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Post by doublejig on Aug 18, 2014 6:56:27 GMT -6
Here's a good one:
"Fighters and clerics will be the principal territorial developers. Magic-users will typically become involved to a lesser extent, for they have many more demands upon their time. The real benefit of having player characters develop territory is the addition to your milieu. These areas become focal points for action in the campaign if properly encouraged and handled, and if things slow a bit slow, a DM-invented threat to some territory is bound to get things moving with elan." - DMG AD&D 1e, p94
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Deleted
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Post by Deleted on Aug 18, 2014 7:30:15 GMT -6
From the Introduction to Vol 1 Men & Magic, OD&D
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18 Spears
BANNED
Yeah ... Spear This Ya' Freak!
Posts: 251
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Post by 18 Spears on Aug 18, 2014 8:02:59 GMT -6
Here's a good one: "Fighters and clerics will be the principal territorial developers. Magic-users will typically become involved to a lesser extent, for they have many more demands upon their time. The real benefit of having player characters develop territory is the addition to your milieu. These areas become focal points for action in the campaign if properly encouraged and handled, and if things slow a bit slow, a DM-invented threat to some territory is bound to get things moving with elan." - DMG AD&D 1e, p94 I believe in allowing players complete freedom. If a magic-user or thief wanted to be a principal territory developer I would let him (shrug). YMMV and run your campaign in whatever way seems fitting.
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Post by Zenopus on Aug 18, 2014 8:43:23 GMT -6
This the last paragraph of the rules of Holmes Basic (excluding the Sample Dungeon), and is in the manuscript so it was written by Holmes himself:
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Post by Finarvyn on Aug 19, 2014 8:54:24 GMT -6
What an awesome thread! Here's a good one, the last paragraph in the Foreward from Men & Magic:
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Post by oakesspalding on Aug 19, 2014 13:54:21 GMT -6
Final Note: If sea monsters or monsters of the sea do not get a ship, perhaps it will sail off the edge of the world!
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Post by Red Baron on Aug 19, 2014 14:19:43 GMT -6
-EGG (DMG p.224)
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idrahil
Level 6 Magician
The Lighter The Rules, The Better The Game!
Posts: 398
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Post by idrahil on Aug 20, 2014 17:18:36 GMT -6
-Player's Manual Preface, Frank Mentzer
I love this simple introduction. I'll never forget reading it the first time.
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Post by cadriel on Aug 20, 2014 18:29:21 GMT -6
Afterward (sic) to Volume 3: Underworld & Wilderness Adventures:
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Post by jmccann on Aug 20, 2014 20:10:38 GMT -6
I am late to the party and my favorite quote (from U&WA) is already taken. So I had to look through the AD&D PH and DMG, and found a short quote I think is good. The AD&D volumes are more verbose, that is for sure! One thing I notice is that I remember EVERY SINGLE ILLUSTRATION in all 3 of the AD&D books. Not just the well-known ones like Emirikol, or the scratchboard ship by Darlene, but all of them, including the little ornamental swords, skulls and so on.
Anyway, here is my quote, from page 9 of the DMG:
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Post by doublejig on Aug 23, 2014 8:34:36 GMT -6
Anyway, here is my quote, from page 9 of the DMG: Good stuff. Here's one from the DMG 1e, p.86, that warrants extra attention, because Gygax chose to put it in all caps: ONCE A CHARACTER HAS POINTS WHICH ARE EQUAL TO OR GREATER THAN THE MINIMUM NUMBER NECESSSARY TO MOVE UPWARDS IN EXPERIENCE LEVEL, NO FURTHER EXPERIENCE POINTS CAN BE GAINED UNTIL THE CHARACTER ACTUALLY GAINS THE NEW LEVEL. Two points: 1. In that this quote galvanizes the to and from regards expeditions and delves, I think this quote is as emphasized; from a campaign's inception, through its middle levels, and ultimately unto player character realm creation, this ebb and flow is particularily indicative regards the proper pace of the game. 2. Behold! This is my coveted 19th post. I am now slightly over the half way point from 1st to 2nd level, and so no further experience can be gained by me on this forum. I must return to base to train at a cost of 1500gp. When I return I shall be squarely at the 2nd level! I'll be back in a week; God willing!
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oldkat
Level 6 Magician
Posts: 431
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Post by oldkat on Aug 23, 2014 11:05:26 GMT -6
I love this one from my 1977 Holmes. There are special rules for hobbits, dwarves and elves who wish to be thieves--these are given in ADVANCED DUNGEONS & DRAGONS. Imagine buying Holmes in 1977, and being informed that should you wish to play a thief of one of the above races, the rules will be found in a book that won't exist for another year!
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Post by geoffrey on Aug 23, 2014 21:43:38 GMT -6
Afterward (sic) to Volume 3: Underworld & Wilderness Adventures: Yeah, that's probably mine. Here's another one that sticks in my imagination: "...and the two strong slaves lifted it [the Codex] from the back of the Beast. Thereupon I commanded the Brazen Portals to be brought low, and they were wrenched from their hinges and rang upon the stone. The Efreet howled in fear and fled when I caused the page to be read, and the Beast passed into the City of Brass. Now was I, Tzunk, Master of the Plane of Molten Skies. With sure hand I closed Yagrax's Tome [the Codex], dreading to..." (from the description of the Codex of the Infinite Planes on p. 156 of the DMG)
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Deleted
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Post by Deleted on Aug 24, 2014 14:38:56 GMT -6
Afterward (sic) to Volume 3: Underworld & Wilderness Adventures: Bingo!
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