Monday, February 7, 2011

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[JDR] Arneson : First Fantasy Campaign & Adventures in Fantasy

The co-creator of D & D Dave Arneson TSR left the young company in 1976 after falling out with Gygax and the original founders.

At this date, the company allows him Judge Guild publish First Fantasy Campaign , his notes on Blackmoor (this explains how Blackmoor will thus become north-eastern world Wilderlands). This book proves once again how Arneson was much less orderly although Gygax. There is virtually no systematic progression in these notes are pages of statistics armies over the years Blackmoor campaign, notes on the exploration, PJ and descriptions of NPC, the city of Blackmoor itself with plans Dungeon (which is great but nothing very exciting in his side very generic and empty rooms: Gygax never published his great project of Castle Greyhawk perhaps to avoid this side if Sad version of Blackmoor).

But it is still sometimes qu'Arneson ideas Dungeon Master's bright enough. For example, one rule is you earn any experience until you have spent an amount commensurate with experience points in its interest and we have not acquired the property purchased. He even says that in some cases, this could provide an adventure in itself just to go shopping and bring them back. Thus we solve some problems. The characters can not accumulate as much gold as they must spend much between adventures. Magicians can better justify their progress in expertise, as gold is supposed to be spent on books. AD & D was also a rule that PJ had to pay for the right to change the level but it was very rare that players know this rule.

Each player must search for Interest expenses: Alcohol, Women, Songs, Silver-for-money (accumulation miser, but then the PC loses its levels if gold is stolen), Fame, Religion & Hobbies miscellaneous (including Research magic, create new breeds or new magic items). Gygax, despite the Table of prostitutes DMG will not really into these directions.

An original idea is that the Dungeon Master drew an Oracle "bohemian" for each year and that fixed it happened Both random invasions of Orcs or Vikings on Blackmoor. Arneson lists of interpretations and examples of its tables. I wonder if that inspired Curse of the Crimson Throne , the Pathfinder campaign where we draw a map of " Harrow " (Torment) to each party for "color" the meeting.

Arneson is not afraid of trials of Tolkien as the clans of the Orcs of Blackmoor comprise four groups: the "Isengarders" Orcs of the White Hand, the Orcs of the Red Eye and Orcs of the Mountains.

One player Arneson, Richard Snider provides à la fin de FFC des notes sur la forêt de Bleakwood . C'est avec lui qu'Arneson publie ensuite en 1979 son propre jeu de rôle, Adventures in Fantasy . Après la publication d'AD&D (où Gygax ne verse plus de royalties à Arneson), c'est donc la réponse d'Arneson vers ce que serait devenu OD&D s'il en avait eu la garde.

Le bilan d' Adventures in Fantasy est contrasté. Malgré l'aide de Richard Snider (qui écrira ensuite en 1983 le lourd mais très systématique Powers & Perils ), c'est toujours très chaotique et incomplet (même si Arneson se vante au start writing a game whose extensions are already planned in advance, unlike some others). It would be difficult to see anything that notes gaps on OD & D (with perhaps an influence latest C & S and RuneQuest ?), And not really an RPG completely finished. The game aims to be more medieval Europe, a little less " High Fantasy" that AD & D (although there are also monsters in the world). For example, the Elves are supposed to be rare and live in another world in Enchantment, not too much to mix with the fields mortals. The game is even more human-centric than D & D (although it is often said Arneson, who had brought more influences Tolkien).

The system is cumbersome, makes exceptions, lists of bonuses and penalties in circumstances ad hoc as the first wargames with miniatures. We have the usual characteristics of D & D but with a division Constitution (Endurance, Fatigue) and Health, and more distinction Intelligence / Wisdom (such as Mages and Priests are identical in game terms). The 6 features are coping with a d100 (as Empire of the Petal Throne ) plus the social rank on a table (eg Rank 1 Serf, Knight Rank 10, 50 Duke, 60 King). Then the character can acquire skills, relatively few who take time to learn (Literacy, Language, Horse, Forge, Blacksmith, Engineer Sapper, Browser, Livestock, Forestry, Craft), more specialization in each weapon . An adventurer by default is a mercenary military.

The rules of combat (I, p. 47-53) are readily explained but still quite heavy, with little differentiation. The base chance to hit depends mostly on the overall difference in size (so that two humanoids were still 40% base) + the difference between the two scores divided by 4 Dexterity (maximum 10) + the difference in levels. So a 10th level Knight with a 95 in Dex cons of a Warrior 1st level with a 10 in Dex was that 59% hit. The damage is considered as still 1d6 (as in OD & D before supplement I) unless you use a Strength bonus and a table of critical success (called "localization" but it does not at all the locations in reality and that the general template does not reflect very suitable). The armor has a lower probability of damage (divided by two for the coat mesh, by 3 for the armor plate) and do not decrease the chance of being hit (which is closer than RuneQuest D & D).

system progression of Experience and Reputation is explained but I did not see clearly what the new levels since the book forgot to make a table or even to distinguish classes of characters.

There really is no "world" but the authors have provided a small turnkey " Sandbox", the stronghold of Bleakwood (as in First Fantasy Campaign ), with little details (basically a tower of a magician and a den of a dragon). The interesting idea is to have developed the Sandbox as an example of all the problems of a campaign (including rules for sourcing outside, with tables for meetings). There is a complete original schedule (with names that sometimes seem inspired by Persian Zoroastrianism mixed with different races and even a day for the Egyptian god "Tehuti").


The Shrine of Saint Cuth must be a relic of Saint Cuthbert , which became one of the major religions of Raiders of Greyhawk.

In Book 2, Book of Faerry and Magic , that you truly discover races inhumane, the Faeries which include also the Senior Faerries (just like eladrin D & D4 or Sidhe P & P), Elves, Dwarves, Goblins and Trolls. These magical breeds fear all the sunlight and the iron (even the Dwarves).

Magic uses magic points instead of the system of D & D. Vancean There is a magic base that resembles that of D & D except that the spells are more dependent Alignments (it no longer evoke the magic clerical). It should add small charms special songs called and Runes, which are the specialty of the magical races. Elves can sing such a variety of spells faster, more flexible than witchcraft Humans, and Dwarves can use runes to improve their weapons (though the bonuses are not huge, gender +5%). The differentiation of types of magic is a good idea for the atmosphere (even if C & S did that much better).

Book 3 of the creatures and treasures has a long section on the original Dragons (see DragonsFoot ) where one draws their appearance. They are much more individualized and terrible than those of D & D. We should even take if they have wings and what are their interests (Books, Sex ...), their degree of Greed. They spew all the fire cone, whatever their color, but some can a camel's head, webbed feet and horns of a ram. This side more "fanciful" and singular Dragon seems the best idea to fly Adventures in Fantasy . In

monsters, the Anakim (big incubated lewd) may have inspired the Game-who-must-not-not-be-named . Among the treasures, some swords Magic sometimes seem overpowering (like the Sword of Resurrection of the Dead, a Resurrection day !).

I do not see myself playing AiF , but it can give ideas, rather a game like C & S or Ars Magica who wants more "pseudo-medieval".

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