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Showing posts with label quotes. Show all posts
Showing posts with label quotes. Show all posts

Thursday, September 02, 2010

The Gygaxian Building Blocks

This post is nothing more than a quote swiped from a longer post over at theRPGsite, written by my favorite Prussian, Settembrini.  I just wanted to save a copy and thought I'd share.
The REAL and HUGE as well as BASIC innovation in D&D was the following:

1) Providing radically new building blocks for fictious situations.
2) Providing a robust model for interaction of said building blocks.
3) Providing the idea for interacting building blocks


Building Blocks:
- spells
- magic items
- monsters
- special abilities
- traps
(- planes & gods)
the combat stuff was already there in some form. Just look at the monsters, at the spells and realize how this stuff was basically made from whole cloth!
I cannot emphasize the importance of that enough.
Whole cloth!

Sure there are conceptual sources. But the procedure in which source material and original ideas were mixed and mashed and formed
into interactive building blocks for challenges and their resolution, is creative genius of the highest degree!
I really think identifying the Gygaxian Building Blocks (spells, magic items, monsters, special abilities, traps) is one of Sett's great contributions to the understanding what it is we do when we play this thing called D&D. You want a way to make the game your own but still recognizably D&D? Make your own blocks but don't change how they operate/interrelate.

Thursday, October 08, 2009

also, the car is a passing fancy

“…a pleasant little game. It provides enough optional or advanced material to keep it interesting from game to game… although I don’t think it will ever become a fan favorite or gain a cult following the way games such as Ogre have."


-Aaron Allston, BattleTech review. Space Gamer, issue #75, July/August 1985

Thursday, August 20, 2009

Quote of the Day

Hidden somewhere on the referee's map are the treasures, the gold, the magic ring, the laser cannon... Perhaps an ancient magic race created a city or a temple which subsequent ages have buried. The original inhabitants have all died or migrated off, although their magic spells remain in full force. Bands of wandering orcs move into the upper chambers. Giant rats infest the corridors, feeding on the bodies of unlucky adventurers. An evil wizard finds new magic powers in the ancient city, and he sets up his own guards and traps... Dragons and giants loot the surrounding countryside, and over the ages they accumulate fabulous wealth.

-Dr. Holmes, Fantasy Role Playing Games, page 41. Thanks to OD&D Discussion board member aldarron for posting this!

Thursday, August 06, 2009

Phrase of the Day

"supplementary amounts of wild ass"

That's lifted from a description of the hunting & grazing habits of the Khormusan culture of Paleolithic Egypt in Michael A. Hoffman's Egypt Before the Pharoahs. I hereby challenge all Gameblog readers to try to use this phrase at least once today, either on the internet or in passing conversation.

Friday, May 29, 2009

quote of the day

"Yes… I laugh when my characters die grisly deaths. That’s part of the fun."

-source

Tuesday, May 26, 2009

quote of the day

I played Synnibarr in Raven’s group in Seattle in 1992 & 1993. It was indeed the center of this threefold model. Synnibarr is in some ways an awesome demonstration of what you can get if you take the basic D&D form, and let an idiosyncratic adventurer of a DM just homebrew and build on top of it for YEARS, adding in new rules for all the stuff and every genre he wants to play with, under the occasional influence of illicit substances. It is to some extent the idea behind Blackmoor (fantasy + superscience) and Judges Guild (no limits on your imagination) taken to the extreme, with superhero stuff added in. Rave's pretension was in many ways a natural extension of EGG's comments about AD&D in the books and in Dragon.

Raven’s game was awesome fun to play in, BTW. The game system is a mess, and he embarrassed himself online trying to defend it, but he was a very talented and charismatic GM. One of the most fun I’ve ever played with.

The emphasis is mine on this newly minted comment to my threefold model. Thanks for taking time to comment, shimrod!

Tuesday, May 05, 2009

makes me want to try WFRP

Warhammer FRP isn't like D&D, and the monsters don't automatically carry gold and magic items. D&D is about quests for glory and riches; WFRP pretends to be the same, but in fact is about the PCs' day-to-day fight for survival in a universe that hates them. If you don't finish each adventure worse off than when you started it, your GM is doing something wrong. If you find yourself in a WFRP adventure and not knee-deep in shit then duck, because another load is past due.
--James Wallis in "Yes I Sank Your Barge", his reply to "How James Wallis Ruined My Character's Life"

Friday, March 13, 2009

quote of the day

“…the adventure will continue in this manner until the party leaves the dungeons or are killed therein.”

That's the last line of the section entitled Example Of The Referee Moderating A Dungeon Expedition in The Underworld & Wilderness Adventures (Volume 3 of OD&D). It's probably best read in the same voice you'd use for "The beatings will continue until morale improves."

Sunday, March 01, 2009

Holmes Basic D&D quote

A final word to the Dungeon Master from the authors. These rules are intended as guidelines. No two Dungeon Masters run their dungeons quite the same way, as anyone who has learned the game with one group and then transferred to another can easily attest. You are sure to encounter situations not covered by these rules. Improvise. Agree on a probability that an event will occur and convert it into a die roll — roll the number and see what happens! The game is intended to be fun and the rules modified if the players desire. Do not hesitate to invent, create and experiment with new ideas. Imagination is the key to a good game. Enjoy!

Saturday, February 14, 2009

quote of the day

In reading this book, DMs and players should remember that situations will arise that are not covered in the rules. In these situations, the DM should use personal judgment to resolve any problems. The freedom allowed to players and DMs is one of the strengths of the D&D rules system, and that has been continued here.
--Dungeons & Dragons Fantasy Adventure Game Expert Rulebook, edited by David Cook with Steve Marsh, page X4 (TSR, 1981). Emphasis mine.

Monday, December 15, 2008

quoting Gygax

Read how and why the system is as it is, follow the parameters, and then cut portions as needed to maintain excitement. [emphasis mine] For example, the rules call for wandering monsters, but these can be not only irritating -- if not deadly -- but the appearance of such can actually spoil a game by interfering with an orderly expedition.

...

Know the game systems, and you will know how and when to take upon yourself the ultimate power. To become the final arbiter, rather than interpreter of the rules, can be a difficult and demanding task, and it cannot be undertaken lightly, for your players expect to play this game, not one you made up on the spot. By the same token, they are playing the game the way you, their DM, imagines and creates it.

...

As the DM, you have to prove in every game that you are still the best. This book is dedicated to helping to assure that you are.

All the above come from the introduction to the 1st edition Dungeon Masters Guide. In my original copy (I'm on my second copy, having worn out the first one) that last passage is outlined in pencil. I did that back around 1983 or so.

Sunday, November 30, 2008

Ladies and gentlemen, Dave Hargrave

SPACE CREATURES AND OTHER ALIENS
IN FANTASY ROLE PLAYING GAMES


Some purists do not like to introduce any character or monsters into their game world unless they have a medieval or "Tolkienian" flavor or base. This really limits their play possibilities as far as I am concerned, for what better world to accept aliens than ones that already have a myriad of other strange and weird creatures as residents? Sure, it would be hard for a town like Peoria or Indianapolis to accept strange alien creatures, but would it be so hard for people that probably have elves, dwarves, hobbits and the like living down the street from them? I think not, for what i stranger, the alien with the blaster or the multi-tonned dragon that breathes fire? Think about it, and I think you'll find that logic supports the use of aliens in fantasy games, and that playability supports their inclusion as well. They are fun, challenging, and very novel as characters and as monsters. I can still visualize the pair of Vegan space travellers trying to figure out how a wand of fireballs worked after they had traded their stunner for it. They ran every test imaginable, and their computer kept telling them: "This item does not compute!" Still, it worked when that funny looking guy in the purple robes sold it to them. . . .

You get the point, I think, but let me just say one final thing on the subject and we'll go on to other things: The very essence of fantasy gaming is its total lack of limitation on the scope of play, both of its content, and in its appeal to people of all ages, races, occupations or whatever. So don't limit the game by excluding aliens or any other type of character or monster. If they don't fit what you feel what the game is all about, don't just say "NO!", whittle on them a bit until they do fit.

-from Welcome to Skull Tower (The Arduin Grimoire vol II), page 99

Monday, October 20, 2008

Quote of the Day

It has been the author's experience that, unless the game is staged at 1:1, the time scale means only one thing: the number of turns in a battle; and the ground scale means only one thing: the distance a man can move relative to the distance a man can shoot. Therefore no scale is given except in practical application: move distance, missile ranges, and turns in a game.

--Gary Rudolph, Missúm!, a set of minis rules for Tékumel (quote found on The Miniatures Page)

I can't make up my mind whether this guy is crazy like a fox or just plain crazy.

Wednesday, July 23, 2008

best quote ever

That's it. I'm sick of all this "Masterwork Bastard Sword" bullshit that's going on in the d20 system right now. Katanas deserve much better than that. Much, much better than that.

I should know what I'm talking about. I myself commissioned a genuine katana in Japan for 2,400,000 Yen (that's about $20,000) and have been practicing with it for almost 2 years now. I can even cut slabs of solid steel with my katana.

Japanese smiths spend years working on a single katana and fold it up to a million times to produce the finest blades known to mankind. Katanas are thrice as sharp as European swords and thrice as hard for that matter too. Anything a longsword can cut through, a katana can cut through better. I'm pretty sure a katana could easily bisect a knight wearing full plate with a simple vertical slash.

Ever wonder why medieval Europe never bothered conquering Japan? That's right, they were too scared to fight the disciplined Samurai and their katanas of destruction. Even in World War II, American soldiers targeted the men with the katanas first because their killing power was feared and respected.

So what am I saying? Katanas are simply the best sword that the world has ever seen, and thus, require better stats in the d20 system. Here is the stat block I propose for Katanas:

(One-Handed Exotic Weapon) 1d12 Damage 19-20 x4 Crit +2 to hit and damage Counts as Masterwork

(Two-Handed Exotic Weapon) 2d10 Damage 17-20 x4 Crit +5 to hit and damage Counts as Masterwork

Now that seems a lot more representative of the cutting power of Katanas in real life, don't you think?
-from 4chan, passed on to me by my buddy Pat

Tuesday, July 15, 2008

Quote of the Day

In my LATEST phase, I feel that character background should be 25 words or less, and the GM's world background should be 500 words or less. The GM may have more information, but all the PLAYERS get is 500 words or less.

After all, George Lucas only needed 83 words to introduce players to HIS universe.

93 words if you include

"A long time ago, in a galaxy far, far away..."
--oldgeezer, a.k.a. Gronan of Simmerya a.k.a. Mike Mornard a.k.a. Mister I Played In The Original Blackmoor, Greyhawk and Tekumel Campaigns

Tuesday, May 20, 2008

Quote of the Day

[F]irst level for us was all about avoiding the dice. It was about luring the goblins into slicks of lamp oil, and then lighting them ablaze. Or even better, trapping them between the blazing oil and the gelatinous cube. Or bribing the orcs to fight the goblins for us. If you had to go to dice, it meant someone was likely to die. So you did everything you could to avoid it.
-Trollsmyth, commenting at this great blog post

Wednesday, December 05, 2007

quote of the day

"Rosenberg’s First Law of Reading: Never Apologize for Your Reading Tastes."

-reputedly posted above the service desk of the public library of Downer's Grove, IL

Wednesday, September 05, 2007

quote of the day

If the players don't amuse the GM, then the GM will amuse himself at their expense.

--Dave Arneson