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Issue 003: Where it all began
50 years on from the release of original D&D

Image created by the author in Midjourney
This year marks the 50th anniversary of Dungeons & Dragons, a game brought to life by the legendary Dave Arneson and Gary Gygax.
Arneson's early work on Blackmoor paved the way for individual character roleplaying, while Gygax's expertise in war game design, notably with Chainmail, provided a foundation for D&D's mechanics.
Say hello Gary.
From Futurama's 'Anthology of Interest I' episode.
Together, they forged the rules of the original Dungeons & Dragons, unleashing the phenomenon of tabletop roleplaying to the world.
There are some exciting projects underway to honour this iconic game's legacy.
The Making of Original Dungeons & Dragons: 1970-1976, a historical account of the original D&D by historian Jon Peterson.
A D&D documentary directed by actor and D&D aficionado, Joe Manganiello.
The Tomb of Gyzaengaxx, an adventure homage to Gary Gygax has just finished a successful Kickstarter (more on this below 👇 ).
This issue of Valour & Skulduggery explores the early days of D&D and creators who still love old school RPGs.
PLAY
OD&D Dungeons & Dragons Original Edition (0e)Wizards of the CoastHave you ever wondered what the original rules of Dungeons & Dragons were like?Well, it is available on Drivethru RPG if you are curious. | ![]() |
The original Dungeons & Dragons boxed set, released in 1974, was the first-ever published role-playing game, setting the tone for fantasy gaming and issuing in an explosion of roleplaying games across a plethora of genres in the coming years.
OD&D (often called 0e or 0 edition) introduced key mechanics like standard ability stats (Strength, Intelligence, Dexterity, Wisdom, and Charisma), character classes, races, armor class, hit dice, hit points, monsters, treasure, dungeons, spells, and magic items. In fact, it is amazing how many of these mechanics have survived in one form or another to this day.
You can find classic spells like Fire Ball 💥, Lightning Bolt ⚡, and the ‘Haste Spell’ 💨. Here is the spell description for Fire Ball: “A missile which springs from the finger of the Magic-User. It explodes with a burst radius of 2” (slightly larger than specified in CHAINMAIL). In a confined space the Fire Ball will generally conform to the shape of the space (elongate or whatever). The damage caused by the missile will be in proportion to the level of its user. A 6th-level Magic-User throws a 6-die missile, a 7th a 7-die missile, and so on. (Note that Fire Balls from Scrolls (see Book II) and Wand are 6-die missiles and those from Staves are 8-die missiles. Duration: 1 turn. Range: 24” NB - the die mentioned in the description is a d6 🎲 (game design was in it’s infancy 🎲).
Notably, the set featured only three character classes (fighting-man, magic-user, and cleric), four races (human, dwarf, elf, and halfling), and three alignments (lawful, neutral, and chaotic).
Various supplements were released in the following years with significant expansions to the rules: Supplement I: Greyhawk - Released in 1975, the thief was added as a new class and the paladin as a sub-class of fighting-man. Supplement II: Blackmoor - Also released in 1975, the assassin was added as a sub-class of thief, and the monks as a sub-class of cleric. Supplement III: Eldritch Wizardry - Released in 1976, introducing the druid (a cleric sub-class), psionics (and mind flayers), demons (including Orcus and Demogorgon), and artifacts (including the eye and hand of Vecna). | ![]() |
WATCH
I love this fun YouTube promo for The Tomb of Gyzaengaxx adventure and campaign setting paying homage to Gary Gygax. Co-authored by Luke Gygax and Alphinius Goo, it promises to be a lampoony world where you can uncover dark dungeons, and marvellous locales, all supported by maps and handouts. This box set will include a Lore Book, Game Master Reference Book, Art Handouts, Colour Maps, NPC Portraits, Magic Item Cards, and more.
2,964 backers on Kickstarter pledged $635,750 USD. I am really looking forward to the finished product being available.
READ
Sly Flourish
Dungeon crawls have been around since 1974, but they have some challenges when running them, so let’s consult an expert on running them well.
In this article, Mike from Sly Flourish discusses the nuances of running dungeon crawls, a staple adventure type in tabletop roleplaying games. Inspired by Robin Laws's book ‘Adventure Crucible’, Mike offers insights into preparing, running, and overcoming pitfalls in dungeon crawls.
“Such dungeons can include crypts, caves, caverns, castle ruins, derelict ships, ruined towers, planar nodes, old temples, and other room-and-hall-based locations.”
Mike outlines the essential steps for preparing a dungeon crawl, including choosing a map, detailing locations, traps, hazards, and setting clear goals for players. He emphasises the importance of incorporating secrets, clues, monsters, NPCs, and treasure to enhance the dungeon experience.
When running a dungeon crawl, Mike suggests establishing the goal early on and clarifying key details such as party formation, lighting, monster awareness, and trap detection. He highlights the dynamic nature of dungeon inhabitants and the role of random encounters in keeping the adventure engaging.
“As the characters explore, dungeon inhabitants might move and react to the characters activities or the GM might roll for random encounters to shake things up.”
To avoid common pitfalls like monotony, excessive difficulty, or lack of roleplaying opportunities, Mike recommends strategies such as incorporating secrets, offering opportunities for rest, selecting engaging dungeon designs, and providing meaningful choices and information for players.
“Include upward beats like finding secret passages or getting the drop on unsuspecting foes.”
Dungeon crawls have been a fundamental adventure type in RPGs for the last 50 years, offering endless possibilities for exploration and excitement. By following Mike's advice, GMs can create memorable experiences for their players while navigating the depths of these classic adventures. Mike is the author of the amazing Return of the Lazy Dungeon Master. Highly recommended reading if you want to get more out of your games, but prepare less. Who doesn’t want that? | ![]() |
CHUCKLE
Zee Baschew is back with one of his highly entertaining yarns, this time recounting his hack for massive grappling damage in Advanced Dungeons and & Dragons (1st Edition D&D initially released in 1977).
WEAR
And rounding out our old school theme… here is the perfect tee for the old school Dungeon Master.
If you missed Issue 002, where we went all grimdark (with Mörk Borg, 10 tips to grimdark your game, the Grim Hollow campaign, and Monsters of Drakkenheim) you can read it here.
See you next week, where we explore the dark reaches of space 🪐.
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