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PERSONAL NEWS FOR riorio2@rogue-games.net
The goal of this board, then, should be pretty clear. It’s a Reader JD passed along a link to this cool site, Microdungeons by Tony
narrow focus, but I hope there are some who would like to Dowler. Microdungeons are very stylized representations of partial or
share this journey with me. Let’s pretend it’s the 1970s, entire dungeons, done without a map grid but intended to inspire
roleplaying is still new exciting, and Star Trek is still all about referees when designing their own sites. I think it’s a very nifty concept
fighting evil Klingons and romancing beautiful aliens on and hope we’ll see the site take off in the coming months. I know how
exotic red planets! difficult it can be to stock a megadungeon and having a supply of bits and
pieces to riff off of like these is a terrific boon.
To put it less poetically, it’s not really that we’re pretending
it’s the 1970s so much as that we’re applying all we’ve learned Take a look!
from studying what the “Old School” is all about in order to
create a Star Trek experience that feels right.
Anyway, enjoy!
Looks like I have another way to waste my rapidly dwindling spare time
...
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 7 January 2010
That strikes me as strange; I can’t imagine having the interest, let alone ROGUE FEED
patience, to play D&D when I was in Kindergarten or First Grade. I’ve
long suspected I got into the hobby when I did not just because of a Rulesets and Supplements
series of serendipitous events, but because, at age 10, I was ready to do
so. That is, I had grown up enough to (mostly) cast aside a lot of my Thereof
childhood toys, but I wasn’t yet old enough to cast aside the fantasies JAN 06, 2010 11:19A.M.
that went with them. Roleplaying thus provided me with an outlet for my
imagination free from the toys I associated with being “a little kid.” Last week, Jim Raggi posted a “rehearsal tape” version of his upcoming
old school RPG rules. It’s quite an interesting document and well worth
Had I been younger, I doubt I’d have taken much notice of D&D, since it looking at, if only to see where Raggi’s ideas match up with one’s own.
would have seemed a poor substitute for playing with GI Joe or Star I’m also intrigued by the fact that it’s called a “weird fantasy” roleplaying
Wars figures — and too complicated to boot. Obviously, not everyone felt game, although there’s not much (to my mind anyway) evidence of that
this way, given that seemingly so many of my “elders” in the hobby are in in the material that’s currently available online. Perhaps that will be
fact younger than I am — but it’s still odd. more apparent in later iterations.
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 7 January 2010
are in fact rules changes. The basic structure of my game is still dungeon itself. Now, wilderness adventuring was commonplace in those
recognizably OD&D it’s the little nuances that are different and deserve days, but comparatively few AD&D modules dealt with it explicitly,
mention. focusing instead on the dungeon itself. That’s probably due to the fact
that a great many of these modules had their origins in tournament play,
But, as I say, the problem is that I’d prefer it if I could say, as Rob Conley where wilderness adventuring would eat up too much time to include.
did in his own Supplement VI, that Dwimmermount was a supplement to Ironically, The Lost Caverns is based on a similarly-named tournament
Ruleset X, but I can’t. My baseline is OD&D rather than a retro-clone. I module played at WinterCon V in 1976, which did not include a
suppose it’s fairly close to Original Edition Characters in many respects, wilderness component.
so perhaps I could associate it with that. It’s also similar to Swords &
Wizardry: White Box, but since I refuse to include ascending armor The meat of the module itself consisted of two levels of caverns, formerly
class notations that option isn’t available to me. In the end, it might not the abode of the archmage Iggwilv, binder of demons and mother of the
matter, since this isn’t meant to be a mass market product and, in all demigod Iuz of the Greyhawk setting. Consequently, the caverns are
likelihood, those who purchase it are probably more interested in the home to all manner of strange beasts, many of them former servants (or
world and megadungeon I’ve created than in my rules variants. Still, slaves) of Iggwilv, now free to pursue their own agendas. This gives the
something to ponder. caverns a strange, almost otherworldly flavor to it, a feeling that lingers
more than two decades later. Despite this, Gygaxian naturalism is in
somewhat attenuated force, with the various inhabitants of the place
doing more than just hanging around awaiting the arrival of the PCs.
ROGUE FEED Even so, most of the naturalism is suggestive rather than explicit,
depending on the referee to expand upon the brief details given in the
Retrospective: The Lost Caverns text. That’s part of the fun of this module — figuring out why, for
example, a hill giant keeps a giant rhinoceros beetle as a pet or what the
of Tsojcanth dao disguising themselves as harem girls are up to.
JAN 06, 2010 09:40A.M.
I suppose the real draw of The Lost Caverns was its 32-page monsters
and magic items supplement. Remember that this module was published
in 1982, before both the Monster Manual II and Unearthed Arcana
ushered in “AD&D 1.5e.” Unless you were a regular reader of Dragon —
as many of my players weren’t — you weren’t familiar any of the new
creatures, magic items, or spells previewed there before their appearance
in module S4. I’ll admit that I loved most of the new material introduced
here, particularly the expanded menagerie of demons and demon lords,
as they were frequent antagonists in my old campaigns. I also
appreciated the new magic items, particularly the Prison of Zagig, which
saw much use in the hands of one of the PCs back then.
For all my affection for the module, it’s a tinged a bit with
disappointment and not a little sadness. Like many late Gygax works,
you can see a definite change in both the presentation and content.
There’s boxed text aplenty in The Lost Caverns and, although it’s mostly
innocuous (compared to, say, Isle of the Ape anyway), it nevertheless
Published at the tail end of the Golden Age, 1982’s The Lost Caverns of presages a shift toward a hand-holding, pre-packaged style that
Tsojcanth was one of my favorite modules for a long time. Even today, eventually turned me off buying TSR adventure modules at all. Likewise,
looking back on it, I retain a great deal of fondness for module S4, in part while I don’t generally mind “more stuff,” S4 feels a bit like an extended
because I played it so often. That’s something that’s been missing from advertisement for upcoming products, notably Monster Manual II. The
D&D modules for some time: replayability. Back in the day, I clearly original tournament module included, so far as I can recall, no new
recall using many, perhaps most, modules multiple times and not just monsters and was perfectly adequate for its purpose.
with different groups of players or even characters. Rather, the same
characters would re-visit modules in which they’d previously But then that’s the point. By 1982, TSR was changing and the purpose of
adventured, a phenomenon I don’t recall happening during the 2e or 3e adventure modules along with it, as we’d see more fully in the watershed
eras, when modules seemed much more “disposable” in nature. year of 1983. That’s why, much as I like The Lost Caverns of Tsojcanth, I
also see it as a harbinger of much I would not like and whose effects
The Lost Caverns of Tsojcanth was anything but disposable. Firstly, proved far-reaching.
unlike a lot of modules, this one included an extensive wilderness
component, with the characters having to travel overland to reach the
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Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 7 January 2010