Sham’s Cover to Cover

Here is an index of Sham’s wonderful D&D Cover to Cover series. I couldn’t find a sequential list of the posts on Sham’s site, so I made one myself. If you have any interest at all in 1974 OD&D, you should read this. I’m about halfway through the posts myself. My content notes below are not reflective of all the subjects that the 3LBBs cover; they are a summary of what Sham is discussing in his posts.


Sham’s own introduction:

D&D Cover to Cover
Being a series of articles in which the author reads the indelible words of Gygax and Arneson as presented the Original Collector’s Edition of Dungeons & Dragons, published by Tactical Studies Rules. Beginning with Men & Magic, and concluding with The Underworld & Wilderness Adventures, the author will consider those earliest passages, adding elucidations and interpretations along the way for your consideration.

Men & Magic

Part 1 Forward
Part 2 Introduction
Part 2B Introduction
Part 3 Scope
Part 4 Recommended equipment: outdoor survival (board game), chainmail (game rules), imagination, 1 patient referee
Part 5 Preparation for the campaign
Part 6 Characters: fighting-men, magic-users, clerics, dwarves
Part 7 Characters: elves, other types, alignment, changing class
Part 8 Determination of abilities; bonuses and penalties thereof
Part 9 Languages
Part 10 NPCs, equipment, experience tables, class stats
Part 10B Basic equipment and costs; the cross and religion
Part 11 Alternative combat system
Part 12 Saving throw matrix
Part 13 Spells table, turning undead, evil and chaotic clerics
Part 14 Explanation of spells (pages 23-34), 1st level: read magic, read languages, protection from evil, charm person, sleep
Part 15 Explanation of spells, 2nd level: levitate, phantasmal forces, invisibility, ESP. 3rd level: hold person, dispell magic, fire ball, lightning bolt, slow spell, haste spell
Part 16 Explanation of spells, 4th level: polymorph self, polymorph others, remove curse, confusion, charm monster. 5th level: contact higher plane, cloudkill, feeblemind. 6th level: anti-magic shell, death spell, geas, move earth, control weather
Part 17 Explanation of spells (clerics), 1st level: cure light wounds. 3rd level: cure disease. 4th level: cure serious wounds, turn sticks to snakes. 5th level: dispell evil, raise dead, create food, the finger of death. More on anti-clerics.
Part 18 Magical research, books of spells
Part 19 Conclusion
Part 20 Conclusion: discussion of reader comments

Monsters & Treasure

Part 21 Monster reference table, hostile & benign, monster categories
Part 22 Bad guys: men, gnolls, trolls, giants
Part 23 Dead guys: skeletons, zombies, ghouls, wights, vampires
Part 24 Mythological: manticoras, hydras, chimeras, wyverns, dragons (size & subdual)
Part 25 Myth. (cont.) purple worms (“lurk everywhere just beneath the surface”); Fairy tale: centaurs, dryads, dwarves, elves, rocs
Part 26 Otherworldly: invisible stalkers, elementals, djinn, efreet; “great power demands great caution”
Part 27 Clean-up crew: ochre jelly, black pudding, green slime, gray ooze, yellow mold; “nuisance monsters”
Part 28 Mundane: large insects or animals; other: cyclopses, juggernauts, living statues, geletinous [sic] cubes; robots, golems, androids
Part 29 Treasure types, tables, probabilities, swords, armor, miscellaneous weapons, rare magic weapons, potions
Part 30 Scrolls, maps (“Maps constitute 25% of all randomized items from the ‘any’ category”)
Part 31 Magic swords: intelligence, powers, egoism, alignment, bonuses
Part 32 Armor (“Armor Class is not only defined by the armor worn, but also defines what armor is worn”) , magic shields
Part 33 Potions: giant strength, longevity; rings: three wishes, delusion; wands & staves: paralyzation, staff of striking (“a 1974 beat-stick”)
Part 34 Miscellaneous: medallions of ESP, protective items; elven cloak & boots; non-protective helms; gauntlets of ogre power, girdle of giant strength
Part 35 Magical items’ saving throws (limiting magic item proliferation), artifacts (powerful aligned magic items)
Part 36 Conclusion: “This IS the Holy Grail of RPGs, and it deserves attention and its truths need to be brought forth, that they might stand on their own merits.”
Part 37 Conclusion: discussion of reader comments
The Underworld & Wilderness Adventures

Part 38 Adventure styles, sample dungeon cross section, “the campaign is also the world which emerges from these adventures”
Part 39 The underworld, dungeon size, sample dungeon level
Part 40 Tricks & traps, distribution of monsters & treasure, maintaining freshness

The Joker on Refereeing

The Joker
It’s the schemers that put you where you are. You were a schemer, you had plans, and uh, look where that got you. I just did what I do best. I took your plan and I turned it on itself. Look what I did, to this city with a few drums of gas and a couple of bullets. Hm? You know what, you know what I noticed? Nobody panics when things go according to plan. Even if the plan is horrifying. If tomorrow I tell the press that like a gang banger will get shot, or a truckload of soldiers will be blown up, nobody panics, because it’s all, part of the plan. But when I say that one, little old mayor will die, well then everyone loses their minds!
The Joker
[Joker hands Two-Face a gun and points it at himself] Introduce a little anarchy. Upset the established order, and everything becomes chaos. I’m an agent of chaos. Oh and you know the thing about chaos, Harvey? It’s fair.
Two-Face
[with the gun in Two-Face’s hand, Two-Face pauses and takes out his coin]
Two-Face
[showing the unscarred side] You live.
The Joker
Mm-hm.
Two-Face
[flipping, showing the scarred side] You die.
The Joker
Mmm, Now we’re talking.

— Script text source (scene from The Dark Knight, of course)

Classes Overview

This is my gloss on the main classes. It is meant for a B/X or Labyrinth Lord type of game. Not all of these classes will probably make it into the player’s document. I don’t want the number of choices to be overwhelming. There will likely be no weapon or armor restrictions (with the exception of elves, who can’t use iron). I’m taking my cue here from LotFP. Still to do: thief and necromancer descriptions.


Clerics draw power from higher beings. Some clerics will attempt to subvert this power to their own ends, but wise clerics serve their patron well, for woe it is to attract the attention of an angry deity. Clerics are armored crusaders, most often itinerant demon slayers, and are particularly skilled at banishing arcane horrors such as undead. Not all clerics have the best interests of humanity in mind though. In far off places, there are clerics that serve semi-divine witch kings, or even darker things better left unmentioned.

Elves are descendents of beings from another realm that were trapped in this world ages ago. “Elf” is a human word; they know themselves as the lothirim, which means lost, forgotten, and forsaken. Once elves could speak all the languages of nature, but time, and separation from their homeland, have diminished them. They are now a pale reflection of their former glory. Elves still speak some words in the language of creation, and this is the source of their magic. They also fight fearsomely, though they can’t touch weapons (or anything else) made of iron.

Fighters, perhaps more than any other class, have many backgrounds. To name just a few: barbarian, knight, mercenary, weapon artist, and magician’s guardian. But all fighters share a reliance on their own military skill and training. They are the only class that gets significantly better at fighting with weapons. They are the only class that can do well what they do best (fight!) while in full armor. They are the best at making their hits count, and powerful magical weapons only attain their full potential when in the hands of a fighter.

Magic-users work their will on the world by manipulating dark, arcane forces. Of all the adventuring classes, magic-users are the most feared. Many people blame them (perhaps rightly) for these evil and parlous times. Magic-users come in two varieties, magicians and sorcerers. Magicians are students of the dark arcane arts. Sorcerers have magic inside, whether from demonic blood, changeling heritage, or some other wicked secret. Wise sorcerers seek ways to control their power. Otherwise, it ends up controlling them.

Monks are masters of self-discipline. Through long and arduous training in ancient martial and mental arts, they have developed their inherent physical and mental potential far beyond most humans. Their art allows them to evade attacks, strike with lethal force when unarmed, redirect the strength of their enemies, leap fantastically high, and fall with the grace of a cat. Monks are almost preternaturally quick, and their cultivated reflexes allow them to avoid many dangers that would fell other adventurers. A monks is usually the disciple of a master, though some teach themselves from archaic manuals that they have discovered or been bequeathed.

Mad Max Meets Van Helsing

Being a review of the 2011 movie Priest.

If you move past the awkward writing and badly-acted gravelly voices, this movie is actually pretty good, from a gaming and setting point of view.

I submit the following points as evidence:

  • The priests are clerics of the ass-kicking school. They even have a weapon restriction (though it’s against guns rather than bladed weapons, and is not explained; this restriction was probably meant as an excuse for martial arts, but it still made me think of D&D clerics).
  • There is a party of adventurers (ultimately made up of 2 clerics and 1 fighting man).
  • Vampires are nasty monsters, not misunderstood antiheroes. Since “the eyes are the windows to the soul”, vampires have no eyes. They are insect-like horrors.
  • The setting is a very good fit for a wilderness in the D&D sense. The only places safe from monsters are the walled cities, which are ruled by a corrupt priesthood.
  • The city is a self-conscious homage to Blade Runner.
  • It also brings to mind a mock-serious goth version of Trigun (I mean that as a compliment); I like the use of the Western (in the sense of cowboys and outlaws) imagery and stereotypes. (Aside: Wolfwood from Trigun is also a post-apocalyptic ass-kicking cleric.)

There are a few truly cringe-worthy scenes (for example, evil guy “conducting” the pillaging of a town as if he were Beethoven). The Matrix-inspired fight scenes are not bad, but I feel like the ambiance might have been better served by less martial arts and more gritty action. That being said, these elements are more than balanced by the beautiful post-apocalyptic grey and brown vistas. I particularly like the scene with the huge statues when the priest is first leaving the city, and the bird’s eye view shots when they are driving though the skyscraper ruins. Something that came to mind: it could possibly be interesting as a silent movie with a creative soundtrack and a few scenes cut.

One site/encounter directly inspired by this movie: ancient train, eternally moving back and forth between two ruined city sites. Train has been repurposed as a lair for something and can be included on random encounter tables for the hexes that it moves through. It is essentially a mobile dungeon. Train is large, multiple rooms per car. It is more or less linear, but in this case the linearity fits (and might be a nice change if your campaign is mostly made up of heavily Jaquayed sites). The train could be used as a mobile base by PCs if they clear it without destroying it. Compare also to the haunted train from Final Fantasy VI.

Harlan Katz

Harlan Katz was one of the major NPCs in my old Blackwater Falls campaign. This campaign had something of a Jules Verne, steampunk atmosphere. Katz was a visionary machinist, totally ruthless, who believed that the future belonged to his mechanical creations, rather than the archaic and unreliable powers of wizards, and was constructing a utopia called Katzland. He built all kind of robots and golems which were frequent antagonists to the PCs (at least when I was refereeing).

Artwork by Me

Cosmology

The sword & planet genre is relatively new for me. I have not read the Barsoom novels. I did not know about Expedition to the Barrier Peaks before I discovered the OSR a few months ago. My fantasy has long been spiced with steampunk elements, reminiscent of the style of Final Fantasy IV & Final Fantasy VI, but I have usually pictured those as products of the current society (like magitech in Final Fantasy VI) rather than remnants of ancient advanced civilizations. I watched and enjoyed the original Stargate when it came out, but I don’t think it had much influence on my gaming. Despite that lack of experience, the science-fantasy elements of Dwimmermount’s Red Elves of Areon, modules like The Tower of the Stargazer, and the setting of Carcosa, have made me think again about introducing ancient laser rifles and robots to my fantasy games.

How would that interact with the rest of the setting though? I like my fantasy setting to feel almost radically unknown (though not necessarily surreal or gratuitously strange, though there is a place for that). Someone living in ancient Babylon, for example, would really have no idea how the universe worked, in terms of metaphysics, cosmology, and possibilities. Does the ocean flow over the edge of the world? Maybe! Using tropes from the sword & planet genre seems to automatically import all kinds of assumptions, such as, off the top of my head: spherical planets, gravity, and outer space being a void. I see this as potentially working at cross-purposes with the sense of the fantastic, even if players are not put off by the genre-bending. One way to handle this would be to just not worry at all about consistency at the beginning, and come up with interesting explanations after the fact, in the same way that one might handle a seemingly contradictory or confusing result when using a set of random tables. There is something pleasingly classical about this approach. Somehow later rationalization does not seem satisfactory in this case though.

I have been mulling over a possible solution to this dilemma: the nature of reality varies based on verticality. As characters venture deeper underground, the world becomes less mundane, and as they ascend into the heavens it becomes more systematic. In its deepest reaches, the underworld bleeds into the afterlife, the shared reality of dreams, and other weirder places. Even geometry and gravity may cease to behave as expected.

This doesn’t need to be overly schematized or communicated to players, it just serves as a set of conceptual guidelines for the referee. And it reflects many interesting dichotomies, in game tradition, mythology, and philosophy.

In the earliest versions of D&D, dungeon level was explicitly associated with threat level. It got more dangerous as you went down. This just made sense based on the needs of the game, but has since become enshrined in just about everything that has been influenced by D&D. In Greek mythology, Olympus is up, Hades is down. In Aristotelian cosmology, heavenly bodies are made of perfect substances, whereas all matter on the earth is corruptible, and this was carried over to the medieval worldview (through Ptolemy) and the thoroughly Christianized. There are many inspirational pages up on the web about medieval cosmology.

Anthropomorphic Animal Halflings

From a comment over at Initiative One (edited slightly to make the link clickable):

I do find I hate halflings the last few years. I think Jackson killed them for me in the LOTR movies. Anyway, I’ve debated between either this look to depict Halflings that developed from a mammal not related to apes-or halflings as a catchall term/race/class for all anthropomorphic animals about three feet e.g. Reepicheep, Puss-in-Boots from Shrek etc.

I don’t think I could pull this off myself, due to my referee style, but I think it’s an interesting idea. Maybe I could do it in a really creepy Germanic fairy tale setting. (Myself, I don’t mind Jackson’s hobbits at all; I just don’t like hobbits in my D&D very much.)

Silver Blade Adventures

The Silver Blade Adventures blog is written by Matthew James Stanham, who is also one of the coauthors of Astonishing Swordsmen & Sorcerers of Hyperborea, an old-school RPG under development. The blog is relatively low volume, and is made up of articles and reviews of OSR-friendly published products. The reviews are useful, but for me the real gold is in the articles, each of which ruminates on a game trope or rule (and usually includes a link to a document which compares how the aspect under consideration is treated by the various versions of TSR D&D and popular retro-clones). I just finished reading these from beginning to end, and I’m sure I will revisit them, especially the comparative historical analysis documents.
Reordered chronologically:

[Article] Orcs’ Nest
[Article] Dragon Men

Further, his right sidebar “Blogs” widget contains one of the better lists of influential OSR bloggers. I’m not familiar with all of them, but based on the (excellent) work of the ones I do know, by association I’m confident all of them are worth investigation. I can’t link to the widget directly, but here is a snapshot in time:

John Adams * Tavis Allison * Greg Backus * Jolly Blackburn * John Bingham * Joseph Bloch * James Boney * David Bowman * Joseph Browning * Stephen Chenault * Daniel Collins * Jason Cone * Robert Conley * Matthew Conway * Michael Curtis * Mike Davison * Thomas Denmark * Nicolas * Dessaux * Kyrinn Eis * Matthew Finch * Robert Fisher * Jeff Grubb * Mark Hall * Ken Harrison * Christopher Hogan * Scott Hoover * Jimm Johnson * John Laviolette * David Macauley * James Maliszewski * Moritz Mehlem * James Mishler * Jeffrey Preston * Daniel Proctor * Anthony Ragan * Victor Raymond * James Raggi * Jeff Rients * Wayne Rossi * Matthew Schmeer * Alex Schroeder * Michael Shorten * William Silvey * Matthew Slepin * James Smith * John Stater * Randall Stukey * Patrick Wetmore

Mr. Stanham also maintains an excellent collection of links to published OSR materials at this Dragonsfoot Thread: Publishers & Products.

Restless Dead

Undead come in two varieties: sentient and mindless. This reflects the philosophical doctrine of mind/body dualism, and suggests that many undead may be incomplete beings. A ghost, for example, is a spirit or mind without a body. A zombie is brute flesh with animating will but no mind or soul.

What happens to the spirit when the body is called back to service in the case of the mindless undead? Does the campaign world have an afterlife or an underworld where the spirit resides? Is the spirit gladdened by the body’s return to service? What if every time a skeleton or zombie is animated, the ghost is also pulled back to the mortal realm, with no chance for eternal rest until the zombie is destroyed? Ghosts could be great allies to player characters.

Perhaps necromancy requires that the ghost be imprisoned, preventing it from reuniting with the body, resulting in necromancers collecting such trapped spirits (which would also be of interest to demons or other entities that might value such things). This would result in necromancers making many ghostly enemies, and might contribute to their terror of death and their own search for immortality and lichdom. Failing that, they would seek to escape the grasp of the underworld by true extinction of the soul. A sort of necromantic nirvana.

These trapped spirits could also be bound to objects. Maybe some or all magic items are the byproduct of such necromancy. FrDave had a post about a magic sword that was infused with the spirit of an elf-maid, and in D&D magic swords are traditionally sentient; this is another way to explain where magic swords get their sentience.

The most terrible form of zombie creation: tearing the soul out of a still living person, leaving only an undying and mindless slave.