[go: up one dir, main page]

The Editioning, AD&D 2nd Edition, Part 1

The Editioning Format

Just in case you’re new here, the Editioning is a challenge that my fellow members of our little, local TTRPG community, Tables and Tales and I have taken upon ourselves (ok, fine, I came up with it and pretty much forced everyone else to take part.) It involves playing an adventure/short campaign in every major edition of Dungeons & Dragons from the original 1974 version to D&D 5.5E, which came out fifty years later, in 2024. We hope to complete this task within about 24 months. So far, we have completed one adventure in OD&D and are close to the end of another in Basic or B/X D&D.

I’ve been titling these posts with the numbers of the weeks of the challenge, but, honestly, even keeping track of which week we’re on is becoming a challenge in itself. So, I’m just going to number them from now on. As such, this post will be Part 1 of the Advanced Dungeons & Dragons 2nd Edition series. Hope that makes sense, dear reader!

Welcome to Sigil

An illustration of the rooftops of Sigil from the book, Sigil and Beyond from the Planescape Boxed Set. It is entitled Doorway to Sigil.
The enigmatic rooftops of Sigil by Tony Di Terlizzi

What? Are you Clueless, berk? Cutter like you should find out the dark of things in the Cage. Could make a little jink if you manage to sway the high-up men and stay out of the Mazes. Want the advice of an old basher like me? Go chat up a factol, maybe one o’ them Mercykillers or even the Hardheads. They’re always looking for cutters who’ll do some business and keep their bone-boxes shut. You don’t fancy them? Go talk to the Bleakers, maybe. Just watch out for the barmies in the Hive if you go that way. I heard a bunch of them have been put in the dead book of late. Just stay peery on the streets and alleys of the City of Doors, cutter, and if you see death coming for you, just give ‘em the laugh and don’t end up swinging from the old leafless tree, alright?

That’s an example of the type of writing that exists throughout the entire Planescape line of books. OK, it’s not all written like that, but in many parts the voice of a local guide like this is used to inject some really effective flavour. They introduced this sort of patter and unique dialect to set Planescape apart from the more traditional fantasy fare like Forgotten Realms and Dragonlance. I Remember the first time I read it as wide-eyed teenaged ingenue. I was immediately drawn in. None of the other settings had ever appealed to me so thoroughly through the voice of the books themselves. This despite the fact that I had spent a couple of years playing the more unique settings of Dark Sun and Ravenloft.

Why? Well, the speech pattern was curiously familiar to anyone with a passing interest in cockney slang, victorian working class dialects and Blackadder. That was me, honestly. So it caught my attention.

Now, admittedly, the portions of the books written in this patter are confined mainly to the introductions and the odd in-character paragraph, but it’s enough to liven up what is normally a very dull business (AD&D modules.)

But, of course, there is so much more to recommend the setting. The factions of Sigil, where philosophical standpoints come to life in their members. Their Cold War or kriegstanz that bubbles under the surface of the city. The Lady of Pain, enigmatic ruler and all-powerful protector of the City of Doors, who sends her greatest trespassers to the Mazes for eternal torment. And beyond Sigil, why, there is only the infinite vastness of the outer planes, the inner planes and every place in between! Every one of them filled to bursting with bizarre landscapes, gods, angels, demons, devils, elementals of every flavour and don’t forget the fairies and other planar beings beyond count or description.

In fact, it can be a little overwhelming. I remember that’s how it felt when trying to write my own adventures for it back in the ‘90s. There were too many options, many of them very lethal and many of them utterly beyond my own meagre abilities to incorporate into my simple AD&D games.

That’s one of the reasons I decided to run a pre-written adventure for this portion of the Editioning.

The Eternal Boundary

The cover of Planescape adventure, the Eternal Boundary. A pale, bald dustman pushes a gurney with a sheet-covered corpse in the foreground. The silhouettes of adventurers peek through an archway in the background.
The Eternal Boundary

This adventure was one of the first produced for the Planescape setting. It’s written by L. Richard Baker III whose other credits include the Planescape Monstrous Compendium 2 and Valley of Dust and Fire for Dark Sun.

I don’t want to provide any spoilers at this point so I’ll only give you the basics that PCs will learn not long after starting to play.

In the Hive Ward of Sigil, barmies and bubbers are disappearing and turning up dead in much larger numbers than usual. The PCs are sent to find one of them, a barmy called Eliath, who knows the dark of a very special portal key. Various factions are at play in the Hive and there is something sinister going on there. The PCs must uncover it is they are going to complete their mission. It will lead them all over the Hive Ward and far, far beyond.

I chose this adventure for a couple of reasons. Firstly, I thought it was a great introduction to the City of Sigil, its Factions, the kinds of strange goings-on they might encounter there and a large cast of NPCs with a fun variety of faction-alignments, personalities and motivations. And second, it was the right length for what I had in mind. I actually think this one might end up being shorter than my recently concluded OD&D game. Of course, I have been silly enough to think such thoughts before, and I’ve been frequently proven wrong so we’ll see how that works out.

Character Creation

Our Session 0 was an epic crusade deep into the depths of not only the Player’s Handbook but also the Complete Wizard’s Handbook, the Complete Thief’s Handbook, the Complete Priest’s Handbook, Legends and Lore, the Player’s Guide to the Planes, and the Planewalker’s Handbook.

It took over four hours and resulted in a great deal of cursing, misunderstandings, frustrations, arguments, concessions, delight, confusion, amusement, nostalgia, and, finally, I think, satisfaction. The AD&D 2nd edition character creation process could be straight-forward enough. If one sticks to the most simple form of ability score generation (just roll 2d6 for each ability and keep it no matter what,) thus forcing the player’s to choose the classes most suited to their ability scores, forgoes the use of non-weapon proficiencies in favour of the far less complicated secondary skill system, restricts the PCs to options only taken from the Player’s Handbook and sets their game in the most vanilla of fantasy worlds, you could probably create a full party of PCs in an hour or so. But that’s not what I wanted. I wanted my players to have the full AD&D 2nd Edition experience that I remembered with such fondness. I wanted them to be unsure of their choice of class or race until they had a clear vision of a character. I wanted them passing around all those sourcebooks, to get, at least a look at all the various options. I wanted them to not know really anything about their characters until they all came together miraculously in the last half an hour. And that’s exactly how it happened. The character creation system, when you factor in all the optional books, has so many possibilities, dependencies, restrictions, bonuses, minuses, and choice that you simply cannot get a full picture of the character until they are most of the way finished. This differs to such a great extent from modern role-playing games that are not Pathfinder, that I think it’s quite difficult to explain without experiencing it. For a taster, please do check out my AD&D 2nd Edition Character Creation series where I make a Dark Sun halfling Cleric. It takes three full posts and around 6000 words and is, by far, the longest character creation I have ever done on this humble blog.

We ended up with an all-star cast. Our Paladin, Glaermond, completely illiterate but stout of heart and sinew, is the party’s lawful good defender. Aurora, our chaotic good Bariaur magic user, took the Witch kit from the Complete Wizard’s Handbook, and, as a member of the Dustmen faction, has decided to focus on necromancy. Trance, the Tiefling Thief is a member of the Society of Sensation and is driven to experience new things whenever possible. And, finally, Devansh Rao is our Aasimar cleric of Varuna, the guardian of cosmic order and lord of the sky. The players are currently discussing the wisdom of using Devansh’s little church to Varuna as their base of operations and gathering a tithe to fund their adventures in the name of the Great Lord of Order on our discord channel.

This is, potentially, the perfect combination of classes and factions for this adventure so I am very excited to get it started. And that will happen this very Sunday, dear reader. So watch this space if you’re interested to find out where this band go as the delve into the Hive.

The Editioning: From OD&D to 5E 2024

Bloggies Inspiration

I have read a lot of TTRPG blogs in the last few weeks, dear reader. I imagine the chances are good that you have too, if you’ve been following the Bloggies awards over on Explorer’s Design. There have been so many wonderful reads, I really did find it hard to choose between many of them. What a I liked most of all were the posts that expressed their enthusiasm for the hobby in one way or another. You can feel it shine from a d66 table of carefully curated results as much as you can from the effusive prose of some bloggers. And there were blogs about every aspect of this weird pastime from story-telling to initiative methods and everything in between. So often, what I found is that writers went back to the source material for inspiration, those historical tomes that defined the RPG scene and continue to play an outsized part in it, whether we like it or not. Most of these we were OSR bloggers with a keen interest in the original D&D from 1974. But you would occasionally see other editions get a shout out. On top of this, I get a newsletter from the Shop on the Borderlands that tempts me weekly with a lot of old dragon game shit I don’t need… Unless, what if I did need it?

The Editioning

Now, I have some to lots of experience with most of the editions of the game, and I already have a bookshelf full of D&D, mostly AD&D 2nd Ed and 5E, but also several 4E books, a smattering of 3rd Ed and a couple of 1st Edition tomes. So, I figured, if I undertook a challenge to play a full adventure in every edition of D&D during the next twelve months, I wouldn’t need to supplement my collection too much to make it possible.

So, that’s where we are now. The Editioning is coming to pass. The plan is to play every edition of the D&D game, in order (although there may be some overlap) in our gaming community, Tables and Tales, between now and February next year. Isaac has agreed to take up DM duties for several editions. I will run OD&D, AD&D 2nd Ed, 3rd Edition and 3.5 and Isaac has said he would like to run B/X D&D, Ad&D 1st Edition and 4E. Someone else in the community might run 5E 2014 and 2024, but if not, I’ll probably do those too.

Pre-loved

The covers of the AD&D 1st Edition Dungoen Master's Guide and the D&D 3.5 E DMG.
Just arrived!

I’m trying to source second-hand copies of the main rule books of each edition where possible. It seems more like a real history project when you have relics, primary sources, legendary tomes. It’s part of the adventure. I like to think about others using the books to play their own campaigns twenty, thirty, forty years ago. It puts me in touch with my own teenaged self and allows me to tap into the enthusiasm I had for the game back in the day. Also, its just cool to have them.

I’ve been surprised to find that you can get most of them for prices that I don’t consider extortionate, either on Shop on the Borderland or Ebay. I started shopping for them last week and a couple of DMGs showed up on Friday, AD&D 1st Edition and D&D 3.5E. They’re in good condition considering how much I paid for them. But before we get to those editions, we need to take a look at OD&D and D&D Basic/Expert.

The Educationing

This undertaking has taken me to school. I had to figure out which editions were really distinct enough to deserve to be a part of it. I started by looking up the full list of editions here. I found this useful table:

A table nicked from the Wikipedia entry for Editions of Dungeons and Dragons. it shows all the versions from OD&D to 5E 2024.
From Wikipedia

You can see that it clearly shows the parallel evolution of Dungeons & Dragons and Advanced Dungeons & Dragons. I remember, as a young DM being quite dismissive of the non-Advanced version of the game. I had cut my teeth on the Basic Set but felt as though I had graduated past it to AD&D after a year or two. Never-the-less, I did play it in the nineties. A friend DMed it for us using the Rules Cyclopedia and the Hollow World campaign setting. Looking back at it now, I wish I had had more of an interest in it. Above any other version of the game, except, perhaps OD&D, it seems to have had the greatest influence on the modern OSR. Hindsight is 20/20 I suppose.

I have seen the terms B/X and BECMI and Blueholme and The Red Box and whatnot, for a long time. But this was the first time I bothered my arse to figure out the differences between them. This despite having actually played the using the Basic Set myself. I did not know that the confusing “abbreviation,” B/X referred to the first two boxed sets of the D&D rules, Basic and Expert, which allowed play from level 1 to level 14. I also had not known that the initialism, BECMI, referred to the full set of five rule-books, Basic, Expert (why is Expert shortened to ‘X’ in B/X but ‘E’ in BECMI? Make it make sense!) Companion, Master and Immortal. BECMI supported advancement all the way from 1st level to 36th!

Anyway, I made the executive decision to collapse all these versions into one, and just refer to it as B/X, since the main difference seems to be the extension of level caps with each successive book and we will not be playing long enough for that to be an issue. Nonetheless I have ordered both the Basic Set rule book and the Rules Cyclopedia, just to make sure we have all our bases covered.

Whither Adventure?

The cover of the Making of the Original Dungeons and Dragons. It has a red cover with a big gold ampersand on it.
The cover of the Making of the Original Dungeons and Dragons.

There are still a few decisions to make. And there is a lot of work to do to prepare.

I have a relatively easy task to begin with, and that’s the reading of the OD&D books. I picked up the PDFs of these from Drivethru for a song. I do have them in a a slightly unwieldy printed form in “The Making of the Original Dungeons & Dragons” book that a friend kindly gifted me at Christmas, so I am happy not to need to empty my bank account to purchase a vintage copy of those books. I’ve quickly realised that I would also need the Greyhawk supplement since, otherwise, I would need to use the Chainmail medieval miniature war-game to run combat, and that was a bridge too far for me. The Greyhawk supplement included the first iteration of the D&D combat system that we might recognise today.

On top of that, we have to decide on what adventure modules to run for each edition. I would like to use vintage adventures that were made for the particular edition that we’ll be playing. For B/X, AD&D etc. there are tonnes of options, which means we’ll have to narrow them down somehow. But for OD&D, we have a very different problem. Adventure design appears to have been mainly the domain of the DM. The main books give you rules and tables, monsters, treasures etc, but mainly they encourage the DM to create their own stuff. Which is great! But it leaves me with the question, is that what I should do? Since that’s the intention? Or, should I use the one adventure I could find in any of the OD&D supplements, Blackmoor? The adventure is “The Temple of the Frog,” and I haven’t finished reading it yet. But it does strike me as the sort of scenario that could be quite lethal unless the PCs turn up with an army of hirelings. If that’s what’s intended, maybe that’s just what we should go for.

Conclusion

I don’t yet know which way I’ll go with that decision, dear reader. I would welcome feedback from anyone with more experience of OD&D or the Temple of the Frog than me.

In general, this challenge has got me quite excited about playing D&D for the first time in quite a while. I wrote a few posts about maybe getting back into playing AD&D back in 2024, specifically I wanted to play Dark Sun. The experience of even making a character put me off it. But I now think that, with other players involved, it could be not only of historical interest, but it could be really fun! I know some of our players in Tables & Tales really like a bit of crunch, while others love the OSR principles of rulings above rules that OD&D might bring.

One thing you can be assured of, dear reader, is that I’ll be taking you with me along the way. I hope to have some interesting things to write about reading, prepping and playing these games, so stick around!