Mongol Home

Mongol Home
Showing posts with label Grenadier. Show all posts
Showing posts with label Grenadier. Show all posts

Thursday, June 14, 2012

Dawn Patrol and Old School Battlestar Galactica





But first, this picture I randomly ran across on another blog of some Scythians, among the oldest school Steppe Warriors out there; so it's a shout out to my old Guildies from AOL's version of Neverwinter Nights and Yurt dwelling folk everywhere.


Next, I ran across these pics on another blog.






Now I am not generally a huge fan of Sci-Fi cross-overs, but seeing the Cylon on the Enterprise bridge was pretty cool. The second one just reminded me of how I didn't get my Gold Cylon when I sent away for it. Which reminded me of how I was similarly screwed out of this-



What is it with me NOT getting Battlestar Galactica stuff when I was a kid? Was it Karma because I was the only kid I knew that got the Colonial Viper for Christmas that year? Everyone else got stuck with the lame almost viper toys, or, if they were lucky like two of my friends, got the Cylon Raider.



What were they thinking there? Kids will love having a ship never seen on the show? A Viper-esque thing on wheels will be great! Don't toy company execs actually ever have kids look at their proposed toys? Because the Viper and the Raider were the only ones they produced that were necessary. A shuttle might have been nice, or anything in the action figure scale. Action figures with detail and articulation at least as nice as Kenner's Star Wars figures would have made it a competitive line too, as it was I got all of mine as gifts; despite being a HUGE BSG fan (at 9 years old I was apparently their demographic), I knew their action figures were crap. Oddly enough, I have the Muffitt figure sitting on my desk- top shelf, center, under the light, on top of my Cesare Borgia tobacco tin full of old coins, behind a bunch of old school D&D miniatures, mostly Heritage and Ral Partha, some Grenadier or others.

Now I guess that it is apropos to this discussion, in a roundabout way, of BSG that my new copy of Dawn Patrol came in the mail today. Here are the pictures:







It is pretty nearly complete, I didn't count the counters, but the rest of the contents are there except for two maneuver cards used for tailing/being tailed. There are three complete sets of maneuver cards and one set missing two. My wife Mona actually volunteered to make some more sets using her skills with art and graphics programs and I can then print them out onto heavy paper and she'll cut the new decks out. There was also this odd box of counters that doesn't actually go to Dawn Patrol. I've been a Wargamer for three decades and I don't recognize these guys, anyone know what game they're from?



My wife took this picture with our digital camera, because I am impaired at photography, so I thank her for that

Anyway, over the years I have built and rebuilt BSG RPGs, and never got anyone to play with me, even my buddies like Lance who LOVES the original 1978 Battlestar Galactica. How Dawn Patrol fits in to all of this is that in a couple of incarnations of my BSG RPG, I pretty much used Dawn Patrol as a chassis for the fighter combat. Obviously, it needs some modification to make it a space fighter combat game, but, in theory, it works all right. I say in theory, because I never playtested it against anyone but myself. I don't exactly know when I started "designing" games, it seems like I must have been in high school, but that seems kind of late for a BSG project. Probably earlier, I was always stuck chasing the Questing Beast that is the perfect RPG as Big Darryl's Squire, so modifying rules was in my gaming blood from the time I was in junior high I guess.

I don't know how many iterations my BSG RPG went through. I do know that every time some hot new game system came along down the pike I had to see what it had that I could use, modify or be inspired by. I rewrote the WEG D6 Star Wars game into a BSG RPG, that was dead simple, all you really have to do is remove the Jedi and change some terminology. I had an entire GURPS version once, and I didn't even own any GURPS books at the time. Having access to your friends and mentors gaming libraries is a good thing. I am pretty sure I quit trying to put together an original series BSG RPG sometime in the mid 1990s; I am going to guess that I figured if it hadn't happened by then, it just wasn't going to happen. I know I quit before the D20 craze, otherwise I'd probably have driven myself nuts trying to make it happen again and have everyone in my D&D group be all lukewarm on the idea.

Monday, February 13, 2012

Gamer ADD and AD&D







It's no secret I have a strong preference for historical settings with a bit of fantasy thrown in for flavor, usually the folk beliefs of the peoples living in the setting at the time, sometimes something a little more fully fledged fantastic or even more gonzo stuff. When I set up a new D&D or AD&D campaign I usually take and create a quasi-historical setting with a new world and all the D&D monsters and toss in some real world cultures, usually from around the same time and place, so I know how they'll interact. I have found over the years that my players prefer a more "straight" fantasy D&D world, flavored with the cultures of our Earth to an actual historical setting, although they're usually cool with a historical setting if you leave in all the D&D-isms they've come to expect- Goblins, Orcs and other Humanoids, all the PC races, flashy, destructive Magic-User spells like Fireball, et cetera; which is why the 1139 AD Cornwall campaign is working so far, no restrictions.

That said, I am walking a fine line with my B/X campaign set during the Anarchy, I've been reading a lot of stuff about medieval England; which is really just supplemental to the knowledge I already have on the subject, but I need to refresh and build up my knowledge of that specific time and place. I understand this is more for me than it is for the players, but if I am not enjoying the setting, then it will show through into my game. The players are just as happy to be playing here as they would be in the Grand Duchy of Karameikos or the Kingdom of Furyondy, as long as they still have the opportunity to explore dungeons, slay Orcs and get some gold for their efforts.

My semi-secret plan is to start another game set in the same time and place with another group and have the two games influence each other. I may expand this to include an internet based game at some point too, but I am fearful of the new technology and DMing for a group of people I don't know, so that's in my "we'll see" category. I am ambitious enough to think that this game can last long enough to have players reach Name Level and have an effect on the civil war between Stephen and Matilda, or even start a new faction if they really want to. The current game is B/X and I am pretty happy with it, although the new Adventurer, Conqueror, King System looks like something I may want to check out.

I'd also be lying if I said I didn't miss AD&D, at least a little. Those bastards at WotC managed to announce the re-release of the 1st edition AD&D books at just the wrong time. I'd just about finished reading the Moldvay Basic book and was doing a lot of comparisons anyway. AD&D has a lot of nostalgia value for me and everyone I play with, even my kids, because I started them with it. People in my B/X game were already a little wary of the whole "Race as Class" issue, then we started taking casualties and the AD&D "Death at -10 HP" rule was sorely missed. My new Schrodinger's Adventurer rule hasn't seen play yet, so we'll see how it works out.

Speaking of house rules, I am having some trouble getting new house rules to stick; people just forget about them and so do I. I love "Shields Shall be Splintered", but it's useless if we never remember it. The d30 rule only gets used every now and again, usually when Dalton remembers it and reminds one of the other players to use it, or uses it himself and sets the example for the others to follow. The only "House" rule everyone remembers to use is the unwritten, never explicitly stated, I might face a player rebellion if I revoke, "Natural 20=Critical Hit=Double Damage"; every D&D or AD&D player I have ever played with has used that rule. I see on some blogs that some DMs don't use it to inflict double damage on PCs, but I have always figured what's good for the goose is good for the gander. The only thing I insist upon is that players roll 2 separate dice for damage rather than doubling one, and that strength and magic bonuses are only added after doubling.

Anyway, now everyone is all talking about AD&D again with the impending release of the core books and I am all caught up in thinking things like "Wouldn't it be nice to add a few more Class options? Multi-Classing? More PC Races", all those little rules that drew me into AD&D in the first place. Well, that and the fact that D&D was being marketed to kids and AD&D to adults. On the one hand I know a bunch of people would be pretty happy to switch things over to AD&D, on the other hand I really want to continue the game I have going with the rules set I have. Simple is nice. I am intrigued by the play possibilities of the stronger magic. The lack of multi-classing possibilities has significantly limited the number of non-Human PCs, which I like. There hasn't been a single Halfling yet, there were three Dwarfs and they all died, and just one Elf, she is still alive. The first adventure claimed the lives of three Dwarfs and two Magic-Users, I wonder what that says about the adventure? Other than Magic-Users should avoid the front line.

Should I switch to AD&D? Lance and at least two of my kids want to, Lee Ann favors AD&D, but is open to B/X, Mona doesn't care what rules set we use, I haven't asked Dalton yet, and Audra is brand new to gaming, so it doesn't matter to her. B/X was my idea to make the game simpler and faster; I also wanted to experiment with trying out gaming like it was 1981.

I went out and did some gaming on Saturday. I played a D-Day card game with maddeningly incomplete rules, as the Allies, I suffered a marginal defeat, but I think over the course of the game I figured out what the intent of the rules were. I played a tank battle board game from Milton Bradley, I think, that was sort of like a cross between Battleship and Stratego, I defeated Lance soundly at this. I played a Gladiator game called Arena Games that Lance had been wanting to teach me for a while, I also defeated him soundly at this. I then played Seven Wonders twice and lost both times, once badly, to Lance's 13 year old daughter. These new miniatures came in the mail while I was gone.



Heritage 25mm Historicals, they were Heritage and historical, I was compelled to bid, they needed a home.



Heritage Archers, same with these lads.



Martian Metals Wizard and Flunkie, you can't have too many flunkies, am I right? These are my first ever Martian Metals miniatures too.



This guy was just billed as "Wizard", the miniature itself is marked Ral Partha 1982.



These were billed as Ral Partha and Grenadier, I can attest to the Archer being Grenadier, he says so, the other guy either didn't arrive in the package or disappeared after I opened it when I got home that night.

Not pictured here are the two other guys that were inexplicably included in the package, a pair of older miniatures that I would guess are Grenadier, but I don't recognize them and they are mounted on bases that I am loathe to try and remove them from. They have a Norse/Saxon look about them, both have round shields, one with a tree on it, the other plain wood; one is armed with an axe, the other with a sword. Both are wearing chain and spangenhelms, the axeman's conical with a nasal. Both are bearded.

This book came in the mail today.



I said I was reading a lot about medieval England, this is the first book I have gotten specifically about the Anarchy. Currently I am reading 1215 - The Year of the Magna Carta, which is nearly a century out of date for my game, but keeps referring back to the previous century for comparison, which I was pretty sure it would when I bought it. King John is only two generations removed from King Stephen and the Empress Matilda after all, he is the grandson of Matilda and the Grand-Nephew of Stephen.



These miniatures came in the mail today too.



They are a variety of medieval axemen and I figured, no pun intended, that they might be useful during my quasi-historical B/X Anarchy campaign. They also have pride of place as the last things I am getting from EBay this month, as I ran seriously over budget by accidentally winning more of these miniatures than I expected to.

Wednesday, February 8, 2012

Mail Call 08 FEB 2012

I got a lot of things in the mail today that I consider useful for my current D&D campaign, or RPGs in general.



I have heard good things about this one from several bloggers, at first I was a little dismissive of it, since I majored in History in college and the European middle ages were my concentration within that major, and my minor was in Medieval and Renaissance Studies, plus I am in the SCA, but it did look like fun.



This I've just had my eye on for a while.




This guy was labeled "Grenadier Wizzards and Warriors Officer of the Townspeople", I figured I couldn't go wrong with that pedigree.



This little fellow is the Dragon from the Grenadier "Tomb of Spells" AD&D set, missing his wings though, so I'll need to figure out how to strip off the old paint and repair him.



This is another Grenadier AD&D mini, the Cleric, I think it was in the specialist box, it's a good thing I knew what most of these miniatures looked like because the EBay pictures for most of the auctions aren't that great. I hope I figure out how to take better pictures with my camera when I get these painted. I think it's interesting that all of the Grenadier "official" AD&D Clerics and Paladins are clearly Christian, it goes back to the whole argument for the assumed Christianity of early D&D.



This is the Werewolf from Grenadier's AD&D "Monsters" large boxed set, I had that once and sold it to my friend Pete when I was a junior in high school. This Werewolf is in better condition than mine ever was though, mine came with some sort of horrible molding defect that had the base broken off and not really repairable. Grenadier miniatures were always a crap-shoot for me, I almost always got something wrong with a boxed set, either broken miniatures or missing parts or just wrong miniatures in the box. The paint job on this guy is actually pretty good, although it could use some touch up and a seal.



The Vampire Lord, clearly modeled on Bela Lugosi's Dracula, despite the centuries of removal from the assumed medieval setting of AD&D.



The Mummy from the same Grenadier set is another one that looks like the movie monster.



This guy is the "Liche with Horn", from the Grenadier AD&D "Monsters" large boxed set, this is the first one I noticed had the name of the monster spelled differently than it was in the Monster Manual and I always wondered why the Lich had a horn instead of being depicted casting a spell. The paint job is clearly going to need to be stripped from this one, the color scheme is awful.



Another from the same "Monsters" set, this one is called "Lesser Orc with Waraxe", which leads me to ask the question- Did TSR have anyone on staff that looked over what Grenadier was doing with their official AD&D license? AD&D has neither "Lesser Orcs" nor "Waraxes". Just saying.



Same set, "Lesser Orc with sword", I'd also like to not that neither these "Lesser" Orcs, nor the other, presumably "Greater" Orcs in the "Orcs Lair" boxed set are Pig-Nosed Orcs, like in the Monster Manual illustration, I never noted that at the time, but I feel it is noteworthy now, as the first "official" line of AD&D miniatures sowed the seeds of not adhering to established descriptions.



Same "Monsters" set from Grenadier, this guy is a "Gobling with sword", that is not a typo, he is not a Goblin, but a Gobling; I can only assume this is some unholy crossbreed of Goblin and Halfling. Either that or the same people that should have been doing quality control from TSR dropped the ball on this too.



This one is the "Gobling with axe", same set.



This is the Ghoul from the same set.



This is the "Armed Wererat" from the same set, all in all, I got half the set for about what I paid for the whole set back when it was new. Ye Gods, I wish I had never sold a single one of my miniatures over the years.



These lads are from the Grenadier "Fantasy Lords" series, I grabbed them as a set because they're pretty cool and look like they'll fit in with my current Cornish 12th century thing.



This one was just labeled "Demure Female", I have no idea who the manufacturer is, but my wife has already started painting her.



I found this by accident when I was bidding on some other stuff the guy had up, I had tried to win this several times in the past and was never successful, this time I figured I'd try and snag it just because I will eventually return to my Oriental Adventures game, more monsters is always a good thing and back converting from 3e to earlier editions is pretty simple.



AC4- The Book of Marvelous Magic, I figured since I am playing a B/X game this could come in handy, I know it's Mentzer era, but they are about 99.9% compatible.



These guys are two Ral Parthas and a Grenadier, they were a good deal and I like old school miniatures.

Sunday, January 29, 2012

What I Spent My Afternoon Doing

Since it was snowing out and it was my "off" weekend for D&D, I read OSR blogs all morning and then broke out my miniatures for some painting. I actually spent the first couple of hours going through the paints here to see which ones were still good, my buddy Lance recently donated a large collection of his paints to me*, so I figured it was about time I checked them out since he had had them in storage for quite a while. Most of them made it, but there were 13 casualties, almost all Games Workshop paints, except for 1 truly ancient AD&D bottle.

I decided that I would prime a bunch of miniatures up for painting, hopefully this week, for my new B/X campaign set in England during the Anarchy. My lovely wife Mona joined me for this fun weekend activity and began to paint a previously primered Black Orc Games Geisha, just for fun, until I had some miniatures more appropriate for our current campaign ready. I am a stickler for waiting 24 hours for the primer to dry, but she over-ruled me, since she is an actual artist and just waited until she decided they were dry enough.

I primered miniatures today until I ran out of primer. She painted a total of three from start to finish, and has a fourth in progress. My son, whose 17th birthday is tomorrow, so Happy Birthday John, painted his first ever miniature too. He's convinced it sucks, I don't think it's too bad.

So here are the pictures.



This is John's first try at painting a miniature, from the front.



And from the back, he was going for a skull on the shield there. I tried to warn him not to try an paint anything too detailed on the shield, but he wouldn't listen. He decided it looks like a Panda. The red is supposed to be blood. I usually go for a less is more approach to gore on my miniatures, but again, it's his first time and he's 17 tomorrow.



This is the Lantern Bearer miniature I call Lorenzo, after my last campaign's professional lantern man. Oddly, this is the only picture of all the ones that Mona took of the individual miniatures that she painted that came out good, the rest were all blurry.



These are all 4 of the miniatures that were completed today from the front.



And from the back.



This is the huge bunch of mostly Clan War Samurai Heavy Infantry, but also a bunch of Black Orc Games Bushido Clan and some of their Panthera Tribe.



Lastly, a group shot of the miniatures I primered today I think I did 46 total, including 3 of the ones that were painted or partially painted. Most of them are Mega-Minis or old Grenadier AD&D Gold Box, the rest are a mix of Ral Partha, Heritage and a bunch of other companies. I only wish I had remembered to grab the pack animals off the shelf in the other room before I ran out of primer.



*Only fair, years ago I did the same for him, strangely three of my old AD&D bottles made the trip back, sadly one of them had dried up.

Tuesday, January 24, 2012

Moldvay Basic Observations Part 1-

When I started reading through the 1981 Moldvay Basic rules I really didn't expect that I would find anything new or exciting to me, especially considering how many times I have looked things up in that book just for the sake of comparing it to something in AD&D, OD&D or Holmes. I assumed what I was going to find was a rules-lite version of AD&D, the "Kiddie-D&D" I had always been biased against since I was a kid myself. I am delighted to say I could not have been more wrong. I have stated on a number of occasions that I started out with Holmes Basic, and it is, more or less, just a re-edit of OD&D, less confusing than OD&D, but not by much and with a few funky house rules Holmes threw in there of his own, that's cool. AD&D was just OD&D all house ruled to hell for E. Gary Gygax's Greyhawk campaign and then declared official TSR, tournament style, never house rule this D&D again, D&D anyway*, right? That and a way to separate it from Dave Arneson's contribution to the hobby in a legal, financial way; or so I have heard.

Anyway, on to my observations about the red book. Right from the get go I could see that this was a different beast than Holmes, it was not simply a restatement of OD&D rules, but an evolution of them; sure they were clearly descended from their immediate ancestor, but they were a new creature, sleeker and more graceful than the one that had come before. I am currently so enamored of Moldvay's rules set that I am seeking out a Mentzer Basic set too, just so I can check it out and make that comparison too.

I was specifically asked by a blog reader to break this analysis of Moldvay down into easily digestible parts, so I will try to not cover too much in this post. I will also attempt to NOT simply compare Moldvay too much to it's immediate predecessor, Holmes Basic, or to 1st edition AD&D, which I am much more familiar with, but I can't promise anything simply because sometimes the only, or at least the easiest way to illustrate is through comparison. I should also mention that this blog post has been a beast to write, I have written and rewritten several sections, switched parts around and, in general, done more work on this post than any other blog post I have ever written; usually I just put out my thoughts as they come to me, do a quick fact check if necessary, look for obvious spelling or grammar errors and send the post on out. This one seemed like more of a special occasion post. I took notes for this one.

On to character generation then. It's totally old school; 3d6 in order (Str, Int, Wis, Dex, Con, Cha) with a slight ability to modify based on what class you choose, you can drop an ability score by 2 points to raise your prime requisite by 1, but you can't drop anything below a 9 and Dexterity, Constitution and Charisma may not be lowered at all, but depending on class Dexterity may be raised. Ability scores are way less fiddly than in AD&D, there is almost a universal stat modifier like in 3e. Except for Humans race equals class, another old school concept that's been gone since the AD&D 1st edition days from my world view, but there it is. I think that may be the biggest hurdle for more modern gamers to accept, and this includes 1st edition AD&D players**.

The classes available are Fighter, Cleric, Magic-User, Thief, Dwarf, Elf & Halfling; a short and simple list. It's the same list, with a slight change in terminology, as the one in Holmes Basic, but way shorter than the list in AD&D. It also doesn't lead us to believe that this is the gateway to AD&D, this version of the Basic book comes right out and tells us that there is an Expert book coming (Spoiler Alert: I looked in the Expert book and it said there was a Companion book coming too), it doesn't ever imply that we should be moving on to AD&D.

So, you rolled your Abilities picked your class, modified if you wanted to or it was possible, now you roll your Hit Points. The bad news here is that if you are used to AD&D your Hit Die shrunk. A Fighter or a Dwarf get a D8, a Cleric, an Elf or a Halfling get a D6 and the Magic-User and Thief get the D4. I kind of felt bad for my players so I let them roll against me for starting Hit Points, that is to say, we both rolled the appropriate die and kept the higher result. Hit Points are still modified by Constitution and there isn't any of AD&D's preferential treatment given to Fighters, so you could possibly have a 7 HP 1st level Magic-User or Thief.

Next we pick Alignment, there are only three to choose from which is actually a step backwards from Holmes Basic, which had five, but really the whole nine Alignment spectrum was there, just not filled in and defined; anyway, Lawful, which is more or less "Good" or allied to civilization, Chaotic is the opposite of Lawful, generally considered Evil, uncivilized, and selfish. Neutral falls in between the other two, either as unintelligent, and therefore unaligned in anyway, or actively preserving some balance between Law and Chaos, or just kind of libertarian and trying to survive.

Anyway, the thing that struck me right away about the classes was that they were both weaker and slightly stronger than their AD&D counterparts; what I mean by this is that AD&D kind of institutionalized the first iteration that all Player Characters were Heroes, not just average Joe's trying to better their existence through adventuring, AD&D gives you a whole bunch of different character creation methods, but the most common/popular one is probably 4d6 rearrange to taste; that's your first character build right there. AD&D is the first D&D where every player can sit down before the game and discuss what character they are going to play before character generation, that doesn't happen in Moldvay, in Moldvay, as in Holmes and in OD&D, you play the character you roll, it's actually kind of liberating. I had forgotten how much I liked that, much in the same way that I had forgotten how much I liked playing without miniatures when I quit playing 3e.

Now, that, and the fact that they get a smaller Hit Die type than AD&D, shows how they are weaker, so how are they stronger? First, they get an average higher amount of starting money than their AD&D counterparts because every character gets 3d6x10 starting gold; everyone except for Fighters makes out better, and the lower cost of better Armor even helps them out with better AC. They were going to get an AC boost anyway because there are only 9 ACs instead of 10. The thing I think makes Player Characters clearly tougher than their AD&D brethren though is the Morale rules in combat, two Morale checks in every combat encounter means that every encounter is not necessarily a slaughter, especially against the weaker low Hit Die Monsters like Goblins. Sure, when I played this past weekend the four Goblins the party encountered fought to the death, and killed the party's Magic-User in the process, but it was just bad luck there.

Every class has some clearly listed restrictions and special abilities; I could quibble with some of the restrictions, particularly considering the fact that variable weapon damage is an optional rule, but I won't for now. One thing I noticed today, after I'd already read through this section several times, was that Halflings DO NOT have infravision in B/X D&D, I went back and looked it up in Holmes and saw no mention of it there either, so EGG apparently decided in the AD&D PH that all Halflings got infravision, in the AD&D MM only Stouts have it and there is no mention in any book that I have before then; I mention this as a case in point of how hard this project has been, to read through rules text that greatly resembles rules text that you are very familiar with looking for the differences.

Of all the classes and racial classes, the one that I think gets hosed is the Thief. They get the d4 for a Hit Die type, no Dexterity adjustments for their Thief skills and their Thief skills are generally worse than they are for a first level Thief in AD&D. In a statistical anomaly, they are actually worse at finding traps than any other characters, despite it actually being one of their class specialties; a first level B/X Thief can find a trap 10% of the time, any character searching for a trap has a 1 in 6 chance or roughly 16.6% of the time, a Dwarf under the right circumstances doubles that to 2 in 6 or 33.3% of the time. Similarly, Halflings can hide in shadows better, 2 in 6 or 33.3% anywhere, 90% outdoors vs. the Thief's 10% chance at 1st level.

Having rolled our Abilities and chosen a Class then, possibly, adjusted them, picked an Alignment, and rolled for starting money, we move on to buying equipment. Fewer choices, quicker to play. There are literally 40 items on the entire list, I could type the entire thing here, with the prices in about a minute. 3 types of armor, Leather, Chain and Plate. 3 types of sword, Short Sword, Sword (normal) and Two-Handed Sword, I might have named them differently, but I am cool with the choices. Variable weapon damage is an optional rule, although I'd recommend it's use. Crossbows are far less screwed than in AD&D, they only get to fire every other round, but at least it makes more sense given the shorter rounds (10 seconds vs AD&D's 1 minute) and they aren't penalized on damage like in AD&D; that was one of the things that always bugged me about AD&D crossbows are vicious, deadly killers in the real medieval period in AD&D they are just a poor choice of ranged weapon.

Right after the equipment page is a page with Languages, Inheritance, "Hopeless Characters" and the run through of Character Generation. Languages are just a list of suggested languages for all of those characters that rolled a high enough Intelligence score to know any additional languages (13+). There are 20 of them listed so it could be easy to make it a random pick if you were indecisive or didn't care. Inheritance is a rule for inheriting the possessions of your previous character. The only place I have seen a similar rule before was in Hackmaster. This rule curiously applies to the player and is once only per player, so, presumably most older gamers that have played B/X are screwed, they probably used this rule back when they were 12 years old so they could keep their cool items from the Monty-Haul days. There is a 10% inheritance tax applied though. "Hopeless Characters" are a little more loosely defined in Moldvay than they are in AD&D or later editions, a Hopeless Character here is "below average in every ability" or has "more than one very low (3-6) ability score" in which case the DM may declare the character hopeless and allow the player to roll up a new one. The run through of Character Generation is cool for a couple of reasons. First, it is concise and easy to follow. Second, it assumes a girl will be playing D&D; I have rarely been part of a D&D group that didn't have some female players, and most of my players are women these days. I guess I missed the part where D&D was supposed to be girl repellant.

There are a few pages of spells listed after character creation and equipment, I suppose now would be a good time to mention the two things about spell casters that are different than AD&D. First, Clerics don't get a spell at first level, I thought this would be a huge weakness in play for the party but it really wasn't. Second, Magic-Users and Elves get to choose their spell, one first level spell, for their spell book, that's it. AD&D Magic-Users get them assigned semi-randomly, but they get four starting spells, Read Magic, an Offensive, a Defensive and a Miscellaneous spell for their spell books. At second level, the Magic-User or Elf will get a second first level spell, at third level they will receive a second level spell. Now I shall end for today, but I want to talk about the actual spells some next time.



*Not that anyone ever played it that way, but that was the intention, to get everyone playing by the same "official" set of rules for the purposes of tournaments. That's what old Dragon Magazine articles said anyway. I might not be imagining things if I thought there was a more mercenary motive in pushing the AD&D product line over the D&D product line, but then again I might be too.

**I am aware that, technically speaking, 1st edition AD&D predates Moldvay Basic; the Basic D&D line represents an older lineage of D&D gaming, AD&D was the more "modern" descendant.

Oh, and it was D&D bargain week on EBay-


A much better copy of the Cook Expert Book, my other one the cover fell off of.



The Mentzer Expert Book, I never had this one, so I am looking forward to reading through it too.



AC2- Combat Shield & Mini-Adventure, the 1984 publication date indicates it's a Mentzer era D&D product, is it compatible with B/X? I'll have to check the charts and see. When I bought it I was hoping so.



Grenadier's Dragon Lords Monster Manuscript, this one is pretty much just an AD&D monster manual for Grenadier's Monster Manuscript line of miniatures released in 1986-7; still more monsters with unique stats is always a good thing, eh?



Dwarf with a Torch, not too much to say there, I just usually throw down a minimum bid on any miniature I find that's carrying a torch or lantern or backpack or chest. Hireling types are hard to find.



Four Knights with a bonus Thief and Warrior, I really didn't expect to win these guys on the minimum bid either, but I did, I already had at least two of that Grenadier Thief. The Knights are nice, but kind of scrawny even for old 25mm scale, and the Warrior I'll need to strip and repaint, anyone recognize the company?



The High Level Campaign Book I grabbed because it was cheap and I never even saw it before, much less read it.



Ditto the Book of Artifacts, same seller, I must have been asleep for that part of 2nd edition AD&D's life cycle.