Page by Page: Gary Gygax's DMG Part 4

This is the fourth installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “The Adventure” on page 47, and continues through Underwater Spell Use on page 57.

Adventures in the Outdoors Gygax recommends designing your game world around a 20-40 mile hexagon, and breakin30g it down into smaller hexagons for travel. As I’ve discussed at some significant length in the past, I prefer to design my game world around the 6 mile hexagon which seems to have become standard in the OSR. And having done so, I’m at a loss for how a 20-40 mile hexagon would even work. A hexagon six miles across can contain an immense amount of variety, which becomes especially obvious when you apply a scaled hexagon to a real world map. On my own maps, I’ve often found that a single hexagon has so much stuff in it, that it’s impossible to fit all of the necessary icons into each hex on the page. So I honestly have no idea how you would do it if the hexes were five times larger, or more.

I suppose it might be useful to create a very general map of an entire continent, but then the continent map would need to be broken down into the a smaller map for the areas the players were actually adventuring in.

Chance of Encounter Here charts are given to help the GM determine the chance of an encounter based on population density, and to know when an an encounter should be checked for. These are two factors I did not consider when working out my system for running encounters on a hex crawl. I like the idea that more densely populated areas have much lower odds of an encounter. I’ve always left the probability of an encounter up to GM discretion, but this is better. It’s good for a system to be consistent, because then players can learn the system, and make intelligent choices about how and where they will travel. When players notice that they encounter fewer monsters in areas subject to regular patrols, they may be more likely to stick to the roads.

There’s also a chart here which lists six times of the day: morning, noon, evening, night, midnight, and pre-dawn. Those times are cross-referenced with various terrain types (plains, forests, deserts, etc) and there is either an X, noting that an encounter should be checked for at that time while in that type of terrain, or a -, noting that an encounter should only be checked for if the party “numbers over 100 creatures.”

I would really like to know whose party numbered over 100 creatures.

In my games, I just roll for encounters once per hex, and once in the evening, assuming the party is traveling consistently. I do like the idea of encounter rates being affected by terrain type, however. It provides some additional depth to what each terrain type functionally means for the characters. Instead of a marsh just being a muddy and smelly place, it’s also a place where encounters can happen at any time of the day.

I would like to point out that I’m pretty sure Gygax is only writing about monster encounters, though. When I make an encounter table, I allow players to find any number of things, ranging from monsters, to buildings, to NPCs, to treasure, and even adventure hooks. So were I to use this system, I would want to modify it so that the reduced encounter chance only affected monsters.

Encounter Distance I’ve long known about this and thought it was a good idea, but I’ve never implemented it in any of the games I’ve run. Essentially, when a random encounter is rolled, if one group or the other is surprised, then AD&D GMs were supposed to roll a random distance between the party and their foes. I’ve always found it easier to arrange surprise battlefields myself, based off the party’s marching order. But I do like randomly generating stuff, since it helps me to avoid any biases.

Becoming Lost Getting lost in the wilderness is something I covered briefly in my aforelinked post on hex crawling. Gygax and I seem to have essentially the same idea, though I disagree that it should be impossible to accidentally move in the right direction. I don’t see why not.

I also like the idea of the players hiring a guide to avoid getting lost. I hadn’t thought of that.

Flying Mounts I don’t really have much to say about this. Gygax’s rules for flying mounts are solid. I like the point that flying creatures large enough to support a rider will require a large amount of gold every month in order to keep them fed (300-600gp). It’s a good method of preventing players from gaining access to this kind of boon too early in the game.

What really strikes me as I read this, though, is that I don’t recall ever reading about flying mounts in 3rd edition or Pathfinder. The fact that the players will eventually gain access to flying mounts is assumed, and covered in depth. I wonder when that changed? Flying is still a large part of the game, but it is mostly assumed to come from the Fly spell, it seems.

I also like the detailed discussion of aerial combat. Gary’s solutions are simple, but they look like they would work well.

Waterborne Adventures Like the section on flying, the rules seem to be solid, but they’re not exactly a revelation. Boats of X type move at Y speed, and have Z hit points. Brendan recently pointed me towards a post on Delta’s blog which has some strong criticisms for these rules which I would have missed.

On my list of things to work on and write about is “Making Sea Travel More Engaging.” I may return to the rules Gary presented here when I do that, but I think that more is needed if traveling on a ship is going to be engaging for the players.

Underwater Adventures How to handle underwater adventures is a topic I often see discussed on /tg/. The idea is intriguing, but it obviously requires some different mechanics than a standard game. How do the characters breathe? How does water affect their movement? How are three dimensions handled? The rules presented in this section of the DMG are functional and cover all the questions I can think of related to underwater adventuring.

On a lark, I pulled out my 3.5 DMG, and I found this comparison interesting:

“As all readers of fantasy know, the ocean floor is home to numerous ancient submarine civilizations and dark, green realms of creatures half-man and half-fish. Your players may have heard tales of the mountains of unken loot that have been collected there over the centuries, of such things as pearls the size of a man’s head, of beautiful mermaids with green eyes and blue skin…If they should find some way to investigate these stories, how will you handle it? This section deals with methods for conducting underwater scenarios.” -Gygax, DMG, Page 55

“Aquatic terrain doesn’t offer the variety that land terrain does. The ocean floor holds many marvels, including undersea analogues of any of the terrain elements described earlier in this section. But if your characters find themselves in the water because they were bull rushed off the deck of a pirate ship, the tall kelp beds hundreds of feet below them don’t matter.

Accordingly, these rules simply divide aquatic terrain into two categories: flowing water (such as streams and rivers) and non-flowing water (such as lakes and oceans).” -Monte Cook / Jonathan Tweet / Skip Williams, 3.5 DMG, Page 92.

Favorite Quotes from this Section

“If this [designing a continent] is not possible, obtain one of the commercially available milieux, and place the starting point of your campaign world somewhere within this already created world. At the risk of being accused of being self-serving; I will mention parenthetically that my own WORLD OF GREYHAWK, (published by TSR), was specifically designed to allow for the insertion of such beginning milieux, variety being great and history and organization left purposely sketchy to make interfacing a simple matter.” – Gygax, DMG, Page 47

Page By Page: Gary Gygax’s DMG part 3

This is the third installment of my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “Time” on page 37, and continues through Illusionist Spells on page 47.

Time What Gygax wrote here about time and how to keep track of it is fascinating and vital. So much so that I’ve already dedicated not one, but two posts to exploring it. I see no need to repeat myself here.

Day-to-Day Acquisition of Cleric Spells In D&D 3rd edition and Pathfinder, obtaining spells is a pretty straightforward procedure. Every morning the cleric prays for an hour, and all their spell slots are filled for the day. In 1st edition AD&D, as is often the case, there’s more to it than that. There is additional background, which seems to have been dropped from later editions because it complicates the game. And while there’s something to be said for cutting out unnecessary complications, I have been learning that many of Gygax’s original ‘fluff’ offers interesting adventure opportunities.

For a 1st edition cleric, only first and second level spells can be obtained through simple prayer. More advanced spells of third, fourth, and fifth level must be gained by beseeching one of your deity’s powerful servants each morning. To put it in terms I imagine many of my readers are familiar with, the cleric must communicate directly with an angel each morning in order to receive those spells. And for spells above fifth level, the cleric must communicate with their god directly. Not just once, but every morning.

The interesting thing about this is that if the cleric has acted against their god’s dictates within the last day, then they know they must face that god again the next morning when they ask for spells. And Gygax flat out says that for particularly serious transgressions, the cleric’s god may choose to simply obliterate the offending mortal.

Acquisition of Magic-User Spells Since I first learned that oldschool Magic Users learned their spells at random, I’ve been torn on the concept. On the one hand, I like selecting my spells carefully. It allows me to create effective strategies, and it meshes with my conception of wizards as magical scientists. On the other hand, I love randomization. Being given a random set of tools and needing to figure out a way to be effective with those tools is an intriguing challenge, and one I always enjoy. I look forward to playing some 1st edition once the WotC reprints come out, so I can make a more informed decision about which method of obtaining spells I prefer.

I have to say about this section, though, that Gygax seems a little overzealous about preventing players from obtaining spells too easily. I understand that easy access to spells can unbalance a game, by Gary literally says that if a player saves the life of an NPC who was already loyal to them (like a hirling) then that NPC will (at best) be willing to allow the PC to copy one spell from their spellbook in exchange for a spell and a minor magic item. The rules literally dictate that exchanges of spells should never be equitable for the player. This seems odd to me.

Spell Casting For those unaware, Dungeons & Dragons has always used something called Vancian Magic, named for Jack Vance, the author whose work the system was based upon. It’s also sometimes called “fire and forget,” because every morning a caster must memorize their spells, and once the spells are cast that memorization is wiped from their mind. In the editions of the game I’ve read, that’s about the extent of the information given. Here Gygax goes into greater detail. He explains that each spell is a combination of symbols and sounds which are charged with energy from one of the planes of existence. When combined into a certain formation, the energy of those planes is released in a limited fashion, causing a magical effect. Those symbols are then consumed by the magic which passes through them, not unlike a fire consumes fuel. Whether the symbols are on paper, or in the mind of a caster, they disappear.

Gygax writes nearly half a page on this topic, and recommends that for additional background, GMs read The Eyes of the Overworld, and The Dying Earth by Jack Vance. As well as The Face in the Frost by Bellair. Having not yet read these books myself, I cannot comment on them beyond Gygax’s recommendation.

Gygax also notes that while the words of a spell are typically used to bring the effect forth, and somatic (hand movement) components to the spell are used to “control and specify the direction, target, area, etc.” This brings to mind the interesting possibility of allowing casters to bring forth spells without somatic components–but in doing so they will have no control over how the effect manifests itself.

Spell Explanations Here begins a lengthy section where Gygax adds “DM’s Notes” for many of the spells present in AD&D. It doesn’t include spell descriptions, but most of the spells have self explanatory names, so I was able to follow along just fine. This section seems like a useful tool for the GM. It offers advice on how to adjudicate instances where players attempt to use spells in unusual ways which might end up being overpowered. For example, Gygax notes that casting the spell “light” upon one’s eyes does not grant a character “luminescent vision,” but rather blinds the character for the duration of the spell. Entries like this one make me wish GM notes for spells had been perpetuated through later editions of the game. It’s not only useful for determining how to handle a specific case, but it’s useful as a general guideline for how to handle players hoping to push the boundaries of what a spell can do.

On the other hand, I don’t see why “Blindness does not restore lost ocular organs” could not have been put in the spell description itself.

Aerial Servant I simply find this funny. Ever since I became interested in this hobby, I’ve heard from religious nutjobs that D&D teaches kids to cast “real spells,” and that players must learn incantations to the devil in order to succeed in the game. The notion is preposterous of course. Spell casting is normally handled simply by naming the spell and saying your character casts it. Players rarely have the spell’s description memorized, much less an incantation to go along with it.

None the less, the DMG says that players should be required to indicate which type of magic circle they’re using when they cast this spell. I laughed.

Favorite Quotes from this Section

“Once a cleric changes deities, he or she must thereafter be absolutely true to the new calling, or he or she will be snuffed out by some godlike means. It is 90% unlikely that the cleric’s first deity will accept him or her back into the fold after falling away, unless some special redemptive agency is involved. There is no salvation for a thrice-changed cleric; he or she is instantly killed.” -Gygax, DMG, page 39

“a hollow voice rings forth and commands: “GO FORTH FROM HERE AND RETURN NOT UNTIL YOU BRING CAPTIVE THE HIGH PRIEST OF OSIRIS AND ALL OF THE ALTAR SERVICE OF HIS TEMPLE AS SACRIFICES TO ME IN TOKEN OF THE SINCERITY OF YOUR TRUE REPENTANCE!” -Gygax, DMG, page 42

Page By Page: Gary Gygax’s DMG part 2

The second in my continuing series on the 1979 Dungeon Master’s Guide, written by Gary Gygax. This post begins with the section “Money” on page 25, and continues through Loyalty of Henchmen and Allied Creatures on page 37. You can see the first post in this series here.

Player Character Expenses Gary recommends that players be forced to spend a certain amount of gold each month on general upkeep. This covers all the numerous costs which are too painstaking to track during the game itself: the cost of meals, lodging, ale, minor tools, etc. This is something which actually exists in Pathfinder. You can find it under “Cost of Living,” on page 405 of the Core Rulebook. In many ways, I think the Pathfinder system is more elegant than Gary’s, but I’ve never heard of anyone actually using it. I’ve even failed to implement it myself. That’s something I need to improve on.

Reputed Magical Properties of Gems Every edition the game has some type of list which itemizes the various values of gems, but I love that Gygax devoted half of a page to explaining the type of magic each gem is related to. I can’t speak for the historical accuracy of the list, but gems and other precious stones have been said to have magical properties throughout history. Gygax specifically states that simply owning a stone does not grant any magical benefit. Rather, the purpose of the list is to give game masters a frame of reference they can draw from when creating magical items. If an NPC gives the party a magical stone to ward off a curse, then the GM can make the stone Topaz, whereas if a wizard wants to make a Ring of Guile, the GM can require them to hunt down some Serpentine.

Helmets A common argument in the tabletop community centers around helmets. Some think they should add to a player’s armor class, while others (including myself) argue that a helmet is part of whatever armor the player is already wearing. If anything, players should receive an AC penalty for not using a helmet! Gygax takes an interesting position on this issue: if no helmet is worn, then roll a d6 along with each attack roll. If a 1 is rolled (1-3 for intelligent creatures) then the head is attacked directly, and it only has AC 10.

Dexterity Armor Class Bonus I find it very interesting that the 1st edition AD&D rules say that a character wearing heavy armor does not lose their dexterity bonus to their Armor Class. The restrictions on players are generally more harsh in older editions than they are in newer ones. But perhaps I’m simply misunderstanding because I lack a proper background in how Armor Class worked during this era.

Hirelings There is a lot of emphasis placed on the search for hirelings, and bartering with them for their services. I find this idea intriguing. As a player, I imagine that once I’ve established a stronghold, I’ll try to recruit NPCs I meet during my adventures to come work for me. If I meet a city guard or blacksmith I like, I offer them a sum of money to come live in my stronghold, and spend their days guarding my treasure, or making my weapons. As a GM, I imagine each NPC added to the player’s stronghold as a possible adventure hook. Maybe the blacksmith has a gambling debt, and somebody will come to collect on it. Maybe the city guard is a deserter from a massive army which demands the players turn him over.

Sages I don’t recall when I first encountered the concept of sages–wise and elderly keepers of knowledge. But from the first time I heard about them, I was fascinated. There’s something romantic about the life of a scholar, and I’ve always enjoyed having my players encounter them. For a long time now, I’ve allowed players who fail a knowledge check by 10 or less to know of a sage who can answer their question. But I’ve always been interested to know more about the oldschool origins of these characters. And Gygax did not disappoint me. Very few topics have received three full pages worth of coverage in the DMG so far, so I’m quite happy! There’s a lot of information on how to randomly generate a sage’s fields of knowledge. And I particularly like the idea of hiring a sage, and having permanent access to their immense knowledge on a given topic.

How would you utilize a sage within your stronghold who knew everything there is to know about, let’s say, birds? It might seem useless, but I’ve found that “useless” resources can be a huge benefit, if you figure out how to use them properly. Perhaps this sage could advise you of a method to coax carrier birds to land in your citadel, and allow you to intercept messages from other kingdoms. Or maybe their knowledge could provide the fortress with a source of food during a long siege?

Henchmen I’ve never been at all satisfied with the way D&D 3.x/Pathfinder handle followers. The leadership feat has always struck me as clunky and difficult to use, so I’ve been surprised to learn how differently followers were handled in older editions of the game. Rather than being an obscure ability which only a few players will pursue, it seems as though Gygax expected every player to eventually acquire a few NPC hangers-on. The system for recruiting them is a great deal more advanced, detailed, and elegant than the one presented in Pathfinder. I particularly like the fact that a full page is devoted to calculating a creature’s loyalty. The extremely simple loyalty system described in the Leadership feat has never sat well with me.

The comparison between oldschool and modern methods of attracting followers is something I would like to go into in more detail, but it will require a full post to do so. I’ll hold off on that for now.

Favorite Quotes from this Section

“Such short-term employment cannot last beyond one week’s time, and the sage will thereafter not be available for at least one game month — as there are more important and constructive things to be done than answering foolish questions, anyway!” -Gygax, DMG, Page 33

“Thus, suppose a sage is asked a question out of any of his or her fields of knowledge. If the question is of general nature, the sage will hedge and talk around the point, or just possibly sit and look wise for 4-6 rounds before answering that the question is beyond his or her learning…” -Gygax, DMG, Page 33

Page By Page: Gary Gygax's DMG part 1

I find a lot of pleasure in writing about books which I’ve read. Whether I’m excited about a module I’d like to run, or lambasting an author for being sexist, it’s a lot of fun for me. I believe it also serves a useful, or even essential, purpose. The written word is a medium through which an exchange of ideas takes place. If I simply read something without sharing my thoughts on what it, then all I’ve done is absorbed ideas. I may be a better person for it, but that’s not how an exchange works. It’s not until we discuss a book with others that we’re fully engaged with the ideas presented therein. That’s a large part of why I place such a high value on post comments. Expressing my thoughts is one thing, but it’s nothing really special until someone else connects with what I’ve expressed, and shares thoughts of their own.

Word of warning: majoring in philosophy may cause melodramatic outbursts about the value of ideas.

Problem is, some books have too many ideas in them for a single post to be sufficient. Gary Gygax’s original Dungeon Master’s Guide for Advanced Dungeons and Dragons is one such book. This is a seminal work, and arguably the most notable of Gary’s life. When Wired magazine set out to name the 9 books every geek must read, they listed this book first. I’ve never heard anyone speak ill of it. Proponents of every edition of the game revere it. Second, Third, and Fourth editions may all have had Dungeon Master’s Guides, but Gygax’s treatise is the Dungeon Master’s Guide. I obtained my copy about two months back, and have been impressed time and again with what I’ve read. I am repeatedly struck by the sense that subsequent editions of the game ‘missed the point.’ That the way I learned a concept while reading the 3.5 DMG was an inaccurate rephrasing of what Gygax originally put down here.

As I embark on my first read-through of the Dungeon Master’s Guide, I am taking copious notes, and will be posting my thoughts regularly. This will not be a continuous series, because we just finished one of those, and also because I’m a slow reader. Nor will it be a comprehensive series. I’ll be writing with an eye towards ideas which interest me personally. Such as mechanics which might be useful to me in my own games, or concepts which I find particularly innovative or odd.

This first post covers up to ‘Changing Alignment’ on page 25.

Dice: There is nearly a full page worth of information on probability curves and different ways of producing random outcomes. This is essential information which every GM should be aware of. I had a poor mathematics education, and when I finally learned about this stuff whilst reading blogs and other articles on the Internet, I felt upset that I hadn’t fully understood the implications of different types of dice rolling. When I found out that this information was actually included in the original DMG, that made me upset all over again. Why wasn’t this included in the third edition DMG, or in Pathfinder’s core rulebook? What other information was deemed more important than this?

Characteristics for Player Characters: I’ve always allowed my players to select their height and weight themselves, because I regarded it as role playing information. Half the time the field remains blank, and I’ve always been fine with that. Gygax’s insistence that height and weight be randomly generated have gotten me thinking, though. If I know the party’s weights, then I could set weight limits for pressure plates. If I know their heights, I could tell them where the spinning blade 3ft off the floor hits them. I’m not quite ready to add two additional rolls to the character creation process in my games, but it’s something to think about.

Player Character Non-Professional Skills The secondary skills system has always struck me as elegant. It has its limitations and its failings, but I like the idea of deriving a host of character abilities from that character’s profession. I’ve already discussed this somewhat in my skills overview entry for the profession skill.

Starting Level of Experience for Player Characters Whenever I have new players, I try to make sure there’s at least one experienced player at the table. I’ve found that the experienced player’s example helps the newer players connect with how the game works. Gygax makes the exact opposite recommendation. He goes so far as to say that if you have both new and experienced players, that a GM should place them in separate parties, to allow the neophyte players the opportunity to explore on their own. I wonder if this is a viable choice in a Pathfinder game, where players are much less likely to enjoy having their characters killed shortly after beginning play. None the less, I think I may try this with my next group of newbies.

Unnatural Aging I very much like the idea of spells which advance a character’s age. Many of Pathfinder’s most powerful spells sometimes feel as though they lack impact, because casting them comes with no great cost. In D&D 3.5, many of these spells required a character to sacrifice a large amount of experience points in order to cast them, which I never liked. It lacks a sufficient game world explanation. It’s just a meta game mechanic which unsuccessfully attempts to reign in the power of casters. Magical aging, on the other hand, is well rooted in the fantasy genre. I like the idea that a character is so drained by Altering Reality that they lose three years from their life. And it does reign in a caster’s power significantly: each casting of the spell brings them ever closer to their character’s death from old age.

Disease A few days before I picked up the DMG to begin this project, one of my players asked my why disease did not play a role in the game. “Rabies is a serious threat, and any minor animal could be a carrier for it,” he said. I told him that disease was not a larger part of the game because it wouldn’t be fun: there’s no meaningful way for a player to avoid disease, nor any meaningful way for them to combat it. At best, I said, it would be a way for the GM to tax the players resources by forcing them to heal themselves occasionally, even if they’d taken no damage. When I said it, I felt very Gygaxian. My position on the matter meshed with what I knew of Gygax.

But apparently not, because every month Gygax writes that players have a base 2% chance to contract a disease, and a 3% chance to contract a parasite, with both probabilities being modified by relevant environmental factors. I do not understand how this could be fun for the players. I’d be very curious to hear from anyone who has actually played a game with this rule in effect.

The Paladin’s Warhorse In World of Warcraft, both the paladin and warlock classes have special “class mounts.” These days the ability to summon these steeds is gained automatically upon leveling, but when I first started to play the game years ago, there were lengthy and difficult questlines which had to be completed in order to obtain these mounts. I found the quests to be a great deal of fun, which made me appreciate my mount a lot more once I had it, and I have often regretted the fact that these quests are no longer part of the game.

Apparently the same is true of Dungeons and Dragons. As long as I’ve played the game, the paladin’s Warhorse has simply been a celestial creature which the paladin summons upon reaching a certain level. However, according to Gygax, this summoning spell only gives the paladin the ability to see his or her future companion in whatever local it is currently in. The Paladin must then travel there, and bond with the mount in person. And who knows what quests will be required along the way! This sounds a great deal more fun than the way it is done in Pathfinder, and I fully intend to use this from now on.

Thieves and Assassins Setting Traps Something I noticed in my preliminary page-flipping is that Gygax occasionally asked his players to produce sketches demonstrating their technique in accomplishing certain tasks. Here, he dictates that anytime a character wishes to set a trap, they should be required to produce a simple drawing illustrating how the trap functions. As a frequent player of rogues, I find this idea to be positively brilliant. I’ve often sketched simple trap designs just for the fun of it. I honestly think I would use traps more if I was actually required to provide a physical diagram of how it would work.

My only concern is that some players might be intimidated by the need to actually diagram their traps. My understanding of mechanics is rudimentary enough that I would let something work if it makes even a small amount of sense, but I can still imagine that some players would find the prospect daunting.

Lycanthropy Firstly, Gary and I are very much in conflict about what should cause a paladin to fall. Here it’s written that a paladin should fall if they are infected by a werewolf, because the second personality (the chaotic evil werewolf) causes the paladin to no longer be “pure enough for that honored state.” I’ve written at length about how a GM should handle a paladin’s oath and the possibility of a paladin falling, and I stand by those views.

Secondly, I like the approach Gygax takes to allowing players to gain control of their lycantrhopy–though I dislike his ultimate view of what lycanthropy represents. According to the DMG, a character with lycanthropy must live with the condition for many years before they’re able to control the transformation. And even once they can, it takes years longer to perfect their control. However, as far as I can tell, being a were-something never becomes beneficial to the player. In many ways I am a product of modern fantasy storytelling, I view lycanthropy less as a curse, and more as a superpower.

What I think I would like to do in my games is run the first stage of lycanthropy much as Gygax recommends. Players will be out of control when they transform, and probably won’t even be aware that they undergo the transformation for several months. In their alternate form, they will act as a beast, according to their alignment. However, as years go by, they could begin to control it. Perhaps after 6 months or a year they could control when they transform. And after a year or two, they could be in full control of themselves while in the alternate form. That way, both visions of lycanthropy are given some purchase within the fantasy world. On the one hand, it is a curse which will cause players to suffer a great deal for a very long time, and they will probably want to get it removed. However, if they choose to stick it out, it can eventually reap significant rewards.

Alignment The 9-point alignment system found in D&D can often feel clunky. Shoehorning every philosophical outlook into one of these nine categories feels forced, and to his credit Gygax admits that. In his explanation of the alignment system, Gygax phrases things in a way which I’ve never heard in all of my years of gaming. One which makes a lot of sense, almost to the point of being stupidly obvious: the alignment system helps determine who you are most likely to align yourself with.

This is not to say that groups of similarly aligned creatures cannot be opposed or even mortal enemies. Two nations, for example, with rulers of lawful good alignment can be at war. Bands of orcs can hate each other. But the former would possibly cease their war to oppose a massive invasion of orcs, just as the latter would make common cause against the lawful good men.

Alignment Language I’ve long been aware that early editions included languages specific to each of the alignments. In addition to common, a human paladin would speak “Lawful Good.” I always thought this sounded like an absolutely ridiculous idea. And while the book doesn’t entirely sell me on the concept, it does mention a number of points which have given me cause to reconsider my previous distaste for the idea.

  • Alignment languages are not full languages. Their vocabularies are extremely limited.
  • Think of alignment languages like Latin–which is a dead language that was none the less used for centuries as the universal tongue of the catholic church.
  • Speaking in an alignment tongue is considered remarkably rude when not alone with members of like alignment.

Changing Alignment Gygax writes that any change in a character’s alignment should result in the loss of 1 level of experience. I can’t find any justification for this, it seems very strange to me.

Favorite Quotes from this Section

“As this book is the exclusive precinct of the DM, you must view any non-DM player possessing it as something less than worthy of an honorable death.” -Gygax, DMG, Page 8

“Of the two approaches to hobby games today, one is best defined as the realism-simulation school and the other as the game school. AD&D is assuredly an adherent of the latter school. It does not stress any realism (in the author’s opinion an absurd effort at best considering the topic!). It does little to attempt to simulate anything either.Advanced Dungeons and Dragons is first and foremost a game for the fun and enjoyment of those who seek to use imagination and creativity.” -Gygax, DMG, Page 9

“An example of the use of wisdom can be given by noting that while the intelligent character will know that smoking is harmful to him, he may well lack the wisdom to stop (this writer may well fall into this category).” -Gygax, DMG, Page 15

“[Regarding Hide in Shadows] As is plainly stated in Players Handbook, this is NEVER possible under direct (or even indirect) observation. If the thief insists on trying, allow the attempt and throw dice, but don’t bother to read them, as the fool is as obvious as a coal pile in a ballroom.” -Gygax, DMG, Page 19