I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Friday, June 16, 2023

AD&D DMG cover to cover - part IV, pages 37-46 (TIME and SPELLS)

We´ve been reading the original DMG - the ultimate DM book! - but from a B/X and OSR point-of-view.

Check the other parts of this series here.

Today we will discuss:
TIME 37
— TIME IN THE CAMPAIGN 37
— TIME IN THE DUNGEON 38
CHARACTER SPELLS 38
— DAY-TO-DAY ACQUISITION OF CLERIC SPELLS 38
— ACQUISITION OF MAGIC-USER SPELLS 39
— ACQUISITION OF ILLUSIONIST SPELLS 39
— RECOVERY OF SPELLS 39
— SPELL CASTING 40
— TRIBAL SPELL CASTERS 40
SPELL EXPLANATIONS 41
— SPELLS: SPECIAL COMMENTARY FOR REFEREEING 41
— Cleric Spells 41
— Druid Spells 43
— Magic-User Spells 44
— Illusionist Spells 46

TIME

So, I went "digging" into the DMG... and now I think I've found some gold. This single page made me want to completely change the way I run games. It might be the most interesting part so far.

Of course this is not the first time I've read this. This part contains a famous quote in all caps. In addition, many people have been talking about this lately most notably Jeffro Johnson. Here is a relevant bit:
Game time is of utmost importance. Failure to keep careful track of time expenditure by player characters will result in many anomalies in the game. The stricture of time is what makes recovery of hit points meaningful. Likewise, the time spent adventuring in wilderness areas removes concerned characters from their bases of operation — be they rented chambers or battlemented strongholds. Certainly the most important time stricture pertains to the manufacture of magic items, for during the period of such activity no
adventuring can be done. Time is also considered in gaining levels and learning new languages and more. All of these demands upon game time force choices upon player characters, and likewise number their days of game life.
One of the things stressed in the original game of D&D was the importance of recording game time with respect to each and every player character in a campaign. In AD&D it is emphasized even more: YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME RECORDS ARE NOT KEPT.
The gist of this section is emphasizing how important time keeping is for your campaign. This includes not only turns and rounds but also days, weeks and months. The book also stresses the importance of downtime and rotating characters. For example, when a PC is hurt, diseased, or busy with an important project (e.g., researching spells or creating a magic item), you should go adventuring without him or her - or maybe using an entire different party. Even better, you can have multiple groups of players, and different parties, as hinted before

The method Gygax used for that is "real time": If one week has passed in the real world, one week has passed in the game world. This means a player could be using a different character for months. Of course you will occasionally need to freeze time between sessions, but now the clock is not working only at the players (in their characters) convenience. Time-railroading is limited. This gives the campaign a much more satisfying, organic feel.

(Of course, this has some issues. Unless we have some "fast forwards", we will never use the rules about aging... without getting older ourselves!).

For smaller units of time, the book recommends careful note keeping. I'm not a big fan of this, but you can easily be replaced by real time too, as I suggested here and apparently has become popular in other games lately. 

Time seems to be the glue that holds many rules together: Healing, researching, building, random encounters, searching, torches, diseases, etc. Once you ignore it, everything seems to come crashing down. Maybe this is one of the fundamental ideas of old school play.

There is much to ponder about this section. For now, I'll just recommend that you read it yourself, in its entirety. This is the first time in this series that I do that. 

CHARACTER SPELLS (plus ACQUISITION)

After finishing this important section on time I thought I could glance over the section on spells. However, there's important stuff here too.

The first parts of this section are about spell acquisition.  I always disliked the idea  that clerics get ALL spells "for free". Here, the book makes clear that this requires continued service in favor of a deity - and, for higher level spells, direct communication with their gods! An "unfaithful" cleric must perform sacrifice and atonement to get spells (which may require time), but changing deities might have irreversible consequences (including instant death, which is less interesting). Similar rules apply to paladins.

Starting magic-users get additional spells and scrolls when compared to B/X,  but here it is clear that these spells are random. The book provides a small table that ensures they'll be varied enough:


Illusionists follow a similar pattern. Some spell choice is permitted on "difficult campaigns".

As magic-users level up, they can get more spells, but they can only choose one per level. Everything else must be acquired trough scrolls, NPCs (or other PCs), and so on. This is seldom an easy process: you might fail to learn from a scroll, and NPCs might require magic items in exchange of spells.

Once again, the book is trying to limit PCs, but this time it does so in a very interesting way for both clerics and magic-users. Now they cannot simply handwave the origin of their spells. On the contrary, they have to engage with the setting to build their PC's repertoire. And there is enough randomness in the game that two magic-users will never be alike.

This sounds fair. Fighters get their "special powers" by finding magic items, intelligent swords, etc., and they usually don't get to choose (unless you're using something like proficiencies or Old School Feats). There should be a balance between choice and chance, and I think AD&D does pretty well in this regard.

RECOVERY OF SPELLS

Spell recovery requires time (again - this is the linchpin), to a maximum 12 hours of sleep plus 15 minutes for each spell level to be recovered. This create meaningful choices - what RPGs are all about. And is also a bit more fair to fighters (they need to rest a lot to recover all their HP).

SPELL CASTING

Next we get a small section explaining how spells work within the fictional world (reportedly taking inspiration from Vance and Bellair). Enticing, short, and clear.

TRIBAL SPELL CASTERS

This sections explain that various humanoids (ogres, orcs, bugbears, trolls, giants, etc.) have their own "shamans" (clerics) and "witch-doctors" (magic-users/clerics). Unfortunately, it does not tell you  if the witch-doctors have grimoires... (I would guess they don't).

While the section was interesting and useful (for suggesting spells and levels for these creatures), I don't find this distinction between shaman and cleric or mage and witch doctor to have much merit, especially as they are restricted to NPCs. It feels a bit like PC "races" can only be "civilized" fighting against "barbaric" foes. Why not have a PC or human/elf shaman? Also, did they forget ogre mages?

We could get something useful out of this (e.g.,  different forms of magic), but as written it feels insufficient and detached from the rest of the game (classes, random encounters, Monster Manual, etc.).

SPELL EXPLANATIONS

This section details particular spell. I'll skip this part entirely; it is basically impossible to understand without the PHB, and it is only separated from it because the books weren't written at the same time.  From a brief glance, most explanations sounds both sensible and flavorful.

What have we learned today?
 
The bit about time, if considered seriously, is definitely a game-changer. I don't remember the exact rules for spell acquisition in B/X, but the ones in the DMG are pretty good. And, okay, I'll admit, I might add a troll shaman or two to my games.


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20 comments:

  1. This comment has been removed by the author.

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  2. I've been enjoying your write ups on AD&D, your observations have been interesting. Keep it up!

    I think the crucial detail lost on the topic of time keeping, and Gary's famous line (infamous?) is the mode he was running a campaign. A style i don't think many people play anymore. It's a method where he playing with a large amount of semi-regular players who didn't necessarily go on adventures together BUT WERE in the same shared world. Thus, if you weren't keeping time records, it would be easy for a DM to (as a contrived example) have one party walk towards a town, and be unsure if it has been already burnt down by the previous party who visited or if that disaster actually occurs in a weeks time. It was a rule to set a pace and flow of time to reduce paradox. Practically speaking, this has not been a concern for myself as it's hard enough to schedule and maintain a single party from dropping players, let alone maintain several concurrent groups lmao.

    On the topic of B/X and spell acquisition, you said you don't remember what they say and it's likely because the two actually say very little. Basic says MU and Elf start with spells according to the DM or the player (page B16), with no firm stance of hand picking, random*, or some other method.
    Expert says that that the caster is already assumed to be part of a guild and spells need to be taught by someone else (page X11), and it takes "...one 'game-week' ". This specification of "game-week" is mildly interest since weeks are a common measurement used throughout and this is the only use of the term, and no sort of Game-Time is ever an established as a concept. I have no idea what the authors meant by this.

    *Sidebar: The spell list itself has twelve numbered entries so conceivable be interpreted as require to roll a d12 or 2d6, which making certain spells much more rare than other.

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    1. Thank you, glad you like it!

      Yes, this method is not as popular nowadays (we all have plenty of trouble with scheduling), but sounds immensely fun! Having "real time" would definitely help with organization and keeping things straight in the GMs mind, separating the settings' "past" from its "future".

      Interesting notes about B/X. 1d12 to pick a random spell sounds good, makes MU more varied.

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    2. I've tooled around with a handful of different options for determining MU spells, and I landed on roll d12 twice pick one to keep, and one to forsake forever. It's a little game-y but I think it's a nice balance of random and player choice. Making the player chose to never learn a spell might be a bit harsh to some, but I think it turns out to be flavorful. While not always an option depending on the DM, but if you're letting high level PCs teach low level PCs spells then this puts a bit of limitation on them from all having the exact same list.

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    3. I like it, however it does require some note keeping in addition to being a bit harsh. Maybe Id allow them to try again at some later level...

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    4. That note from the Expert book:

      "The caster is already assumed to be part of a guild and spells need to be taught by someone else (page X11), and it takes "...one 'game-week'..." is actually pretty much the key to the B/X system. Each level the M-U just gets their new spell for free from an off screen mentor, though it takes you a week. The OSE book doesn't mention this assumption, which is a bit of a miss imo.

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    5. That omission in OSE is a bit of a miss, I agree. It is an important bit of world building, as it provides an implied support framework - the guild. Like for Thieves and Assassins. The games I really enjoyed played up the presence of those guilds, typically only in decent sized towns and ciies. So in smaller towns, the presence of a mage from whom you could learn a spell when you level up is an important and perhaps a chancy thing.

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    6. Yeah, if your OSE M-U isn't learning a spell for free (from a mentor) each level, they must rely on the Magical Research rules which will cost you 1000(!) gp per spell level, and include a minimum 15% chance of failure. Which creates a good money sink (that B/X needs) but only for the M-U.

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    7. Yeah I'd love to see this spelled out, and maybe some balance. AD&D's solution looks good, at least on paper. I think requiring magical research is fair - a magical sword would require research too, unless found in a dungeon, etc

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    8. While AD&D 1e wasn’t perfect, it did have some good ideas, and the training rules worked fine in the games I played. A good money sink, yes: but people also roleplayed into the ‘finding training & a mentor’ thing, which also helped with the world building. Some people like ‘the town’ being abstract and not being anything more than a shopping list, but my first campaign in 1980 had ‘the town’ being a place to do plenty of other things, so we got into urban adventuring early on, alongside the dungeon & wilderness stuff.

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  3. PT 1
    Time - "YOU CANNOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME REVIEW ARE NOT KEPT" - peak Gygax here. His description of running a multi-group campaign is basically what the West Marches type game re-discovered. Keeping track of groups in space and time does seem rife with potential issues - from what I've seen on the net Jeffro and others) campaigns that try to facilitate this multi group approach often opt for requirements like requiring sessions to end in town, and maybe jumping everyone's time forward session to session. Interesting stuff.

    Time in the Dungeon - one minute combat rounds is so strange - curious to read more about this. Enjoying else is pretty familiar, but solid.

    Time in the Dungeon - resting for 1 turn in 6 makes some sense and I like it as a means to burn through time in the dungeon but I've never quite figured how to narrate it in a way that doesn't feel like you just tell the players "you sit around for 10 minutes". Maybe it's best sprinkled in at *about* one 1 turn in 6, at appropriate moments.

    Day to day acquisition of Cleric spells - Cleric spells by level groups being granted by A. Basic training B. Supernatural servant and then C. Directly by deity is great! Awesome world building flavor.

    "You must inform them as to which deities exist in your campaign milieu and allow the individual to select which one of them he or she will serve. This will not necessarily establish the alignment of the Cleric..." This seems to be another break with the Law vs Chaos cosmic struggle of Moorcock that B/X leans more towards. I'm not sure how exactly one plays a Cleric in a Chaotic Evil manner while successfully serving a Lawful Good deity without running into either the alignment penalties or deity atonement penalties that Gygax has laid out though. Seems like a bad idea as a player.

    Acquisition of Magic User Spells - I knew that AD&D uses the "copy spells from scrolls and captured books " + "% chance to know" systems for spell acquisition, but there's also this note under Spells Beyond Those at Start - "To those acquired, the magic-user will at 1 (and ONLY 1) spell when he or she actually gains an experience level (q.v.)" I'm guessing this means M-U's get 1 spell automatically per level, though I'm not sure what spell level, how the spell is determined, if it has a gp cost, is "% chance to know" applied, etc. Also there's a mention of a "maximum number of spells in a spellbook" - curious what that means (and if it shows up later).

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    1. One minute combat - this is nothing but an abstraction. I do feel these are too long - as explained in another post, you'd be certainly dead within a minute if fighting unarmed against a dagger, for example.

      https://methodsetmadness.blogspot.com/2023/06/minimum-combat-detail-deadly-daggers.html

      Resting for 1 turn in 6 - yeah, I don't really like it either. Maybe rest one turn after each fight to get a couple of HP back or something.

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    2. I'm really interested in running a multi-group campaign!

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    3. Yeah the multi-group campaign sounds amazing, though truly challenging.

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  4. I've played in a campaign in this style and it was unbelievably fun to have a roster of PCs. I think one disadvantage you end up with though is you don't level your PCs as quickly. Now, in a campaign this could be a good thing, but it did end up meaning very few people embraced the rotations. Now I think about when I run a campaign I might allow players to transfer special items between their characters so long as they have an accompanying narrative. I think this would encourage them to think of it as a roster and then levelling isn't as crucial to survival once you start getting magic items.

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    1. This is an interesting idea. The most difficult part for me is finding players who are willing to try it. Also, because XP requirements double every level, it shouldn't be hard to level up quickly if your adventuring with high level allies.

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  5. When's the next DMG post? I was just getting going! :D

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  6. This is a great section, but I did want more detail on Shamans and Witch-Doctors.

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