History TableTopGame / DungeonsAndDragons

6th Dec '17 7:59:52 PM WildCardCourier
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The core rule books contain no "official" background setting material. Dungeon Masters are invited to either make up their own setting or use one of a number of published campaign settings. Of course, stuff from some settings leaked in anyway -- after all, one cannot roleplay in a vacuum. Advanced D&D has elements of Gygax's own TabletopGame/{{Greyhawk}} as the implied setting (the wizards whose names attached to spells of the core list are classical TabletopGame/{{Greyhawk}} characters), 3rd Edition even included the top of TabletopGame/{{Greyhawk}}'s pantheon and 4th Edition books' assumptions unofficially form a vaguely defined setting called the "TabletopGame/NentirVale". 5th Edition somewhat bucks this trend, through using the ''TabletopGame/ForgottenRealms'' as the main source of fluff material this time around.

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The core rule books contain no "official" background setting material. Dungeon Masters are invited to either make up their own setting or use one of a number of published campaign settings. Of course, stuff from some settings leaked in anyway -- after all, one cannot roleplay in a vacuum. BECMI era D&D was wholesale set in ''TabletopGame/{{Mystara}}''. Advanced D&D has elements of Gygax's own TabletopGame/{{Greyhawk}} ''TabletopGame/{{Greyhawk}}'' as the implied setting (the wizards whose names attached to spells of the core list are classical TabletopGame/{{Greyhawk}} characters), 3rd Edition even included the top of TabletopGame/{{Greyhawk}}'s pantheon and 4th Edition books' assumptions unofficially form a vaguely defined setting called the "TabletopGame/NentirVale". 5th Edition somewhat bucks this trend, through using mostly uses the ''TabletopGame/ForgottenRealms'' as the main source of fluff material this time around.
around, but also supplements it with elements from other settings like ''Eberron'', ''Greyhawk'', and ''Dragonlance''.



** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from Creator/{{TSR}}, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although its immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released. [[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]

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** The first version was the original home campaign, created after Gygax played a game of Blackmoor in 1972. Games in this version ran constantly from 1972 to 1979, slowed down from 1980 to 1985, and completely ceased on December 31, 1985, right after Gygax was ousted from Creator/{{TSR}}, with the setting itself being "destroyed" in 1988 in the last ''Gord the Rogue'' novel. Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on. Despite the name, the 1975 ''Supplement I: Greyhawk'' digest wasn't a Greyhawk setting book, but a rulebook which helped eliminate the game's dependence on ''Chainmail'', setting the groundwork for what would become Advanced Dungeons & Dragons. Not much is known about the home campaign version, apart from what is presented in the ''Gnome Cache'' novella from the first issues of ''Dragon'' magazine and the ''Gord the Rogue'' novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as ''Castle Zagyg'' in 2003. Although its immensely troubled production ended with just two or three of the proposed seven books and a small number of adventure modules and supplements being released. [[note]]The Castle Grewhawk dungeon as of 1985 had around 50 floors, meaning Gygax and Robert Kuntz had to sift through years of notes and pick the 13 best parts for publication, while Gygax had to rewrite everything that was still copyright of [=WotC=]. Gygax's health decline in 2004 led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects. A few months after Gary's death in 2008, his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.[[/note]]



* '''Dungeons & Dragons (5th Edition) - 2014''': Developed under the title ''D&D Next'' and officially launched in 2014, 5th edition was an attempt by Wizards to recapture and unite some of the fractured fanbase. The basic mechanics resemble a mixture of 2nd and 3rd editions with some influences by 4th edition. The overall power levels have been reduced: the max level cap is 20 ''period'', magic items are much more rare and do not scale in levels, and the bonuses/penalties to an action seldom break double digits. Stacking modifiers have been replaced with a simple advantage/disadvantage system where the character with the advantage/disadvantage rolls two dice for the action and picks the higher/lower die. Magic spells with durations are now 'concentration' type, meaning a magic user can ever only have one such spell active at any time. Most major, world-altering magics are rituals that take minutes if not hours and days to cast. Each class is now firmly wedded to a single character concept, with class archetypes and character backgrounds (representing social class and upbringing) chosen at creation being used to hybridize characters. Most post-creation exclusives are gone, but multiclassing has been returned to 3rd edition standards and feats are completely optional, although they are much more powerful and robust than before. Roleplaying and flavor have been increased in importance, with the old 2nd edition alignment system restored and canonical D&D characters from related media being used as examples of their respective classes, alignments and backgrounds. Pinning down the primary world for Fifth Edition is a bit dodgy: while the core books are mostly written in a multiverse view and are near-completely adaptable to any setting, all of the official Adventurer's League material for organized play is primarily set in the ''Forgotten Realms''.[[note]]The ''Princes of the Apocalypse'' adventure, which is "what if the Cult of Elemental Evil arrived in Faerûn", but includes info for adapting the content for Dark Sun, Dragonlance, Greyhawk, Eberron, and home campaigns; while ''The Curse of Strahd'' is a combination enhanced remake of the original Ravenloft adventure and a return to Ravenloft as a campaign setting.[[/note]] Fan response has been mostly positive, with some praising the return to a more roleplaying-based system based on in-universe-justified abilities, while others bemoan a lack of character options on release and argue that the game has returned to LinearWarriorsQuadraticWizards.

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* '''Dungeons & Dragons (5th Edition) - 2014''': Developed under the title ''D&D Next'' and officially launched in 2014, 5th edition was an attempt by Wizards to recapture and unite some of the fractured fanbase. The basic mechanics resemble a mixture of 2nd and 3rd editions with some influences by 4th edition. The overall power levels have been reduced: the max level cap is 20 ''period'', magic items are much more rare and do not scale in levels, and the bonuses/penalties to an action seldom break double digits. Stacking modifiers have been replaced with a simple advantage/disadvantage system where the character with the advantage/disadvantage rolls two dice for the action and picks the higher/lower die. Magic spells with durations are now 'concentration' type, meaning a magic user can ever only have one such spell active at any time. Most major, world-altering magics are rituals that take minutes if not hours and days to cast. Each class is now firmly wedded to a single character concept, with class archetypes and character backgrounds (representing social class and upbringing) chosen at creation being used to hybridize characters. Most post-creation exclusives are gone, but multiclassing has been returned to 3rd edition standards and feats are completely optional, although they are fewer in number but much more powerful and robust than before. Roleplaying and flavor have been increased in importance, with the old 2nd edition alignment system restored and canonical D&D characters from related media being used as examples of their respective classes, alignments and backgrounds. Pinning down the primary world for Fifth Edition is a bit dodgy: while the core books are mostly written in a multiverse view and are near-completely adaptable to any setting, all of the official Adventurer's League material for organized play is primarily set in the ''Forgotten Realms''.[[note]]The ''Princes of the Apocalypse'' adventure, which is "what if the Cult of Elemental Evil arrived in Faerûn", but includes info for adapting the content for Dark Sun, Dragonlance, Greyhawk, Eberron, and home campaigns; while ''The Curse of Strahd'' is a combination enhanced remake of the original Ravenloft adventure and a return to Ravenloft as a campaign setting.[[/note]] Fan response has been mostly positive, with some praising the return to a more roleplaying-based system based on in-universe-justified abilities, while others bemoan a lack of character options on release and argue that the game has returned to LinearWarriorsQuadraticWizards.
1st Dec '17 11:36:56 PM Kalaong
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* SuperSargassoSea: Unsoncy. The center of the plane is a rotating disk of debris that comes out of a singularity in the middle. Items lost on other planes of the universe end up here. The Immortal who controls the plane always looks here first when he loses a pair of socks in his washing machine.
1st Dec '17 7:29:17 AM EternalNothingness
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* SpiritualAntithesis: Is this to the original ''Chainmail''. Compared to ''Chainmail'', where each player commands an army against another player's army, ''Dungeons & Dragons'' was -- and continues to be -- a cooperative experience with each player controlling just one [[CharacterCustomization customizable character]] rather than an army.
31st Oct '17 6:11:18 PM WildCardCourier
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* ''Kalibruhn'': The third campaign setting for OD&D, created by D&D alumni Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving Creator/{{TSR}} in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to work on the setting constantly since its creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.

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* ''Kalibruhn'': The Technically the third campaign setting for OD&D, created by D&D alumni and Creator/{{TSR}} alumnus Robert J. Kuntz in 1973 as "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Originally planned to be the focus of a fifth supplement for OD&D, a number of problems led to Kuntz leaving Creator/{{TSR}} in 1977 and the supplement was never published. Due to never signing the rights away, Kuntz was able to keep and work on the setting constantly since its creation, with the history of the setting included in the [[http://www.tlbgames.com/collections/archive El Raja Key Archive]] DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity amongst the campaign settings listed here, ''Kalibruhn'' has gone almost completely unpublished, with the only info out there being what Kuntz has revealed over the years.



* '''"Original" Dungeons & Dragons (OD&D) - 1974-1976''': Also known as "The Original Game". Co-written by Gary Gygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic User) and only three alignments (Law, Neutrality, Chaos). Humans could choose between all three classes and advance in their chosen class without limit, while non-human races were severely restricted. [[note]]Dwarves could only be Fighting-Men and capped at 6th level. Elves were multiclass by default and could freely switch between Fighting-Man and Magic-User on an adventure-by-adventure basis, with their level caps being 4th level for Fighting-Man and 8th level for Magic User. Halflings could only be Fighting-Men and capped at 4th level.[[/note]] Hit Points, damage, and initiative were all rolled using a d6. Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles. Unfortunately, it required the ''Chainmail'' rulebook to properly play.
** '''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. Amended the level and class restrictions for Dwarves, Elves, and Halflings to account for the Thief class. [[note]]Dwarves, Elves, and Halflings could advance as a Thief with no level cap. Dwarves could advance to either 7th or 8th level Fighting-Man with an exceptional Strength score; they could also multiclass as either a Fighting-Man/Thief or a Fighting-Man/Cleric, although the Fighting-Man/Cleric option was NPC-only and their Cleric level capped at 7th level. Elves could advance up to 5th or 6th level Fighting-Man with an exceptional Strength score and 9th Magic-User with an exceptional Intelligence score; they could also multiclass as either a Fighting-Man/Magic-User/Cleric or a Fighting-Man/Magic-User/Thief, although FM/MU/Cleric had their Magic-User and Cleric classes capped at 6th level. Halflings could choose to be either a Fighting-Man or a Thief and had the best Thief skill bonuses of the non-human races. Half-Elves multiclass as a Fighting-Man/Magic-User by default, with both classes capped at 6th level, although exceptional Strength/Intelligence scores would raise them up to 7th or 8th level; they could also multiclass as a FM/MU/Cleric with a high enough Wisdom score, but their Cleric level capped at 4th level.[[/note]] Magic Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. Contained new and additional rules in order to distance itself from ''Chainmail''.

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* '''"Original" Dungeons & Dragons (OD&D) - 1974-1976''': Also known as "The Original Game". Co-written by Gary Gygax and Dave Arneson and published by Creator/{{TSR}} in 1974 as a boxed set consisting of three digest-sized books (the "little brown books" a.k.a. lbb): ''Men & Magic'', ''Monsters & Treasure'', ''The Underworld & Wilderness Adventures''. There were three original classes (Fighting-Man, Cleric and Magic User) and only three alignments (Law, Neutrality, Chaos). [[note]]''Strategic Review #2.1'' had an article that adds a 5-point alignment chart (Lawful Good, Chaotic Good, Neutral, Lawful Evil, Chaotic Evil)[[/note]] Humans could choose between all three classes and advance in their chosen class without limit, while non-human races were severely restricted. [[note]]Dwarves could only be Fighting-Men and capped at 6th level. Elves were multiclass by default and could freely switch between Fighting-Man and Magic-User on an adventure-by-adventure basis, with their level caps being 4th level for Fighting-Man and 8th level for Magic User. Halflings could only be Fighting-Men and capped at 4th level.[[/note]] Hit Points, damage, and initiative were all rolled using a d6. Spell levels were limited to 6th level spells for Magic Users and 5th level spells for Clerics. Received numerous supplements, both officially released and from magazine articles. Unfortunately, it required the ''Chainmail'' rulebook to properly play.
** '''Supplement I: Greyhawk - 1975''': Introduced the Thief class, the Paladin as a Fighting-Man subclass, Half-Elves as a playable race, and more monsters. Amended the level and class restrictions for Dwarves, Elves, and Halflings to account for the Thief class. [[note]]Dwarves, Elves, and Halflings could advance as a Thief with no level cap. Dwarves could advance to either 7th or 8th level Fighting-Man with an exceptional Strength score; they could also multiclass as either a Fighting-Man/Thief or a Fighting-Man/Cleric, although the Fighting-Man/Cleric option was NPC-only and their Cleric level capped at 7th level. Elves could advance up to 5th or 6th level Fighting-Man with an exceptional Strength score and 9th Magic-User with an exceptional Intelligence score; they could also multiclass as either a Fighting-Man/Magic-User/Cleric or a Fighting-Man/Magic-User/Thief, although FM/MU/Cleric had their Magic-User and Cleric classes capped at 6th level. Halflings could choose to be either a Fighting-Man or a Thief and had the best Thief skill bonuses of the non-human races. Half-Elves multiclass as a Fighting-Man/Magic-User by default, with both classes capped at 6th level, although exceptional Strength/Intelligence scores would raise them up to 7th or 8th level; they could also multiclass as a FM/MU/Cleric with a high enough Wisdom score, but their Cleric level capped at 4th level.[[/note]] Magic Users gained 7th-9th level spells, but only if their Intelligence score was high enough, while Clerics gained 6th and 7th level spells. Contained both new and additional rules in order to distance itself from ''Chainmail''.



** In an effort to keep things "fresh", [=WotC=] is releasing just two storyline-based adventure modules each year, commissioning third party publishers such as Kobold Press, Sasquatch Game Studio, and Green Ronin to help develop them.

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** In an effort to keep things "fresh", [=WotC=] is releasing just two storyline-based adventure modules each year, commissioning third party publishers such as Kobold Press, Sasquatch Game Studio, and Green Ronin to help develop write them.



* '''[[http://index.rpg.net/display-search.phtml?firstsearch=1&key=title&match=loose&value=Swords+%26+Wizardry Swords and Wizardry]]''': Created by Mythmere Games. One of the more well-known retroclones, this game goes all the way back to the original 1974 edition of D&D. Notable for having only one saving throw instead of five, although it includes the option to use the original system. You get to choose whether you want to play with original descending AC or ascending AC. Has a number of variants based on the system, such as ''[=WhiteHack=]''. ''White Star'', and ''Crypts & Things''. There are four versions of this game, all of which are free to download:

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* '''[[http://index.rpg.net/display-search.phtml?firstsearch=1&key=title&match=loose&value=Swords+%26+Wizardry Swords and Wizardry]]''': Created by Mythmere Games. One of the more well-known retroclones, this game goes all the way back to the original 1974 edition of D&D. Notable for having only one saving throw instead of five, although it includes the option to use the original system. You get to choose whether you want to play with original descending AC or ascending AC. Has a number of variants based on the system, such as ''[=WhiteHack=]''. ''[=WhiteHack=]'', ''White Star'', and ''Crypts & Things''. There are four versions of this game, all of which are free to download:



** ''Swords & Wizardry: Light'', a version created by [[http://www.tenkarstavern.com/ Erik "Tenkar" Stiene of Tenkar's Tavern]], [[http://www.tenkarstavern.com/2016/08/its-official-frog-god-games-to-publish.html officially endorsed by Mythmere Games and to be published by Frog God Games]]. Essentially what Basic D&D was to AD&D: an easier to play version designed to help people learn the system. It heavily condenses the White Box Rules book down to 4 print-and-play pages. While the launch version runs from 1st level to 3rd level, with players converting to one of the three other versions at 4th level, an expanded version called ''Continual Light'' extends it to 7th level and introduces subclass variants for the default four classes.

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** ''Swords & Wizardry: Light'', a version created by [[http://www.tenkarstavern.com/ Erik "Tenkar" Stiene of Tenkar's Tavern]], [[http://www.tenkarstavern.com/2016/08/its-official-frog-god-games-to-publish.html officially endorsed by Mythmere Games and to be published by Frog God Games]]. Essentially what Basic D&D was to AD&D: an easier to play version designed to help people learn the system. It heavily condenses the White Box Rules book down to 4 print-and-play pages. While the launch version runs from 1st level to 3rd level, with players converting to one of the three other versions at 4th level, an expanded version called ''Continual Light'' extends it to 7th level and introduces subclass variants for the default four classes.
6th Oct '17 7:09:27 PM intastiel
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* MurderIntoMalevolence:
** This is built into the rules for making a ghost in some editions; their CharacterAlignment becomes NeutralEvil regardless of who they were in life.
** Victims of undead with the "create spawn" ability (such as wights and ghouls) always fit this trope: they return as AlwaysChaoticEvil shadows of their former selves (literally in the case of LivingShadows), which must be slain to resurrect them or allow them to pass on to the afterlife.
** 1[[superscript:st]] Edition AD&D ''Fiend Folio'': the revenant is an undead that can be created when a humanoid creature dies a violent death. It is dedicated to hunting down the creature that killed it, as well as any creatures that helped in the killing. Once it finds them, it will try to strangle its killer(s) to death.
5th Oct '17 10:45:45 AM dangerdan97
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After TSR was bought by Creator/WizardsOfTheCoast (makers of ''TabletopGame/MagicTheGathering'', and now a subsidiary of Hasbro), they published ''Dungeons & Dragons 3rd Edition'' using the TabletopGame/D20System. A major overhaul of the entire rules set, 3rd edition cleared off the crust that had accumulated around 2nd and unified a scattered assortment of rules and procedures into something more coherent. It was a huge hit and revitalized the game, leading to new players aplenty. Then came an incremental edition known as "v3.5", which was largely concerned with fixing a few very obvious {{Game Breaker}}s and {{Spoony Bard}}s in 3rd Edition.

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After TSR was bought by Creator/WizardsOfTheCoast (makers of ''TabletopGame/MagicTheGathering'', and now a subsidiary of Hasbro), they published ''Dungeons & Dragons 3rd Edition'' in 2000 using the TabletopGame/D20System. A major overhaul of the entire rules set, 3rd edition cleared off the crust that had accumulated around 2nd and unified a scattered assortment of rules and procedures into something more coherent. It was a huge hit and revitalized the game, leading to new players aplenty. Then came an incremental edition known as "v3.5", which was largely concerned with fixing a few very obvious {{Game Breaker}}s and {{Spoony Bard}}s in 3rd Edition.
4th Oct '17 8:53:59 AM Jubileus57
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* SwordfishSabre: Swordfishes can be used as swords. While they do have an irritating smell on land, they can be used with no penalty underwater.
24th Sep '17 11:31:39 AM WildCardCourier
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* '''[[http://index.rpg.net/display-search.phtml?firstsearch=1&key=title&match=loose&value=Swords+%26+Wizardry Swords and Wizardry]]''': Created by Mythmere Games. One of the more well-known retroclones, this game goes all the way back to the original 1974 edition of D&D. Notable for having only one saving throw instead of five, although it includes the option to use the original system. You get to choose whether you want to play with original descending AC or ascending AC. Has a number of variants based on the system, such as ''[=WhiteHack=]'' and ''Crypts & Things''. There are four versions of this game, all of which are free to download:

to:

* '''[[http://index.rpg.net/display-search.phtml?firstsearch=1&key=title&match=loose&value=Swords+%26+Wizardry Swords and Wizardry]]''': Created by Mythmere Games. One of the more well-known retroclones, this game goes all the way back to the original 1974 edition of D&D. Notable for having only one saving throw instead of five, although it includes the option to use the original system. You get to choose whether you want to play with original descending AC or ascending AC. Has a number of variants based on the system, such as ''[=WhiteHack=]'' ''[=WhiteHack=]''. ''White Star'', and ''Crypts & Things''. There are four versions of this game, all of which are free to download:



** The [[https://www.froggodgames.com/swords-wizardry-complete-rulebook Complete Rulebook]], which incorporates Supplements 1-3, parts of ''Swords & Spells'', and content from ''Strategic Review'', resulting in something of a middle-road between Basic D&D and 1e AD&D that is quite easily compatible with much of the contents for both.
** ''Swords & Wizardry: Light'', a version created by [[http://www.tenkarstavern.com/ Erik "Tenkar" Stiene of Tenkar's Tavern]], [[http://www.tenkarstavern.com/2016/08/its-official-frog-god-games-to-publish.html officially endorsed by Mythmere Games and to be published by Frog God Games]]. Essentially what Basic D&D was to AD&D: an easier to play version designed to help people learn the system. It heavily condenses the White Box Rules book down to 4 print-and-play pages. While the launch version runs from 1st level to 3rd level, with players converting to one of the three other versions at 4th level, one of the long-term ideas is to produce supplements that go beyond that.

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** The [[https://www.froggodgames.com/swords-wizardry-complete-rulebook Complete Rulebook]], which incorporates Supplements 1-3, parts of ''Swords & Spells'', 1-3 and content from ''Strategic Review'', resulting in something of a middle-road between Basic D&D and 1e AD&D that is quite easily compatible with much of the contents for both.
** ''Swords & Wizardry: Light'', a version created by [[http://www.tenkarstavern.com/ Erik "Tenkar" Stiene of Tenkar's Tavern]], [[http://www.tenkarstavern.com/2016/08/its-official-frog-god-games-to-publish.html officially endorsed by Mythmere Games and to be published by Frog God Games]]. Essentially what Basic D&D was to AD&D: an easier to play version designed to help people learn the system. It heavily condenses the White Box Rules book down to 4 print-and-play pages. While the launch version runs from 1st level to 3rd level, with players converting to one of the three other versions at 4th level, one of an expanded version called ''Continual Light'' extends it to 7th level and introduces subclass variants for the long-term ideas is to produce supplements that go beyond that.default four classes.



* '''[=WhiteHack=]''': A variant of the ''Swords & Wizardry'' White Box system. Classes are defined down to archetypes: [[FighterMageThief the Strong, the Deft, and the Wise]]. The "Deft" are rangers, monks, thieves, etc., and can "attune" to something so that they use them for extraordinary feats. The "Strong" are soldiers, pit fighters, paladins, etc., and can choose between 8 special combat maneuvers and can "absorb" a single power from a defeated enemy, so long as they're the one to deal the finishing blow. The "Wise" are mages, healers, alchemists, scientists, etc., and can perform "Miracles" at the expense of HP and can't be healed through magical means, but heal naturally at twice the normal rate. The Miracles that the Wise use don't have to outright be actual magic, they could be alchemical or scientific experiments. Despite the "class", all characters can chose from joining at least two "groups" that they are a member from lists of species, vocations, and affiliations, leading to hybrid skill sets. Has 4 AC tables: two versions of Ascending AC (one at base 10 and one at base 0) and two versions of Descending AC (one at base 9 and the other at base 10). The level cap is 10, and it's recommended that the players retire their characters at that point and make new ones, although there are a couple optional rules for playing beyond 10th level.

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* '''[=WhiteHack=]''': A variant of the ''Swords & Wizardry'' White Box system.system, created by Christian Mehrstam. Classes are defined down to archetypes: [[FighterMageThief the Strong, the Deft, and the Wise]]. The "Deft" are rangers, monks, thieves, etc., and can "attune" to something so that they use them for extraordinary feats. The "Strong" are soldiers, pit fighters, paladins, etc., and can choose between 8 special combat maneuvers and can "absorb" a single power from a defeated enemy, so long as they're the one to deal the finishing blow. The "Wise" are mages, healers, alchemists, scientists, etc., and can perform "Miracles" at the expense of HP and can't be healed through magical means, but heal naturally at twice the normal rate. The Miracles that the Wise use don't have to outright be actual magic, they could be alchemical or scientific experiments. Despite the "class", all characters can chose from joining at least two "groups" that they are a member from lists of species, vocations, and affiliations, leading to hybrid skill sets. Has 4 AC tables: two versions of Ascending AC (one at base 10 and one at base 0) and two versions of Descending AC (one at base 9 and the other at base 10). The level cap is 10, and it's recommended that the players retire their characters at that point and make new ones, although there are a couple optional rules for playing beyond 10th level.level.
* '''White Star''': A variant of the ''Swords & Wizardry'' White Box system, created by James M. Spahn. Basically ''Swords & Wizardry'' InSpace, giving a sci-fi spin to the fantasy system. Has 4 humanoid classes (Aristocrat, Pilot, Mercenary, and Star Knight) and 3 nonhuman classes (Alien Brute, Alien Mystic, and Robot).
2nd Sep '17 3:52:23 PM nombretomado
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* AdaptationDistillation: {{Capcom}} managed to apply the rather complex ''D&D'' system into two very competent VideoGame/DungeonsAndDragons arcade {{BeatEm Up}} games that no company has ever been able to do right since.

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* AdaptationDistillation: {{Capcom}} Creator/{{Capcom}} managed to apply the rather complex ''D&D'' system into two very competent VideoGame/DungeonsAndDragons arcade {{BeatEm Up}} games that no company has ever been able to do right since.
30th Aug '17 6:11:36 PM WildCardCourier
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** '''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last ditch effort for reaching the "Monty Hall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it".
** '''Swords & Spells - 1976''': The unnumbered fifth supplement, written by Gygax. Touted as the "grandson" of ''Chainmail'', this sourcebook introduced rules for upscaling the combat in order to portray large scale battles. The supplement was not that well received, and was not included in the 40th Anniversary White Box collection.

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** '''Supplement IV: Gods, Demi-Gods & Heroes - 1976''': The last official supplement. Introduced deities, demi-gods, and legendary heroes from mythology and religions both real (Egyptian, Celtic, Norse) and fictional ([[Franchise/ConanTheBarbarian Hyborean]] and [[Literature/TheElricSaga Melnibonéan]]) for two purposes: 1) as a means of integrating pre-established mythologies into campaigns, and 2) a last ditch effort for reaching the "Monty Hall" style [=DMs=] who ran giveaway campaigns and to show the absurdity of 40+ level characters by giving them opponents that could wipe the floor with them. Unfortunately started the concept of "if you stat it, they will kill it".
it". Modern reprints dropped the fictional pantheons due to licensing issues.
** '''Swords & Spells - 1976''': The unnumbered fifth supplement, written by Gygax. Touted as the "grandson" of ''Chainmail'', this sourcebook introduced rules for upscaling the combat in order to portray large scale battles. The supplement was not that well received, received when it was released, and was not included in the 40th Anniversary White Box collection.



** In an effort to keep things "fresh", [=WotC=] is releasing two storyline-based adventure modules each year, commissioning third party publishers such as Kobold Press, Sasquatch Game Studio, and Green Ronin to help out.

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** In an effort to keep things "fresh", [=WotC=] is releasing just two storyline-based adventure modules each year, commissioning third party publishers such as Kobold Press, Sasquatch Game Studio, and Green Ronin to help out.develop them.



** The [[https://www.froggodgames.com/swords-wizardry-complete-rulebook Complete Rulebook]], which incorporates Supplements 1-3 and ''Swords & Spells'', resulting in something of a middle-road between BD&D and AD&D that is quite easily compatible with much of the contents for both.

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** The [[https://www.froggodgames.com/swords-wizardry-complete-rulebook Complete Rulebook]], which incorporates Supplements 1-3 and 1-3, parts of ''Swords & Spells'', and content from ''Strategic Review'', resulting in something of a middle-road between BD&D Basic D&D and 1e AD&D that is quite easily compatible with much of the contents for both.
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