Professional Documents
Culture Documents
Today’s Tabbloid
PERSONAL NEWS FOR riorio2@rogue-games.net
There are three attributes (body, agility, and mind), underneath of which
are there are two abilities. Players are given 18 points to assign to their
character’s attributes, but there is an upper limit of 10 and only even
numbered values may be chosen. To generate ability scores, a player
divides the appropriate attribute by two and distributes that number of
Dungeonslayers is a free 20-page “old-fashioned roleplaying game” by points among the two abilities, with 0 being an acceptable option. Thus,
Christian Kennig. Originally written in German, I presume that some of a character with 4 Body may have Strength 0 and Toughness 2.
its linguistic oddities, such as its sub-title, are the result a less than Characters have numerous combat values, such as Hit Points, Defense,
perfect translation into English. Don’t misunderstand me: the and Dodge, whose values are determined by combining together
translation is solid and perfectly intelligible, but there are infelicities attributes and abilities in various ways. Talents are a bit like feats from
here and there in the text that are jarring, such as when the game 3e but much more modest in scope, with most offering fairly small
describes its focus as “slaying monsters and looting dungeons in a benefits to characters under very specific circumstances, such as +1
primitive and old-fashioned way.” From context, I presume the author bonus to stealth checks or +1 bonus on all healing and protective spells.
meant that Dungeonslayers is an old school game that harkens back to
the early days of the hobby rather than implying, as the words Checks are at the heart of Dungeonslayers mechanics, a check being a
“primitive” and “old-fashioned” do, that it’s an unsophisticated and single D20 roll under a check value that typically consists of adding an
outmoded RPG. Such are the hazards of translating from one language to attribute and an ability together, modified by the situation. Though not a
another. fan of universal mechanics in general, I didn’t find this one as irksome,
mostly because there’s no exahustive list of standard actions and the
I mention the translation at all, because, for its length, Dungeonslayers formulae for implementing them. Instead, referees are free to combine
is in fact a very good game — simple without being simplistic, focused any attribute with any ability as he deems fit to determine the chance of
without being narrow, and very much in keeping with the spirit of old success. Certainly there are examples in the rules for many actions but
school gaming, even if its mechanics owe more to 3e than to OD&D. In each referee could easily ignore them and determine successes according
1
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 14 May, 2009
to his own sense of which attribute and ability seem most appropriate for ROGUE FEED
a given action. Combat is quick and easy and consists an attack roll to hit
and deal damage and a defense roll to reduce any damage suffered. Knockspell #2 Now On Sale
Magic is interesting and low-key with a clear Vancian pedigree. MAY 13, 2009 08:51P.M.
Spellcasters can have only one active spell at a time, but they can cast it
as many times as they are able to do so, based on the spell’s “cooldown”
— an unfortunate invasion of computer game terminology into
Dungeonslayers. Changing from one active spell to another is not
automatic and could, in the heat of battle, prove difficult.
DURING MAY the prices of Knockspell #2, Spire of Iron and Crystal
(module), The S&W/0e Monster Book, and Eldritch Weirdness
Compilation Books Three to One are all reduced, because we’re in the
middle of another lulu sales competition.
Table of Contents:
3 Editor’s Note, Matt Finch
4 Art Director’s Note, Jeff Preston
4 From Kuroth’s Quill, Allan T. Grohe, Jr.
8 The Dungeon as Mythic Underworld, Jason “Philotomy Jurament”
Cone
14 The Trouble with Thieves, James Maliszewski
16 WhiteBox Thief (1): The Treasure Seeker, Rob Ragas
17 WhiteBox Thief (2): The “Standard” Thief, Salvatore Macri
2
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 14 May, 2009
Retrospective: Monster Cards Each monster card is roughly the same size as a large index card. On the
front side is a full-color illustration of the monster in question and on the
MAY 13, 2009 02:04P.M.
reverse are abbreviated Monster Manual stats and some descriptive text.
Each set included 17 standard AD&D monsters and three new ones.
Several monsters made their debut in these cards, but I can recall only
one — the thri-kreen — that stands out as having become a new classic,
unless you count obliviax moss or the galeb duhr as “new classics.” And
of course the thri-kreen itself is, in one of those ironies that often afflicts
overly litigious corporations, a knock-off of Arduin’s phraints. The real
interest of the cards, though, is the new art in a wide variety of styles,
from the phantasmagorical Erol Otus to the comic book stylings of Jeff
Dee. Some of the illustrations are better than others, of course — I
particularly dislike Jim Roslof’s kobolds, for example — but I have long
felt that one of the great strengths of the Golden Age was its esthetic
diversity, which stands in contrast to later ages, which seem to have
trade that diversity for better overall art direction.
I presume the intention behind the cards was that the referee could use
them in play as a handy reference without having to consult the Monster
3
Today’s Tabbloid PERSONAL NEWS FOR riorio2@rogue-games.net 14 May, 2009
Manual for stats. That’s certainly how I’d assumed I’d use them. The
problem is that, even in 1982, AD&D monsters were still simple enough
mechanically that there was little to no need for such reference tools.
Most monsters could have their stats written on a single line of two-
column text and the rest required two at most. Likewise, monster
abilities were simple enough that, so long as you’d used a monster
before, you could pretty easily remember how they worked. It wasn’t a
matter of “rules mastery” or having a photographic memory so much as
the fact that AD&D, at its root, was still a simple game. You really could
keep it all in your head without the need for constant page flipping and
chart scanning.
This meant the monster cards were, ultimately, attractive but impractical
curiosities. I suspect that TSR hoped more gamers would see them as
essential than did so, which might explain why there were no more sets
after the initial four releases. The new monsters were all eventually
published elsewhere (in the Monster Manual II), but, with the exception
of the thri-kreen, none has had a lasting influence over the subsequent
development of D&D — little wonder then that so few people remember
these products.