mrmanowar wrote in Hawk & Moor: A new D&D book and request for beta readers:every time the sahaugin show up in an encounter people digress on how to pronounce it.
darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers: I wish do-it-yourself accessories were more popular, but they're a hard sell sometimes. The majority wants completed product, not tools. Cool people who like both seem to be the exception.
darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers: The nice balance that I've found is in "tools that inspire." My favorite examples are the Ultimate Toolbox, the Ready Ref Sheets, and Kellri's Netbook #4 (Old School Encounter Reference I think it's called). I make a lot of my own accessories in that way - you give the DM/reader a great hook idea, but you don't give them the details. It's kind of like Mad Libs as an adventure intro, and then the 1-page "treatment" gets fleshed out by the DM to create the adventure. I think that's a cool way to encourage people to create their own stuff with a little more guidance.
darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers:I'm also embarrassed to note that some of my own early dungeons were based on Choose Your Own Adventure type books or fantasy adventures ... I did one on The Mystery of Chimney Rock, one on Zork and another on A Spell for Chameleon (my first wilderness type of adventure). They weren't good, but I learned a lot following someone else's framework and trying to make a different story out of it. :wink:
sauromatian wrote in Hawk & Moor: A new D&D book and request for beta readers:mrmanowar wrote in Hawk & Moor: A new D&D book and request for beta readers:every time the sahaugin show up in an encounter people digress on how to pronounce it. That is how the sahaugin takes its prey. When the adventuring party falls under its spell, they stop to discuss the linguistic possibilities while ignoring the slimy monsters that creep up to surround them. By the time they get around to analyzing the mesoclitic within the context of Proto Indo-European, it's too late for them. Sahaugin-related fatalities have been a significant contributor to death rates in Middle-earth.
robertsconley wrote in Hawk & Moor: A new D&D book and request for beta readers:darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers: I wish do-it-yourself accessories were more popular, but they're a hard sell sometimes. The majority wants completed product, not tools. Cool people who like both seem to be the exception.Given the response "to how to make a fantasy sandbox" You might try to put it together as part of a SYSTEM. For example if Monster & Treasure assortment was part of a hypothetical "How to make and manage a dungeon" by E. Gary Gygax. I but it would have sold a lot better. I haven't done it myself because it taking me a long time in assembling a set of original tables that I can publish and without those table I don't think anything I publish would be anymore useful than the blog posts I already have up.darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers: The nice balance that I've found is in "tools that inspire." My favorite examples are the Ultimate Toolbox, the Ready Ref Sheets, and Kellri's Netbook #4 (Old School Encounter Reference I think it's called). I make a lot of my own accessories in that way - you give the DM/reader a great hook idea, but you don't give them the details. It's kind of like Mad Libs as an adventure intro, and then the 1-page "treatment" gets fleshed out by the DM to create the adventure. I think that's a cool way to encourage people to create their own stuff with a little more guidance.I think this reinforces my point. My opinion is that a reason why Ready Ref sheets and Netbook #4 are so well received because they are comprehensive. While they are not part of a system but they cover so much that just about everybody finds something useful.darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers:I'm also embarrassed to note that some of my own early dungeons were based on Choose Your Own Adventure type books or fantasy adventures ... I did one on The Mystery of Chimney Rock, one on Zork and another on A Spell for Chameleon (my first wilderness type of adventure). They weren't good, but I learned a lot following someone else's framework and trying to make a different story out of it. :wink:My "sin" what I used a lot of published adventure lightly reskinned for the campaign. I was way better at managing a sandbox where player were free to do whatever then coming up with prepared location. Now thanks to my OSR experience and everything I learned (You and Peterson are part of this). I am much more comfortable in making my own adventure as I now have a bunch of assembled tools that gets me over the hump.
grodog wrote in Hawk & Moor: A new D&D book and request for beta readers:Hey Kent---Are you publishing the H&M books in .pdf format also, or just in epub/mobi/etc.?
darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers: And why is it that Advanced Dungeons & Dragons (1977-1979) is so much more heavily vested with these science fiction ideas, while (at the very same time) the game's many new fans were pining for a more Tolkien-modeled conception of traditional fantasy?
Agent Cooper wrote in Hawk & Moor: A new D&D book and request for beta readers:I remember reading somewhere that Mystara was per official cannon the result of a post-nuclear holocaust.I think that was the explanation for why some of the civilizations there migrated to the hollow world underground.It's been a long time though, I could have that wrong.
sauromatian wrote in Hawk & Moor: A new D&D book and request for beta readers:darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers: And why is it that Advanced Dungeons & Dragons (1977-1979) is so much more heavily vested with these science fiction ideas, while (at the very same time) the game's many new fans were pining for a more Tolkien-modeled conception of traditional fantasy?Are you hinting at Ralph Bakshi's Wizards & the Sword of Shannara, both 1977? There seem to be a few things suggested, but not directly addressed. The nuclear threat of the Cold War of course, but also the direction of mainstream society by the early 1970s. That is, the mid-20th-century world of modernism had been supplanted by medievalist hippies.
darkseraphim wrote:Perhaps, even, the 1974 game was written as a post-apocalyptic setting filled with mutant "monsters" and technological "treasures," where the worlds of (Grey) Hawk and (Black) Moor hide the utmost secrets of the apocalypse under their shared and riddling histories … riddles which were waiting, all along, to be unveiled and appreciated by our deeper understanding.
darkseraphim wrote:Gary's favorite author Jack Vance wrote The Dying Earth, in which a far-flung and post-apocalyptic world is filled with eccentric wizards who battle and vie against strange monstrosities. The Hawkmoon stories (of Michael Moorcock), along with Hiero's Journey (Sterling Lanier), Sign of the Labrys (Margaret St. Clair), and Changeling Earth (Fred Saberhagen) — all exceedingly post-apocalyptic works — were also held dear among Gary's favorite tales. All of these stories inspired pieces of Advanced Dungeons & Dragons, and all were featured in Gary's recommended reading list for AD&D, Appendix N. Several of these tales were also included in Gary's earlier "Fantasy / Swords & Sorcery: Recommended Reading" list as well, featured in The Dragon #4 (December 1976).
darkseraphim wrote in Hawk & Moor: A new D&D book and request for beta readers: There's a few other things I was going to touch on
increment wrote in Hawk & Moor: A new D&D book and request for beta readers:I think we should take Gary at face value when he said at the time that the D&D rules were intended to simulate a wide variety of different settings, and this is why they incorporate both science fantasy and pure fantasy elements. While of course we could cherry pick items from various charts to say that they make D&D look post-apocalyptic, we could cherry pick other items that make D&D look like Barsoom - tharks, etc. Some artifacts or spells have those science fantasy or post-apocalyptic dimensions to them, and others don't, because D&D was intended to be able to simulate science fantasy and other settings as well.As for Greyhawk, Blackmoor and the Great Kingdom at large, this is even sketchier. Blackmoor is not a coherent setting, at any point in its existence, and to talk about it one must be very careful to talk about a particular point in time, because it transformed so radically over the years. John Snider's campaign was not part of the Blackmoor campaign either. The two of them intersected, but that's because Blackmoor intersected with pretty much anything Arneson felt like running in the day. From a strictly historical perspective, the Great Kingdom was a medieval wargames setting which was only later retrofitted with magic, and Blackmoor itself followed that trajectory. Greyhawk was a much later invention, but it was stuffed with whatever pop-culture oddities amused the Lake Genevans at the time, and was only loosely coordinated with Blackmoor. There were scientific elements in Blackmoor circa late 1972, no doubt, and I would go so far as to say that Arneson did commonly (but not exclusively) approach fantasy with Clarke's Third Law in mind. But that perspective is only one of several that D&D admits by design.So I would be very cautious about projecting some intended "hidden meaning" that we're meant to discover behind these settings, like a Da Vinci Code or something. That suggests a level of forethought, coordination and design that simply wasn't there at the start. Additional elements accrued over time as the scope of simulation moved from the narrow focus of Chainmail to the much broader one of D&D; the scientific elements were not the result of consciously leaving a puzzle for posterity along these lines:darkseraphim wrote:Perhaps, even, the 1974 game was written as a post-apocalyptic setting filled with mutant "monsters" and technological "treasures," where the worlds of (Grey) Hawk and (Black) Moor hide the utmost secrets of the apocalypse under their shared and riddling histories … riddles which were waiting, all along, to be unveiled and appreciated by our deeper understanding.I don't think this possibility is likely enough to warrant serious consideration.Also:darkseraphim wrote:Gary's favorite author Jack Vance wrote The Dying Earth, in which a far-flung and post-apocalyptic world is filled with eccentric wizards who battle and vie against strange monstrosities. The Hawkmoon stories (of Michael Moorcock), along with Hiero's Journey (Sterling Lanier), Sign of the Labrys (Margaret St. Clair), and Changeling Earth (Fred Saberhagen) — all exceedingly post-apocalyptic works — were also held dear among Gary's favorite tales. All of these stories inspired pieces of Advanced Dungeons & Dragons, and all were featured in Gary's recommended reading list for AD&D, Appendix N. Several of these tales were also included in Gary's earlier "Fantasy / Swords & Sorcery: Recommended Reading" list as well, featured in The Dragon #4 (December 1976).On a more general point of method, both Appendix N and the Dragon #4 list contain works that were published after D&D. While I agree that Vance could inspire an apocalyptic/fantastic future, and that there is solid evidence that Gygax had read the Hawkmoon stories before D&D came out, I think it very unlikely that 1973 titles like Changeling Earth or Hiero's Journey influenced the initial setting of D&D in any significant way. Even if Gygax was in a position to immediately purchase new release hardcover books in 1973 (he wasn't), the June 1973 Chilton release date of Hiero's Journey is far too late for it to have factored into the drafts of D&D (and, an affordable paperback didn't come out until 1974). Saberhagen's Broken Lands series had been around for a while (albeit Changeling Earth only came out in February - still too late to be a practical factor, I'd judge) but if it played such a crucial role in the development of D&D, why didn't Gary trumpet it in any of the earliest lists of influences? The May 1974 Wargamer's Digest? Or La Vivandiere fall 1974? Or the Foreword to D&D itself? Why would he wait until the end of 1976 and suddenly begin talking about it then? Most likely, because he hadn't read it earlier. Even in the DMG, Gygax takes us back to the basics, and affirms, "he most immediate influences on AD&D were probably de Camp & Pratt, REH [Howard], Fritz Leiber, Jack Vance, HPL [Lovecraft] and A. Merritt." That list looks quite similar to what we see him say about OD&D in 1974.But overall, the fact that Gygax at some point read and enjoyed some works of post-apocalyptic fiction should not persuade us that the fantasy of D&D was written from the start as a secret cypher for a particular post-apocalyptic setting. D&D is a tool to simulate multiple settings.