable, targeted data in online field conditions. These data not only included terms Finding value in an overlooked genre that allowed us to build our maps, but also to explore nuanced Role-playing has been shown to be a valuable method for re- ethical problems from a situated, collaborative perspective. searching human behavior in combination with agent-based simulation [15] however the forms of role-playing used tend CCS Concepts to be specific to the subject matter. Only a few sociological studies exist which examine human behavior through the lens •Human-centered computing ! Collaborative and social of tabletop fantasy role-playing games such as Dungeons & computing theory, concepts and paradigms; •Computing Dragons [12]. Pat Harrigan sums this up nicely in the intro- methodologies ! Agent / discrete models; duction to Second Person: “in the last few years there has been much academic discussion of video games and other forms Author Keywords of digital media. but little that acknowledges in any depth Belief space; cartography; role playing games, CSCW the debt many of these forms owe to tabletop role-playing games. Further, it is not too much to say that where academic INTRODUCTION discussion of tabletop RPGs exists. it is largely cursory - and Games can function in social research as probes to reveal be- not infrequently wrong.” [17] havior, both individual and collective. They provide a bounded, From a CSCW perspective, TFRPGs have a compelling set of manageable, “safe” environment to tease out beliefs and their affordances for research, including: ramifications. Considerable research has been done in this field, particularly with regard to “serious games”, where, for • They present agreed upon and verifiable features example, a surgical team can rehearse minimally-invasive • They are a “subset” of reality, with fewer dimensions to surgery risk-free on a simulated patient [33], or users can learn explore, but with infinite choices within those dimensions to overcome their phobias [6]. • Multiple groups can experience the same environment, mak- ing experiments easily repeatable For group interactions, role-playing games (RPGs) provide considerable benefits as well. They have been shown to be This paper describes a process that uses the culture, struc- arXiv:1904.05216v4 [cs.CY] 9 Jul 2019 effective in areas ranging from military training, to health care, ture and affordances of fantasy tabletop role-playing games and leisure. (TFRPGs) to probe two related but distinct concepts: Role-playing has three fundamental characteristics [7]: The first is the belief place, a cognitive structure shared be- tween multiple groups about salient features in non-physical • it enhances a group’s sense of communal cohesiveness by environments. In TFRPGs, these places could be rooms in a providing narrative enactment dungeon, or the country from which an imaginary character hails. Paste the appropriate copyright statement here. ACM now supports three different The second, related concept is that of belief spaces. These copyright statements: • ACM copyright: ACM holds the copyright on the work. This is the historical ap- are the regions of choices associated with the place. What proach. should I do in this room? Do I trust the ambassador from this • License: The author(s) retain copyright, but ACM receives an exclusive publication imaginary kingdom? These are contextual choices that vary license. • Open Access: The author(s) wish to pay for the work to be open access. The addi- on the circumstance in the place at a particular time. These tional fee must be paid to ACM. choices are constrained - their space is affected by the place This text field is large enough to hold the appropriate release statement assuming it is single spaced. that enables them. Every submission will be assigned their own unique DOI string to be included here. 1 The ability to portray and discriminate between the “ground level of diversity needs to be included to provoke meaningful truth” of belief places and the surrounding contextual belief discussion. A party constructed of characters with identical spaces makes TFRPGs ideal for our research in creating maps abilities, will have less need for discussion or different per- that embody these concepts. In the next sections of this paper, spectives. we will walk through the background and culture of TFRPGs, Greyhawk the dungeon that was constructed to optimize our data gath- By the time of its first expansion [16], Dungeons ering, some highlights from the data, and the resultant maps and Dragons had created four archetypal characters: built from that data. We will conclude with a more general • Fighter: offers direct combat strength and durability. discussion about the utility of these special instruments. • Thief (Rogue): offers cunning and stealth. • Cleric: provides support in both combat and magic. WHAT IS A TFRPG? • Magic-User (Mage): has a variety of magical powers The essence of role-playing is to take on the role of a character in an imaginary setting. This is something most of us have To this day, official pre-generated characters for the Starter Set been doing in one form or another since we were children are implementations of these same archetypes [1]. By using playing “make believe”. Role-playing has elements of im- these well understood characters, we were able to limit the provisational acting, storytelling, and deductive reasoning. A range of solutions for encounters to one manageable with a player’s character can be similar to their own personality, or small number of participants. Groups were allowed to select embody everything that they are not. multiple of the same archetype if desired, and to encourage an emotional connection with the characters, each player was tabletop fantasy role playing game, one player takes on the role allowed to assign the name, gender, and alignment for the of the Dungeon Master (DM or Game Master, Storyteller etc.) pre-generated character they selected. Alignment is a D&D with the responsibility of describing the world the characters convention for grounding a characters’ moral beliefs. It is a inhabit and telling the players what they can see, hear, feel, two axis system that ranges from “lawful” to “chaotic” on one touch, and taste. The DM is also responsible for coming up axis, and “evil” to “good” on the other, creating characters that with a story to set the players in. This story is not complete, can range from “chaotic evil” to “lawful good”[19][28] but a framework that is collaboratively explored during the course of the game. The other players are the main characters in the story, and the DM adapts to the players’ choices. CASE STUDY: THE TRIALS OF TYMORA We chose TFRPGs because they are systems that take a latent Dungeons & Dragons structure (created by the DM), and, through the process of Dungeons & Dragons (D&D) is the first and best known fan- game-play, build a sequence of specific actions based on the tasy tabletop role-playing game in the world. Open source interactions of the players and their evolving consensus of how copies of the basic rules are freely available [2]. Players con- to proceed through the current scenario [5]. This provides a trol an individual character who can cast spells or wield magic framework whereby multiple groups can come to consensus swords against fantastic, mythical creatures such as dragons about many different kinds of problems, ranging from the and hobgoblins [24]. Fellow wargamers Gary Gygax and practical (how do we get across the pit) to moral (do we kill Dave Arneson released D&D to the public in 1977, where the guard?). These vast narratives are capable of supporting it has thrived in a wide variety of demographics and venues, intimate, honest discussion between the players, both in and ranging from tabletop play to online systems. The open source out of character [17]. The terrain that these narrative structures nature and broad availability of D&D make it ideal for our represent become Foucault’s other spaces [13], and exist as research. alternate realities in the player’s minds. Randomness: The Role of Rolls Why should we expect that small groups interacting in these A core characteristic of D&D is the inclusion of randomness spaces should produce the kind of data that we need to produce in the form of dice rolls which allow chance to influence in the maps? The answer lies in the dimension-reducing process success or failure of player actions. A player character’s skills that groups achieve consensus. Moscovici showed that the may improve their chances of success at a particular action, process of consensus has several steps. First, the group has but it is always possible to fail simply from chance. Tradi- to implicitly agree on what they are going to discuss. All the tionally when played in person rolls are managed by a variety individuals with their own, unique perspectives have to create a of different sided dice which allows for a finer granularity of common, shared reality that they can then debate.
Recommended publications
  • Dragon #366.Pdf
    ISSU E 366 | AU G U ST 2008 TM A D ungeons® R oleplaying & D ragons Game Supplement Contents FEATURES 5 MITHRENDAIN, CITADEL OF THE FEYWILD By Rodney Thompson 5 The eladrin are some of the least understood creatures in the world, yet their culture is as deep and storied as any. Get a glimpse into an eladrin city with Mithrendain. 17 WISH UPON A STAR By Bruce R. Cordell Warlocks are a mysterious bunch, but few are as misunderstood as those of the Star Pact. 26 RITUALLY SPEAKING 26 By Peter Schaefer What caster wouldn’t want more rituals? Dig into this feature and discover a number of new ritual options. 34 TRAPPED! By Matthew Sernett What dungeon doesn’t need a good trap or three? In addition to new traps, check out the advice and information on using traps in your game. 34 41 ROSE KEEP: A RED WIZARD ENCLAVE By Bruce R. Cordell The Red Wizards were once a highly coordinated group, but those days are gone. Look inside one of the new Red Wizard enclaves here. 50 GONTAL 41 By Bruce R. Cordell and Ed Greenwood COLUMNS The Realms of 4th Edition have new life this month. The region of Gontal, previously unexplored, is detailed here. 53 CHARACTERS OF WAR 4 EDITORIAL By David Noonan Looking to start up your Scales of War 78 DESIGN & DEVELOPMENT: THE 100 YEAR LEAP campaign? Consider offering these backgrounds By Phil Athens and Bruce R. Cordell to your players for their new characters. Phil and Bruce discuss the philosophy behind the 53 Forgotten Realms timeline shift, as well as other critical 63 THE BLOODGHOST SYNDICATE decisions regarding the new Realms.
    [Show full text]
  • TO the VOTERS of the EIGHTH JUDICIAL DISTRICT Visiting in Colorado
    LAS VEOAS WEATHER —TORT FARilSfORTH DAVID Sy CHARLES P. SQUIRES I POaEDGE MrtJtUlrtWffli TO Cooperative Observer COURTHOUSE Kg THE PSaAO.OF THE UNITED* LAS VI&A-J K£VA0» STATES, AND TO TKE REPUB­ August 9 7—7. no 7 is LIC FOR WHICH XT STANDS, A\jjfc%\_W. i HO TO August ItJ§_ I ii» w ONE NATION, INDIVISIBLE, August 127—— ll* 1* WITH UBERTY AND JUSTICS - -Augugt 4*L.r^=gfc^ TM~~ ""rjrr: Pm *rx-WetW>¥;- "AdtSB ff'71——1*1 - TT~ August 15 ,«.,.,., ''-_• 101' 08 Volume XXXVI, Number 33 LflB VEOAS, NEVADA, FRIDAY. AUGUST 16, 1940 FIVE CENTS PER COPY \ ThirteenSeek Tgp Becklep-Boles Wright-Marinello Hutri/itul Board - Two Of The Eleven Candidates In MoamtLpe R__\'^t. Atkinson Seeks ^ John William Park flBSERVATIONS Thirteen candidates are seeking Invitations have been Issued for New Beauty Salon positions on tha new nospital board Justice Of Tbe Peace Race tbe marriage of Eunice Lois Beck­ Senate Honeys T3 Crashes To Death || MM By CHARLES P. SQUIRES The opening of tne Wright-Mar­ which was created when the voters ley, daughter of Mr. and Mrs. Jake Harry T. Atkinson, candidate for inello Beauty Salon to tta new.quar­ of Las Vegas decided that tba Beckley of this oity, to David Ly- the nomination for -United States ters to the Friedman buUdlng next county hospital should be available Man Boles,, son of Mr, and Mrs. Senator at the coming primary At Santa Monica A SLAP ON THE WRIST to El Pottal Theatre last evening to paying patients.. Of these, three Lyman Boles of 360 South 11th E, eUectton is one of the distinguished Las Vegak was again shrouded to I am much amused at the edlto- was not only an outstanding social are those who were appointed by Salt Lake City, the rites to be attorneys of Nevada and has, Tor sorrow when fiie news came late .
    [Show full text]
  • Should a Christian Play Dungeons & Dragons?
    Should a Christian Play Dungeons & Dragons? by William Schnoebelen ©2001 Reproduced by permission Believe it or not, it has been nearly 12 years since I wrote the original Straight Talk on Dungeons and Dragons. In that time, I have received hundreds of letters and at least a thousand emails about it. This subject is surprisingly controversial, even among Christians. This astonishes me! The posting of my article on the web and the arrival of email as a means of mass communication have facilitated the process wherein I can engage in dialog with those who defend D&D and Fantasy Role Playing Games (FRPG) in general. In this context, I am amazed at how many so-proclaimed Christians who defend the game, do so with foul and abusive language. This, I think, speaks volumes about the spiritual impact of the game. Just a quick survey shows the cultural impact of D&D and its offspring. Just recently, a spectacular movie called Dungeons and Dragons was released. Additionally, the pop culture is virtually drowning in sorcery and occult related topics. Today shelves in major bookstores literally groan under the weight of various of books on Wicca, for example. Some of these books, like TEEN WITCH, are written for young readers. There is even a DUMMIES GUIDE TO WICCA AND WITCHCRAFT!! When D&D started, you could perhaps find four or five books on Wicca in print. Now, obviously not all of this can be laid at the door of D&D. But in the 1970's, it was one of the major cultural phenomena that planted the seeds that have sprouted into Harry Potter and all the occult books and movies.
    [Show full text]
  • Dragon Magazine #112
    DRAGON 1 SPECIAL ATTRACTIONS 41 The Ultimate Article Index compiled by Jean Black Publisher After this, an update is all youll ever need Mike Cook 51 TSR staff GEN CON® Event Listing Editor-in-Chief Better late than never and besides, theyre free! Kim Mohan Editorial staff OTHER FEATURES Patrick Lucien Price Roger Moore 8 Dawn of a new age Kim Mohan Robin Jenkins A fresh look, and outlook, for DRAGON Magazine Editorial assistance 10 DINOSAURS Steven Inniss Eileen Lucas A monstrous article on the beasts of the Mesozoic Era Art, graphics, production 19 Revenge of the nobodies Joseph R. Ravitts Roger Raupp When a grass-roots movement grows, watch out! Kim Lindau 23 The role of computers Hartley and Pattie Lesser Advertising Our second foray into the world of electronic role-playing games Mary Parkinson 27 Cloaked in magic Ed Greenwood Subscriptions Elminster returns with some wise words about windbreakers Pat Schulz 35 Armor, piece by piece Matt Bandy This issue’s contributing artists A partial armor system for non-Oriental AD&D® games Daniel Horne Jim Holloway 81 Dire Invasion — William Tracy Marvel Bullpen Rom and the Dire Wraiths in the MARVEL SUPER HEROES game Dave LaForce Lawrence Raimonda 88 For a Fistful of Credits David “Zeb” Cook Richard Tomasic New equipment for STAR FRONTIERS® gamers Joseph Pillsbury Bill Cleveland Larry Elmore DEPARTMENTS Dave Trampier 3 Letters 38 TSR Previews96 Dragonmirth 4 World Gamers Guide 92 Convention calendar 98 Snarfquest 6 The forum 94 Gamers' Guide 101 Wormy COVER This is probably the first cover painting weve ever published that owes its existence to a real-life experience.
    [Show full text]
  • Dragon Magazine
    Blastoff! The STAR FRONTIERS™ game pro- The STAR FRONTIERS set includes: The work ject was ambitious from the start. The A 16-page Basic Game rule book problems that appear when designing A 64-page Expanded Game rule three complete and detailed alien cul- book tures, a huge frontier area, futuristic is done — A 32-page introductory module, equipment and weapons, and the game Crash on Volturnus rules that make all these elements work now comes 2 full-color maps, 23” x 35” together, were impossible to predict and 10¾" by 17" and not easy to overcome. But the dif- A sheet of 285 full-color counters the fun ficulties were resolved, and the result is a game that lets players enter a truly wide-open space society and explore, The races wander, fight, trade, or adventure A quartet of intelligent, starfaring by Steve Winter through it in the best science-fiction races inhabit the STAR FRONTIERS tradition. rules. New player characters can be D RAGON 7 members of any one of these groups: The adventure ple who had never played a wargame or a Humans (basically just like you With the frontier as its background, role-playing game before. In order to tap and me) the action in a STAR FRONTIERS game this huge market, TSR decided to re- Vrusk (insect-like creatures with focuses on exploring new worlds, dis- structure the STAR FRONTIERS game 10 limbs) covering alien secrets or unearthing an- so it would appeal to people who had Yazirians (ape-like humanoids cient cultures. The rule book includes never seen this type of game.
    [Show full text]
  • 1401882258184.Pdf
    The Witch A New Class for Basic Era Games by Timothy S. Brannan Copyright © 2012 Proofreading and editing by and Jeffrey Allen and James G Holloway, DBA Dark Spire. Artists: Daniel Brannan Brian Brinlee Gary Dupuis Larry Elmore Toby Gregory Aitor Gonzalez William McAusland Bradley K McDevitt Bree Orlock and Stardust Publications Howard Pyle Artwork copyright by the original artist and used with permission. Some artwork is in the public domain. Cover art by John William Waterhouse 1 Table of Contents Table of Contents ................................................................. 2 Athamé .................................................................................78 Forward ................................................................................ 3 Broom ..................................................................................78 PART 1: INTRODUCTION ................................................... 5 Cauldron ...............................................................................78 PART 2: THE WITCH CLASS ............................................ 7 Censer ..................................................................................79 Special Restrictions (Optional) ............................................. 8 Chalice .................................................................................79 Witch ................................................................................. 9 Pentacle ................................................................................79 PART 3: TRADITIONS
    [Show full text]
  • DRAGON Magazine (ISSN 0279-6848) Is Pub- the Occasion, and It Is Now So Noted
    DRAGON 1 Publisher: Mike Cook Editor-in-Chid: Kim Mohan Quiet celebration Editorial staff: Marilyn Favaro Roger Raupp Birthdays dont hold as much meaning Patrick L. Price Vol. VII, No. 12 June 1983 for us any more as they did when we were Mary Kirchoff younger. That statement is true for just Office staff: Sharon Walton SPECIAL ATTRACTION about all of us, of just about any age, and Pam Maloney its true of this old magazine, too. Layout designer: Kristine L. Bartyzel June 1983 is the seventh anniversary of The DRAGON Magazine Contributing editors: Roger Moore Combat Computer . .40 Ed Greenwood the first issue of DRAGON Magazine. A playing aid that cant miss National advertising representative: In one way or another, we made a pretty Robert Dewey big thing of birthdays one through five c/o Robert LaBudde & Associates, Inc. if you have those issues, you know what I 2640 Golf Road mean. Birthday number six came and OTHER FEATURES Glenview IL 60025 Phone (312) 724-5860 went without quite as much fanfare, and Landragons . 12 now, for number seven, weve decided on Wingless wonders This issues contributing artists: a quiet celebration. (Maybe well have a Jim Holloway Phil Foglio few friends over to the cave, but thats The electrum dragon . .17 Timothy Truman Dave Trampier about it.) Roger Raupp Last of the metallic monsters? This is as good a place as any to note Seven swords . 18 DRAGON Magazine (ISSN 0279-6848) is pub- the occasion, and it is now so noted. Have Blades youll find bearable lished monthly for a subscription price of $24 per a quiet celebration of your own on our year by Dragon Publishing, a division of TSR behalf, if youve a mind to, and I hope Hobbies, Inc.
    [Show full text]
  • Drow War Book Three: the Darkest Hour ©2006 Mongoose Publishing
    Written By Adrian Bott Editor RPG Manager Richard Ford Ian Belcher Production Manager Layout Alexander Fennell Matt Sharp Proofreading Cover Artwork Ron Bedison Anne Stokes Sample file Playtesters Interior Artwork Tanya Bergen, Mark Gedak, Andrew Caputo, Vitor Ishimura, Ryan Kelln, Patrick Kossmann, Celso Mathias, Chad Sergesketter Kent Little and Murray Perry and Carlos Silva Open Game Content & Copyright Information The Drow War Book Three: The Darkest Hour ©2006 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. The Drow War Book Three: The Darkest Hour is presented under the Open Game and d20 Licences. See page 256 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards. com/d20. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. Dungeons & Dragons® and Wizards of the Coast® are trademarks of Wizards of the Coast, Inc.
    [Show full text]
  • Drow Magic Patrick Younts Contents Credits
    Sample file Encyclopaedia Arcane Drow Magic Patrick Younts Contents Credits Introduction 2 Editor Richard Neale Drow Magic – An Overview 3 Studio Manager Ian Barstow The Drow Dark Weaver 7 Cover Art Prestige Classes 15 Anne Stokes Drow Magic Feats 25 Interior Illustrations Drow Spells 29 Alejandro Villen Black Ceremonies 46 Production Manager Alexander Fennell Help for Games Masters 60 Sample file Proofreading Designer’s Notes 62 Ashley Tarmin & Mark Quennell Dark Weaver Spell List 63 Playtesting Mark Howe, Daniel Scothorne, Mark Sizer, License 64 Michael Young, Mark Billanie, Daniel Haslam, Jamie Godfrey, Alan Moore Open Game Content & Copyright Information Encyclopaedia Arcane – Drow Magic ©2004 Mongoose Publishing. All rights reserved. Reproduction of non-Open Game Content of this work by any means without the written permission of the publisher is expressly forbidden. Encyclopaedia Arcane – Drow Magic is presented under the Open Game and D20 Licences. See page 64 for the text of the Open Game Licence. All text paragraphs and tables containing game mechanics and statistics derivative of Open Game Content and the System Reference Document are considered to be Open Game Content. All other significant characters, names, places, items, art and text herein are copyrighted by Mongoose Publishing. All rights reserved. If you have questions about the Open Game Content status of any material herein, please contact Mongoose Publishing for clarification. ‘d20 System’ and the ‘d20 System’ logo are Trademarks owned by Wizards of the Coast, Inc. and are used according to the terms of the d20 System Licence version 5.0. A copy of this Licence can be found at www.wizards.com/d20.
    [Show full text]
  • Dragon Rage Game Manual
    Dragon Rage Game Manual Read t his first English - V.0.011 Dragon Rage Game Manual Players of Britannia, a strategically deep, four‐player game depicting t he history of Great Britain from t he Roman invasion to t he Norman Conquest, play primarily for entertainment, but some schools use it to teach Dark Ages history. Ot her games are fort hcoming, among t hem an abstract boardgame from Mayfair Games. A former contributing editor to several role‐playing game magazines, and aut hor of over a hundred game magazine articles, he is now Mont hly Contributor to GameCareerGuide and Gamasutra. Designer Biography : These sites, owned by Game Developer Magazine, are t he Dr. Lew Pulsipher started playing premier Web sites for t hose boardgames more t han 50 years interested in video game creation. ago. He designed his own games, t hen discovered strategic He is a contributor to t he books "realistic" gaming wit h early Avalon Hobby Games: t he 100 Best and Hill wargames, and ultimately Family Games: t he 100 Best (Green earned a Ph.D. in military and Ronin), and to t he fort hcoming diplomatic history at Duke Tabletop Game Design (ETC Press). University. His first commercial He is finishing his "howto" book, Get title was published in 1980. He is it Done: Designing Games from designer of Britannia, Dragon Rage, Start to Finish. Valley of t he Four Winds, Swords and Wizardry, and Diplomacy Games "Dr. P’s" "day job" is teaching game & Variants. design and ot her video game creation topics in t he sout heastern After a 20 year hiatus from game US, where he has 17,000 classroom design to teach himself computing hours of experience, mostly and work as a programmer and teaching computing and especially chief of PC support at a major Army computer networking, in college medical center, Lew has come back and graduate school.
    [Show full text]
  • DRAGON Magazine (ISSN 0279-6848) Is Pub- Advance in Level
    D RAGON 1 as it ever occurred to you how much big-time foot- ball resembles a fantasy adventure game? Players Contents prepare themselves in a dungeon (the locker room), set out for the wilderness (the field) at the appointed time, and then proceed to conduct melee after me- lee until a victor emerges. We’ve taken that line of reasoning SPECIAL ATTRACTION one step further with MONSTERS OF THE MIDWAY, this MONSTERS OF THE MIDWAY — A fantasy football issue’s special inclusion. You can choose and coach a team of game for two players . 35 AD&D™ monsters — and the team that wins isn’t always the one with the biggest players: that little guy with the hairy feet can OTHER FEATURES really kick! Dragon Rumbles: Guest editorial by E. Gary Gygax ...... 4 This month’s article section is chock full of new material for Blastoff! — First look at the STAR FRONTIERS™ game ... 7 D&D® and AD&D campaigns. In Leomund’s Tiny Hut, Len Weapons wear out, skills don’t — Variant system for Lakofka unveils a system for determining the quality of armor AD&D™ rules on weapon proficiency ................ 19 and weapons, which is complemented by Christopher Town- The Missing Dragons — Completing the colors .......... 27 send’s proposal for a new way of defining weapon proficiency. Timelords — A new NPC, any time you’re ready .......... 32 If new monsters are more up your alley, you’ll enjoy the official Tuatha De Danann — Celtic mythos revised ............. 47 descriptions of the baku and the phoenix in Gary Gygax’s Law of the Land — Give your world “personality” .......
    [Show full text]
  • The Lost City Campaign Sourcebook
    Dungeon Module B4 T h e L o st C ity by Tom Moldvay The Lost City AN ADVENTURE FOR CHARACTER LEVELS Campaign1-3 Sourcebook a collection of original work and material gathered from the pages of Dragonsfoot and elsewhere on the internet with contributions by: Andy Campbell, Jason Cone, Lowell Francis, Geoff Gander, Jim Holloway, Zach Howard, Michael Kaluta, Bob Kindel, Luc Le Quiniat, James Maliszewski, Mike Monaco, M.W. Poort (Fingolwyn), Scott Rogers, Demos Sachlas, and Tom edited by Demos Sachlas March, 2018 Lost in the desert! The only hope for survival lies in a ruined city rising out of the sands. Food, water, and wealth await heroic adventurers inside an ancient pyramid ruled by a strange race of masked beings. This module includes a cover folder with maps, and a descriptive booklet with a ready-made adventure for the DUNGEON & DRAGONS® Basic game. It also includes enough information to continue the adventure beyond level 3, using the DUNGEONS & DRAGONS® Expert game rules. DUNGEONS & DRAGONS and D&D are registered trademarks of TSR Hobbies, Inc. Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada, Ltd. Distributed to the toy and hobby trade by regional distributors. Distributed in the United Kingdom by TSR Hobbies (UK) Ltd. © 1982 TSR Hobbies, Inc. All Rights Reserved. © 1 980 TS R Ho bbie s. Inc All Rights Re ser ve d IS B N 0 -93 56 96 -55-5 P R I N TED I N U.S.A . 9049 Table of Contents Retrospective: The Lost City 3 Expanding the Adventure 21 by James Maliszewski by
    [Show full text]