BASIC MAGIC: What Was Top Choice Among Starting Spells for Early Module MUs?

 

from Wizard of Barge

Due to playing a long-running, well, 6th level anyway, BX magic-user, I've had a lot of thoughts over the years about playing wizards in BX/OSE. 

I took a quick look at the first of the B-series (1-9) to see what spells were given to early starting magic-users once the game was ~5+ years on from its inception. By this time, the people writing these modules had exposure to D&D as a player, not a creator.

Since the goal of the B-series (B for Basic) was to introduce new players to the concept of D&D, many contain pre-generated characters which can be used as hirelings or PCs. A review might allow me to see how earlier designers thought of starting MUs, the obstacles that the players would face, and so might sculpt how they present the magic.

A BASIC REVIEW

B1 In Search of the Unknown (Carr)

In this module, 12 MU or ELF PCs are listed, and a weighted table is used to determine which spells they have.

Unsurprisingly, for 1st-level spells (Table A), Charm Person and Sleep rank as the prime spells at 15% chance each will be rolled. The runners-up at 10% are Detech Magic, Light, Magic Missile, and Shield.

Interesting though that 2nd level spells (Table B), has a far more equal distribution among the spells listed. At 10% chance, Continual Light, ESP, Invisibility, Knock, Levitate, Mirror Image, and Web get equal billing.


B2 The Caves of Chaos (Gygax)

For the NPC generation here, only 3 out of 20 potential N/PC are MUs or Elfs. There are no pre-assigned spells to those characters or a weighted table.

The full number of 1st and 2nd-level spells is given, with three 3rd-level spells mentioned in the table: Dispel Magic, Fireball, and Fly.

B3 Palace of the Silver Princess (Wells)

Here, there are 13 "read-to-play characters," of which 4 are MUs or Elfs. Each is given either Magic Missile, Sleep, Charm Person, or Light to start with


B4 The Lost City (Moldvay)

There are 5 magic-using characters presented as pre-generated options in B4 and we can see there are only two spells-- Sleep or Magic Missile.



B5 Horror on the Hill (Niles)- There is only 1 MU and 1 Elf among any of the 11 pre-rolled characters and. B6 The Vailed Society (Cook)- Like Hill, there is only 1 MU and 1 Elf among any of the 7 pre-rolled characters

Neither pre-assigns spells to the characters nor offers any weighted tables, so I assume you'd either roll these from the book or the DM provides the MUs with their spell selections.

B7 Rahasia (Hickman & Hickman)- Again, just 2 MU, but also inclusion of magic items and higher levels. For 1st-level spells: Shield, Magic Missile, Sleep, and Floating Disk; for 2nd-level spells: Web




B8 Journey to the Rock (Malone)- There is 1 MU and 1 Elf both are higher levels than the 1st level adventurers we see in the earlier modules. The Elf has Hold Portal and Magic Missile, while the MU has Charm Person and Protection from Evil


B9 Castle Caldwell and Beyond (Nuckolos) and B10 Night's Dark Terror (Bambra et. al.)- No more ready-to-roll characters

SUMMARY

Sleep is a clear winner! Really no surprise, really, since it might be the best singular spell in the whole 1st and 2nd level lists. A fireball of feathers. It can take out 2d8 (avg 9) bandits (1 HD) or 1 ogre (4+1 HD). It's top because its cheap, level 1 and only takes 100gp to make a scroll, and it covers a wide range of threats.

Magic Missile is in second place in terms of frequency. This is kinda a surprise to me given that Charm Person is often considered the next most powerful spell at 1st and 2nd level. I wonder if that's because it just feels magic-y- shooting off a bolt of arcane energy that hits unerringly? Or fits its one of the most easy to understand spells?

What is true is that Magic Missile is a good offensive weapon against other enemy MUs because it can weave through the ranks and hits without a roll which is perfect for disrupting enemy Sleep spells. But was that really what early designers were thinking?

From an old-school dungeon design perspective, I think there are a couple of opportunities.

One adjustment might be to swap the levels of Sleep and Invisibility. Invisibility is a fun spell that ends when the invisible person attacks or casts magic. So the spell is very hijinks-oriented, can benefit the cast/other classes, and can be cast on objects. It also feels really wizardy. This would place Sleep in a narrower range of opportunity.

Or as dungeon designers, we could look at Sleep and Magic Missle as opportunities to increase threats at lower levels. This is not to be "killer DMs", but instead to enhance the fantastic. Not need for 1d4 giant rats or 2 bandits splitting 20gp.

Instead, you could make a band of 20 bandits a presence in a starting adventure. A threat that *could* be solved by a starting MU with Sleep and party with careful planning.

With Magic Missile, perhaps more enemy MU should have Sleep themselves, but downed PCs might be a sarifice instead of simply just having their throats slashed (as PCs would do). Or perhaps there could be fast-moving or incorporeal threats that are low HP but cannot be interacted with by mundane means.

Either way, again, these would ramp up the excitement of low-level adventures and not make them seem like a waiting room for better fun at higher levels.


GAMEHOLE CON 12: A Reflection Of My October Gaming With Shadowdark And More!


This past week I went to the GameHole Con in Madison, Wisconsin. For the 12th iteration of the convention, it was me, along with 8,000 other gamers, plus three of my friends, ranging from con-experienced to con-inexperienced.

GAMES I RAN

This year I took it easy and only ran two 3-hour sessions of Miranda's Nightwick Abbey. However, I decided to not make it easy on myself by running one 9-12 PM and then 8-11 AM to the following morning. Ugh.

Similar to the ReaperCon games I ran this year, I used Nightwick's unique geomorph setup to scramble together a singular level made of elements of Levels 1 & 2. This is a unique facet of Miranda's design I've never really seen in any other dungeon. I've more thoughts on it I'll have to share in another blog post.

Then, using Shadowdark's 0-level rules, I ran a funnel where 5 pairs of villagers had to escape the Abbey after being lured there via wine, song, and a vicar who was a most terrible shepard of his flock.

Because Shadowdark uses luck tokens, I also cobbled together a quick mechanism to track different decisions made in the halls of Hell. So PCs started with 1 virtue token used for re-rolls or forcing me to re-roll. But they could gain vice tokens when bargaining for power or performing acts that were particuarly self-serving.

After seeing at ReaperCon how hard it was to remember which of the grey villagers minis were which, I decided to paint each pair a distinct color, which worked out really nicely and pushed me to get my painting station set up. But I have to admit, from an old-school perspective, black with white dry brushing is a cool effect.




For the specific paints, I used a combination of Reaper's Master Paint 2.0 series, given out this year and Army Painter's John Blanche Vol 2 which I picked up on a whim.

How did the game play out?

The 9:00 PM game was novel out of the gate by the appearance of not one but 3 "VIG" badged persons. Which got me a little sweatty, given they shelled out the big money to play at this con so I didn't want to suck. As a group, only 1 or 2 answered "yes" to the first question of if their characters would murder for a weapon to augment what was left of their equipment. This group tried to stay together for the most part but but slightly undone when they turned north, then back west, which was toward their starting point. Eventually, they found themselves cornered by the Blind Brothers and viciously cut down.



The 8:00 AM group, despite the early morning hour, was no less willing to embrace the darkness. This group all agreed to murder someone at the party for a 1d6 weapon. Then, the group proceeded to go on the offensive against the Abbey and ganged up on the marrow-eating creatures in the room with them as well. This group's aggressiveness served them well and they were certainly willing to cut a deal with the Abbey. This included being betrothed! This group also had a very virtuous action by a member who prayed for divine intervention from the God of Law at a critical moment and rolled a nat 20! He saved his party but slain in the process; however, he ascended to heaven even in the Abbey. The rest of his party was not so much. They ended up going into the light, which is the burning, infinite gullet of the dragon of Hell.




But in the end, despite the long odds, each group seemed to really enjoy their time in these hell-haunted halls of Nightwick Abbey.

GAMES I PLAYED

Pirate Borg: I gotta say our "Harbor Master" did a very nice job introducing us to this Borg-hack. Much like its parent ship, Pirate Borg is very flavourful and does a nice job through various random tables of building great characters. 

My pirate, Philip the Unlucky, and his crew explored a mysterious island, battled a giant crab, and stole a bunch of treasure! All aboard our sloop named "Dogg" led by our youngest member Capt. Waffles, who was surprisingly not murdered by the fay spirit he conjured.

Heroquest: A blast from the past as my original version was sold in a garage sale many moons ago. This game was run by Doug Hopkins who is the current line designer for Heroquest. The adventure we were playing was from the expansion that was designed by Joe Manganiello-- so a cool double twist to this experience. 


At the end of the game, I won a set of specialty dice that I gave away to our youngest player, given he and his friends were big fans of the game. But I didn't walk away totally empty-handed because I got a free quest and a pad of blank sheets featuring the Heroquest board to design your own adventures.

Oh, Doug is also the current lead on one of my other favorite board games, Talisman, so it's really great to get a chance to hang with him at the con.

Shadowrun: In middle school, I made friends with a guy whose favorite setting was Shadowrun so, like Heroquest, this was mainly driven by my nostalgia. I had also forgotten how many d6's are really needed to play this game so it was laughable I showed up with a paltry mix-and-matched set of 5.

The setup with protecting a rising influencer star at a gaming convention like TwitchCon, but in the future. I played a pre-gen Smuggler class, but much to the GM's delight/dismay, kept running Edward Norton like a "Face" class. Turns out our charge was more than meets the eye- surprise! But it was a good time. We convinced a second set of runners to be our B-team, we foiled a drone attack, and had a final showdown.

Along the way me and the Street Samurai player had assembled a new concept album for our young pop-star. So coming soon from Tigre: Witness Protection- You Can't Hide My Shine (title) with tracks "Boom! Drones on Fire" and "My Technological Romance"

PEOPLE I MET

I did drop by a panel on building a YouTube RPG presence because it featured noted D&D folks Ben Milton and Justin Alexander. It was an interesting hour about some of the realities behind the screen. Notable for me was:

  • The social media company's algorithm controls a lot of what is actually seen and you have to be really big for them to even bother sending you an email that something has changed
  • Content in a series rarely does well beyond the first item in that series because the audience just halves after each subsequent engagement
  • All the panel agreed that while some sorta live-play + DMing advice would be good that sorta content would take too long to produce and suffer from the same sequence problem; ideally, such a thing would have to be edited down from 1-3 hours to 10-30 minutes of the "good stuff" maybe making it hard to follow
  • A lot of the biggest "stars" in the RPG space had already made a following from something else and brought those eyeballs to their YouTube channel; same folks often have additional editing teams and or experience to help out
Maybe none of the above is really unknown, but it reinforced to me that there is a lot of other things going on behind the scenes for someone to make a breakout in the social media space. And a lot of that is often hidden in "percetion" of how they got there.

Mica & Doug Kovacs, both of DCC fame: While at the bar, my mentioning of Castle Rat to a friend allowed us to strike up a conversation with Mica who runs a lot of DCC events. It was really cool to meet them and hear some Goodman Games stories. Mica prodded (dared, suckered) me into tell Doug Kovacs he need to listen to Castle Rat.

Cut to me doing just that...and Doug was ready with an opinion! It actually prompted a neat conversation about music, art, and the state of RPGs and D&D. It was really interesting and was cool to chat with him. I learned three things that Doug has
  1. Several playlists culled from an old G+ thread of metal music which was cool
  2. A set of Talisman houserules he likes to play with to speed things up
  3. A war game called Dog Storm which a wargame consisting of bands of 5 repurposed minatures and found terrain- occasionally a storm of plastic dogs are thrown on the battlefield- if they touch your mini it dies instantly.

Final Thought: I really enjoyed GameHole Con this year. I think cons are great because for the most part they are a big gorup of folks who really enjoy *playing* the hobby. That connection is really fantastic!