One more day!
One more OD&D post!
Much like the previous section on dungeons, the Wilderness is introduced by a practical statement of what the Referee should prepare - a ground level map of the dungeons (whatever above-ground structures afford access thereto), a map of the terrain immediately surrounding them, and a map of the town or village closest to same. The rest of the terrain in a wilderness adventure is obscured, veiled, unknown and unavailable - concealed beyond a fog of war. Journeys through the mysterious wilderlands are conducted in one of two ways.
If you're just pootling around looking for stuff to kill for a few more XP, Gary 'n' Dave recommend using the OUTDOOR SURVIVAL playing board - whatever that is.
Oh, right, that's what it is. Like Chainmail before it, Outdoor Survival seems to be one of those Avalon Hill games that Dave 'n' Gary liked enough to give a promotional fillip to. Basically, their system for navigating around this thing involves a great deal of rolling on tables and consulting matrices to determine whether someone comes out of a castle if your players venture within two hexes of one, what manner of truly ridiculous someone they are (I particularly like the results which generate monsters that have mid-level Fighting Men riding them, just for real insult-to-injury potential), and what the someone ends up inflicting on your poor players.
Fighting-Men occupants will demand a toll or a jousting match - and given that winning the match earns you a month's stay in the castle, two weeks' worth of trail rations, and a heavy warhorse for each party member, it's probably worth a go. Magic-Users will put a spell on you and send you on a quest for treasure, with the Magic User having a 50% share and dibs on any items that can cast spells... or they'll demand a toll of several thousand gold, because frankly, wizards are dicks. At least the Cleric occupants have the decency to enforce a percentage scale on their tithing and only send you on a quest if you can't pay up. There's also a set of rules for determining who guards the castle, should you fancy settling down for a siege.
The other option is the Referee's Map option, in which the Referee knows exactly what's out there and the players have a blank hex map to fill in as they go, building up a sense of the lay of the land, and selecting a site on which to begin the D&D endgame of building castles and collecting tithes. "Exploratory adventures are likely to be the most exciting," claim Gary 'n' Dave, "and their incorporation into the campaign is the most desirable."
This Fighting-Man is not convinced that Wilderness Adventures are all that. |
I'm not exactly seeing the fun-o-meter leap into the red zone here. The basic principle - explore the hexes, try not to get lost, bump into monsters - is fine, but man, you'd better have rolled through a random encounter or two for each terrain type before play or there's going to be a lot of the players sitting around watching you roll dice - that or you'll just be making it up as you go along and hoping, which is what I tend to resort to in these rules-stop-play situations.
Eris' Belgian waffle bruiser, will you guys stop rolling sixes? |
We have a page of charming hand-drawn illustrations (and when I say 'charming' I mean they're the sort of thing I might produce if you asked me to draw a castle, and please bear in mind that I was politely asked not to pursue Art at school after the age of fourteen) indicating possible components for your castle and costs in gold. We have a page of specialist inhabitants, from Alchemist to Spy, and the cost of maintaining those specialists per month or mission (again, frequently ranging into the low thousands). We have a page of Men-At-Arms who can be hired to defend the castle (Orcs are available at a bargain price to characters of Chaotic alignment, so there's some hope for those less-than-Lawful clerics out there after all). And then there are pages covering upkeep without a stronghold (characters lose 1% of their XP in gold every... unspecified time period... until they've built a stronghold on some unclaimed wilderness territory), how to exact taxation from those dwelling in the shadow of your new stronghold, and how to re-invest those in improvements.
This is not what Flaminia had in mind as the natural end to a life of adventure. |
Anyway, there's a brief section on land combat (which says, in about as many words, "use the tables from Men and Magic or just go play Chainmail"), then a longer section on hex-based aerial combat. This involves hexes, written orders, and - mercifully! - an altitude-tracking mechanic, and it might actually make a really cockin' awesome flying-monster-dogfight game if someone went back through the preceding volumes, pulled out all the appropriate stats, and knocked up quick-reference cards for each creature... well, I know what I'm doing if I can't sleep tonight. Or I could just play Fight In The Skies with dragons - Gary 'n' Dave go so far as to not apologise at all to Mike Carr, creator of Fight In The Skies, when describing their 'Battle in the Skies' aerial combat system, and so I expect it might award a suspiciously similar experience. Whatever. I'm easy for an aerial combat game that remembers aerial combat happens in three dimensions.
Cheap shot, I know. |
What I am interested in is the collection of odds and sods that start emerging toward the end. Guidance is issued on the rate of hit point recovery - one point per day of rest after the first, and there's a bald statement that "this can take a long time" (and an implicit 'so be patient you ninnies') - and on the tracking of time, given that "it is probable that there will be various groups going every which way" (let it be noted that Gary 'n' Dave don't seem to mind splitting the party, despite the despairing chants of two generations of roleplayers who'd follow in their wake).
Such is the wisdom of Dave 'n' Gary that, rather than summing up this run of Original Dungeons and Dragons posts, I'm going to simply quote their afterword (or 'afterward' as they put it) in full, and hopefully demonstrate a thing or two by so doing. Firstly, why I feel roleplaying games took off to the extent that they did and while they're still worth playing now, in what's undoubtedly a period of decline for the form. Secondly, why I detest the doorstop rulebook that gives you a thousand pages of finitely detailed rules for pretending to be an elf, and the play-style that clings to every one of those pages as if they were holy writ, when frankly I think this might be the only one that warrants such an attitude.
There are unquestionably areas which have been glossed over. While we deeply regret the necessity, space requires that we put in the essentials only, and the trimming will oftimes have to be added by the referee and his players. We have attempted to furnish an ample framework, and building should be both easy and fun. In this light, we urge you to refrain from writing for rule interpretations or the like unless you are absolutely at a loss, for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that
way! On the other hand, we are not loath to answer your questions, but why have us do any more of your imagining for you? Write to us and tell about your additions, ideas, and what have you. We could always do with a bit of improvement in our refereeing.
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