https://m.youtube.com/shorts/hY8mt466e_0?ra=m
- Hawk
- Swamp
- Eel
- Berry
Might be older than proto-indo-european
My Notes. And art 'n origins from D&D, books, comics, movies, video games, etc.
https://m.youtube.com/shorts/hY8mt466e_0?ra=m
Might be older than proto-indo-european
https://m.youtube.com/watch?v=F_6W4wHrs44&t=315s
Time9:11
Japanese Serow it is the one in the Princess Mononoke movie
From dnd cartoon ep 23, when Sheila walks out on the narrow walkway to get the ring. Bat creature (use that 2e one with one eye and 3 claws)… then it crumbles.
And drow on lizard plus drow on darkwing… hidden inviz ceiling. Durimg the mass troll fight.
https://idioms.thefreedictionary.com/not+one+whit
See the word history guy https://www.youtube.com/shorts/EHZgK2s-ejc
None is a combo of 3 words… of
https://www.drivethrurpg.com/en/product/110274/d-d-basic-set-rulebook-b-x-ed-basic
Colors are my emphasis
description
This is the 1981 edition of the D&D Basic Rulebook, which was sold as part of the boxed D&D Basic Set and also on its own. It was the first true standalone edition of what became "Basic D&D" as previous editions had instead been based on OD&D play.
Product History
The Dungeons & Dragons Basic Rules (1981), by Tom Moldvay, was the second edition of Basic D&D, with the previous edition created by J. Eric Holmes (1977). It was released in January 1981, leading off the year.
Holmes D&D. When Eric Holmes put together the original Basic D&D, his purpose was simply to clean up and organize the original Dungeons & Dragons (1974) along with some content from Supplement I: Greyhawk (1975).
He wanted to create a game that was easier to learn (as the original D&D was considered notoriously bad in that regard) and that could be better understand by the high school and junior high demographics, toward which the game was then trending. However, the expectation was that players would go on to the original D&D games from there. Basic D&D was never expected to be its own game system - at first.
Holmes' Basic Set was widely successful - sufficiently so that TSR was wary of sending its players on to the more challenging original D&D game or the more complex AD&D game (1977-79) game. Thus, as early as fall 1979, work began on an Expert Set that would allow the hundreds of thousands of players who had learned the game from Basic D&D to continue on, past the three levels available in that game.
A new version of the Basic Set was required for release with the Expert Set.
Moldvay D&D. Whereas Holmes' Basic D&D was mostly a matter of organization and explanation, Moldvay's Basic D&D also engaged in simplification. Thus, for example, there were no longer separate character classes and races. The twelve race-and-class combinations of Holmes' Basic D&D (including things such as the elven fighter/magic-user multiclass) became just seven classes in the new Basic D&D: clerics, dwarves, elves, fighters (which had still been "fighting men" under Holmes), halflings, magic-users, and thieves.
Moldvay's second edition [[basic second edition, funky]] also cleaned up character alignment, constrained spell choice, and even improved the layout of the book. All around, every effort was made to upgrade the game for starting players. As for the results, even former editor Holmes said, "I think the new Basic Set rules are an improvement over the first edition. Not a big quantum jump ahead, but better in a number of minor ways."
Moldvay's Basic D&D was enough of a change from the previous edition of the game that it was actually a "new edition" as it's understood in the modern roleplaying market, which was a pretty rare occurrence in the 70s or early 80s.
The Basic Set was (as planned) released simultaneously with the new Expert Set by David "Zeb" Cook, which expanded Basic D&D to levels 4-14. Gary Gygax mentioned a "Masters Set" around the same time, which was to cover levels 15-36, but that wouldn't appear during Basic D&D's second edition.
Color-Coding the Boxes. Some people like to classify the D&D boxes by color: This edition is thus the "magenta box," to differentiate it from the "red box" edition that would follow in 1983.
The Inevitable Adventure. Moldvay's Basic D&D was sold both as a standalone book and in a box with six dice and an adventure. The adventure was Gary Gygax's "B2: Keep on the Borderlands." Because of its inclusion in the Basic D&D set, "Keep" became the most-published RPG adventure ever, with a much-later estimate suggesting that there were 1.5 million copies of it made.
Mentzer D&D. Moldvay's D&D wasn't the final iteration of Basic D&D. It was replaced just two and a half years later by Frank Mentzer's third edition of Basic D&D. The goal was once more to make the game even easier to learn from the rulebooks. That version of D&D, often called BECMI, was the one that actually included Companion and Master sets, which supported levels 15-36 between them.
About the Creators. After his work on Basic D&D, Moldvay immediately moved on to producing adventures for the game system. One of his first tasks was to revise "B3: Palace of the Silver Princess," by Jean Wells, which had been recalled and pulped after its first printing.
About the Product Historian
This history of this product was researched and written by Shannon Appelcline, the author of Designers & Dragons - a history of the roleplaying industry told one company at a time. Please feel free to mail corrections, comments, and additions to shannon.appelcline@gmail.com.
https://m.youtube.com/shorts/7hYAHIeiJKc
Search for “unsubscribe “ and make it tag then, new name, that moves to new folder
Books Bricks n Boards yt https://www.youtube.com/watch?v=O6rI1WL_pQo&t=1379s
https://www.youtube.com/watch?v=faxWa6s9lGk&t=8319s
If it is 1e or older Basic… RPGreanimators is the yt, gotta be Basic without eXpert, eh?
Cant shoot into melee at all. Time 2:16:00 maybe.
Time 2:18:30, parry with one dagger while Two attacks with other dagger. Wow. Daggers always two attacks. Unclear on parry rules, but he told other thief he should be parrying a moment ago.
—-part 2 ——
https://www.youtube.com/watch?v=gGnq86XWGCk&t=199s
Time 12:14 , love his osr tricks of… ten foot pole (or stick) in front, kicking it along to trigger tripwires. Looking for ceiling murder holes. Torch vs. air flow. Through 18:30ish, Look for pinholes and big slits in walls. Whats floor look like… smooth middle, trash sides… so look for lines in floor.
Always looking for OSR dungeoneering ideas, and from time like 12:40, there are so many good ideas. Sticks or poles bouncing up and down to trigger trip wires, looking up high for murder holes, second torches as distractions or further vision, torch strapped to pole, changes in the air, erc. Tenkar would be proud.
——-other stuff——-
BECMI has backstab https://www.youtube.com/watch?v=cViuzMqh8_A
1e adnd (he prefers) vs B/X https://princeofnothingblogs.wordpress.com/2024/08/01/osr-an-offence-of-add-1e-vs-b-x/
I love what he says, love it : What do I look for in a game: I experience tabletop roleplaying games most vividly at the level of individual sessions, both while running and when playing. This is not to say that I do not enjoy the gradual development of a character as it survives and attains more power and influence, the slow-unfolding of a consistent and interesting game-world, this is all great and very desirable. But this functions as the scaffolding that props up the adventure itself. Overcoming obstacles, defeating enemies, recovering treasure, the thrill of near-misses and triumphs, this is the primary draw. There are second-order attributes to a campaign world that make the adventure more interesting. Having a consistent and somewhat believable game-world allows players to infer, anticipate and engage with it in a pro-active way. There are bells and whistles; atmosphere, world-building, cool/quirky NPCs, this all adds to the enjoyment of the game (if you do them properly). But prioritize accordingly. You as the DM are a factory of units of adventure. Sustaining the long term production of units of adventure is your campaign. The bells and whistles is a thin shell wrapped around the units of adventure, to make them more adventuresome. The point is that while various tools exist to create an extensive world, and creating such a world is inherently enjoyable, its purpose must always be that of a place to have adventures in.
https://zenopusarchives.blogspot.com/ and https://sites.google.com/site/zenopusarchives/
Says the RPG Reanimators (actually he said they are "doing God's work") on yt https://www.youtube.com/watch?v=faxWa6s9lGk&t=866s
Some random B/X rules I wasn't aware of: