|
Post by GRWelsh on Jan 8, 2024 10:32:24 GMT -5
I was thinking about what D&D and AD&D rules came out that were much less useful than others, and when that started. The D&D Supplement IV: GODS, DEMI-GODS AND HEROES (1976) may be the first time things went in that direction, later superseded and expanded upon in DEITIES & DEMIGODS (1980). Why do I say that? They make for interesting reading, but very little is applicable to actual play. Writing up deities as if they are characters or monsters seemed to be a natural evolution, but how often do deities actually get used in campaigns as 'monsters'? Either fighting against or for the player characters? It has to be one of the rarest instances. I'm not saying it is useless to write up details about deities, in general, but just the way it was done -- to treat them like monsters out of the MONSTER MANUAL -- may not have been the best way to go. EGG course corrected this somewhat in his 1983 boxed set for the WORLD OF GREYHAWK with more of a focus on the followers, their practices and powers, and where and how the deities were worshipped. That to me is much more useful information than knowing the strength scores, hit points and armor classes of the deities. Also, it seems a bit off to treat deities has having character classes in the same way the player characters do. Does that imply they improve by earning experience? Giving deities character classes implies they have the same abilities but also same limitations as those classes. That they need spell books and must memorize and learn spells? Do those with cleric spells and abilities have to pray to some even higher entity to get them? That seems unlikely, so why wouldn't they be unlimited if the deity is giving power to itself? If a god of magic is defined as a 24th level magic-user, does it make sense that a human mortal magic-user can match or exceed that level?
P. S. This isn't meant to be a dig against James Ward or Rob Kuntz. We all learn by trial and error what is useful and what isn't. There was, I think, a need to expand on the cleric concept by providing details about the deities they worshipped.
|
|
|
Post by geneweigel on Jan 8, 2024 14:57:19 GMT -5
That is a good question. Especially anything involving Jim Ward... Just kidding! Seeing it at the 11th level of post-modern D&D incarnations, it puts it in perspective like that but perhaps it was to say this is how far your limits go as a character is in the foreground of these beings.
|
|
|
Post by geneweigel on Jan 8, 2024 15:21:56 GMT -5
I've got a good quote from DRAGON #28 (AUG 1979) a Q&A with Gary on the release of the DMG Highlighted relevant part in bold):
|
|
|
Post by GRWelsh on Jan 8, 2024 17:32:05 GMT -5
Seeing it at the 11th level of post-modern D&D incarnations, it puts it in perspective like that but perhaps it was to say this is how far your limits go as a character is in the foreground of these beings. Yes, I think that's right. Tim Kask wrote in the Foreward to GODS, DEMI-GODS AND HEROES: So, it can be seen as setting the bar for comparative purposes. I get that, but part of the rules are the humans are unlimited in potential for some classes, and most demi-humans are for the thief class. Also, there are no limits within the game system for how much a DM can give out in treasure and thus XP. There is nothing in the rules that says "player characters above level X are absurd." Magic-user spell progression charts go all the way up to 29th level... B/X D&D allowed character progression up to 36th level. So, it's not unreasonable for D&D groups to have the goal of getting really high level characters, if the game mechanics allows that, and it does.
|
|
|
Post by geneweigel on Jan 8, 2024 17:32:06 GMT -5
I found another relevant quote from Gary in DRAGON #97 (MAY 1985) article "Deities and Their Faithful - How gods and worshipers fit into the AD&D® game By Gary Gygax" introduction:
|
|
|
Post by geneweigel on Jan 8, 2024 17:47:31 GMT -5
I never really considered the "giveaway games" of D&D as part of the phenomena of "letting somebody win for a lift" because easy play was usually in the context of one on one. Cutting through the miasma of the "munchkin" games that I witnessed, to me "Monty Haul" always seemed to be "like me for my extra treasure because I have no social confidence".
The snowball of the "anti-baby" sentiment towards D&D games in the wake of the 1983 Mentzer edits, which was geared ultimately for the Toys R Us crowd, really makes Kask's feelings about Monty Haul hard to judge though. Were people that bad at that time (pre-Mentzer)?
|
|
|
Post by GRWelsh on Jan 8, 2024 18:06:04 GMT -5
From what I've read, there were stories in circulation about super high level characters, even in the 1970's. I don't think they were really common. Mainly there was concern around people having characters that weren't "legitimate." So, a Monty Haul DM could have his player characters go up to 10th level in 10 game sessions, a monster guarding a gem worth 1,000,000 gp, that sort of thing. By the rules, you could do this... Also, there was the concern about characters having so many magic items that they were overpowered: a golf bag full of magic swords or wands...
|
|
|
Post by geneweigel on Jan 8, 2024 18:22:38 GMT -5
I recall my brother DMing the high level characters of all my friends for a dust off the unplayable characters game and I recall some of them being ashamed of their multi-classed 30 plus compiled levels.
|
|
|
Post by GRWelsh on Jan 8, 2024 20:59:42 GMT -5
They were, essentially, godlike heroes, at that point, considering the bar set with the gods of Greyhawk like Heironeous defined as 'only' a 17th level paladin/12th level ranger. That's fine, if that's the kind of campaign one wants to run, and if the conception is that there are certain mortals who can attain such greatness or even be on the road to deity hero status or quasi-deityhood. That certainly seems to be the level Gord achieved in the novels becoming a Champion of Balance or equivalent to something like the Eternal Champion as Michael Moorcock wrote about. Mordenkainen, Murlynd, Heward and the like are described as attaining levels to be able to rub shoulders with and becoming peers of the gods, at least the lesser sort.
|
|
|
Post by geneweigel on Jan 8, 2024 21:39:27 GMT -5
My brother fashioned himself along Elric, rather than Conan, lines with a multiclass cluster on 3 or 4 of his characters which he slogged through the Immortals campaign with his middle school friends but seeing some of my peers have that same "bard cluster" of classes (EX: MU23/F8/TH14/CL6) when they broke out their "high levels" was shocking to me. Two of them were clearly labeled "demigod of..." on the top. After that I had retired my character the half-dwarf and that was it. I would muse that he was "at work somewhere" then returned him later as a sometimes resource for powerful players.
|
|
|
Post by Scott on Jan 9, 2024 23:16:34 GMT -5
I think it was François Marcela-Froideval that Gary said ran a super high level campaign that he would play in some times and Mordenkainen was considered low level with the group.
|
|
|
Post by geneweigel on Feb 29, 2024 12:02:07 GMT -5
I just reviewed the heavy hitters of AD&D in total. I mean its a different ball game when you're using the low key elements of the various "Mythos". Heres my jumbled thoughts after pouring through high level concepts of AD&D especially considering implementing "lesser" content of DEI & DEM and Greyhawk's World's gods in today's post-modern gaming scene: That all too familiar accumulated user-end style of D&D gameplay where the DM teaches neophytes priorly as what to expect in a statistic (i.e. chess) does not exist in the high level style. Its like high level play perpetuates that "first time play into the unknown" infinitely. This is definitely at odds with the "now old school". The culprit is psionics loss it seems.
Maybe the perfect storm of: (1)"User end habits of D&D play" paired with (2)"Lacking content of post-Gygax angle of products" (As well as those two feeding off each other creating lack of players and a need for quick play streamlining.) caused our current, although somewhat weakened, minimalization movement that first did away with psionics as a wild card threat (People claim "psi" was "optional" but so were subclasses optional by the book. PHB 1978 pg6 par. 4). Gary, in post-modern reaction, distanced himself from the nominals of "psionics" but as a necessity he continued using in DJ and LA relabeling it as "psychogenic". It seems to me that applying official psionics to AD&D helps prepare your mind for the odd variables of a long play campaign. Why? Aside from psionics, if you audit "King Arthur" (PAL 14/BRD 5) or Fafhrd (RANG 15/THF 13/BRD 5) they clearly aren't technically bards but they use bard abilities. This heavy hitter NPC difference is stated in DEITIES AND DEMIGODS (1980): Gygax continued this, for Froideval, in DRAGON #51 (MAR 1983) hinting at a high caliber gameplay being postponed until the campaign "develops sufficiently" highlighted in BOLD: SNIP (After listed quasi-deities of Heward, Keoghtom, and Murlynd then Gygax presents a preface towards Froideval's "hero-deity" character is considered an almost demigod) This "principle" of advancement of power is seen in the seaming gifted "special powers" that Kelanen has accumulated through high level play:
|
|
|
Post by GRWelsh on Mar 1, 2024 12:19:24 GMT -5
As far as psionics being a wild card threat, I think it certainly is, since most characters don't have any defenses against it. So, for high end play, the players may be familiar with and have ways to counter magic, but none of that works when you throw psionics at them, so now all of the sudden they are vulnerable again and have to be on their toes. I think that is the point you are making, and I agree that is an important factor when considering how to keep challenging players as they get more experienced and powerful -- and perhaps, jaded, or too knowledgeable about all of the threats in the game.
With the deities having a variety of classes and powers not available to player characters it was like EGG and the other designers were trying to "break the system open" to experiment with it and create things that are unexpected and new (and I think the sub-classes, multi-classes, dual classes, and especially the monk and bard fit into this concept) so I think your point applies there as well.
The quasideities, in addition to providing a conceptual outline of the spectrum from mortal to immortal in AD&D, also act as memorials by EGG... Tom Keogh (Keoghtom) and Don Kaye (Murlynd) were childhood friends, and Hugh Burdick (Heward) was a cousin. One can also memorialize favorite/retired PC's (Mordenkainen) and NPC's (Bucknard) in this way... Albert Bucknall (Bucknard) was a neighbor when EGG was young. So for the spectrum of mortal to immortal, it seems we have:
Greater gods Intermediate gods Lesser gods Demigods Hero deities Quasideities Personages Important (powerful) mortals Ordinary mortals
Coming up with ways or paths to deityhood seems to be more of the "breaking the system open" conceptually by EGG to come up with something new.
|
|