Author | David Cook and Stephen R. Marsh (1981 version) Frank Mentzer (1983 version) |
---|---|
Genre | Role-playing game |
Publisher | TSR |
Publication date | 1981, 1983 |
The Expert Set is an expansion boxed set for the Dungeons & Dragons fantasy role-playing game. It was first published in 1981 as an expansion to the Basic Set .
Having been told that Greyhawk was reserved for Advanced Dungeons & Dragons , Schick and Moldvay decided to use their own setting of Mystara specifically around The Known World area which resembled 15th century Europe. [1]
The Basic Set saw a major revision in 1981 by Tom Moldvay. [2] The overarching goal of the revision was to provide subsequent expansions to the game, each describing a specific set of levels of character development. [3] The Basic Set described character levels 1 through 3, as had its immediate predecessor, the Basic Set edited by J. Eric Holmes in 1977. The Moldvay Basic Set was immediately followed by the release of the Expert Set edited by Dave Cook and Stephen R. Marsh, supporting character levels 4 through 14. [4] The Isle of Dread was included in the set as an example of an outdoor adventure and setting. [5] The set included dice, and featured cover art by Erol Otus. [6]
The Basic Set was revised once more in 1983 by Frank Mentzer, this time as Dungeons & Dragons Set 1: Basic Rules. Between 1983 and 1985 this system was revised and expanded by Mentzer as a series of five boxed sets, including the Basic Rules, Expert Rules (supporting character levels 4 through 14), [7] Companion Rules (supporting levels 15 through 25), [8] Master Rules (supporting levels 26 through 36), [9] and Immortal Rules (supporting Immortals – characters who had transcended levels). [10] The first four sets were later compiled as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia (1991). [11]
The Mentzer Expert Set featured art by Larry Elmore, and was published as a boxed set with dice and two books: the 64-page Expert Set rule book and the 32-page (with an outer folder) module Isle of Dread . [6] [12]
The 10th Anniversary Dungeons & Dragons Collector's Set boxed set, which was published by TSR in 1984, contained the rulebooks from the Basic , Expert, and Companion sets; as well as the modules AC2, AC3, B1, B2, and M1, Blizzard Pass; the Player Character Record Sheets ; and dice; this set was limited to only 1,000 copies, and was sold both by mail and at GenCon 17. [6] : 147
The Expert Set consists of one rulebook and an adventure module, X1-The Isle of Dread. [6] [12] The Expert Set rulebook presents rules for characters of level 4–14, [7] : 2 and begins with an introduction to wilderness adventures and playing a long-term campaign. [6]
The rulebook is then divided into a Player's section and a Dungeon Master's section. The Player's section introduces rules for adventuring in the wilderness, as well as new weapons and equipment. It expands the spell lists for the cleric and magic-user classes, and introduces the concept of "reversed spells" (in which some spells may be cast with a result opposite to their normal effect). Because of their special abilities, the three demi-human classes are given maximum levels "to help keep all the character classes in balance": [7] : 3 dwarves, elves, and halflings can only rise to 12th, 10th, and 8th level, respectively. When any character reaches a specified "Name" level, depending on their class, they are permitted to build a stronghold, and thus attract lower-level NPC followers.
The bulk of the Dungeon Master's section provides details for creating and running both wilderness adventures and a long-term campaign, including designing the home town and area of player's characters, and combat rules for various wilderness terrain. The Grand Duchy of Karameikos is presented as a sample wilderness adventure area. [7] : 38–39 The lists of magical items and monsters are also expanded.
Players who want to continue expansion on their characters would continue to the Companion Set. [6]
Aaron Allston reviewed the original Expert Set in The Space Gamer No. 38. [13] He commented on its place with the Basic D&D series, saying that "Overall, the Basic series is a good set of rules, but only as a series. A beginning gamer will find Basic D&D well-organized and playable, but so limited as to soon grow pale and vapid. With Expert, the scope is increased to acceptable levels, with rules for adventuring beyond the dungeon – wilderness, aerial, naval, the world at large – but this doubles the investment required." [13] Allston also commented that "Expert D&D is practically valueless outside the series. It duplicated materials in Original D&D and AD&D, and breaks no new ground. Its use with other RPGs is questionable, except for the section on castlebuilding, which few other games handle in detail. It is, however, well-arranged and invaluable in the context of the series." [13]
Anders Swenson and Douglas Law reviewed the Dungeons & Dragons Basic Set and Dungeons & Dragons Expert Set for Different Worlds magazine and stated that "The new D&D Basic and Expert Sets should be a smooth introduction to the hobby of adventure-game playing for vast numbers of new players and an enjoyable addition to the libraries of experienced players. We recommend this version of the game over the previous editions, especially for beginners, because it is clearer, better organized, and more refined." [14]
Chris Hunter reviewed the 1983 edition for Imagine magazine, giving it a positive review. He thought that, unlike the Basic Set, this was more of a re-organization and re-editing of the original material. [12]
Dungeons & Dragons is a fantasy tabletop role-playing game (RPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TSR). It has been published by Wizards of the Coast, later a subsidiary of Hasbro, since 1997. The game was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system. D&D's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, and also deeply influenced video games, especially the role-playing video game genre.
Greyhawk, also known as the World of Greyhawk, is a fictional world designed as a campaign setting for the Dungeons & Dragons fantasy roleplaying game. Although not the first campaign world developed for Dungeons & Dragons—Dave Arneson's Blackmoor campaign predated it by about a year—the world of Greyhawk closely identified with early development of the game beginning in 1972, and after being published it remained associated with Dungeons & Dragons publications until 2008. The world itself started as a simple dungeon under a castle designed by Gary Gygax for the amusement of his children and friends, but it was rapidly expanded to include not only a complex multi-layered dungeon environment, but also the nearby city of Greyhawk, and eventually an entire world. In addition to the campaign world, which was published in several editions over twenty years, Greyhawk was also used as the setting for many adventures published in support of the game, as well as for RPGA's massively shared Living Greyhawk campaign from 2000–2008.
Mystara is a campaign setting for the Dungeons & Dragons fantasy role playing game. It was the default setting for the "Basic" version of the game throughout the 1980s and 1990s. Most adventures published for the "Basic" edition of D&D take place in "The Known World", a central continent that includes a varied patchwork of both human and non-human realms. The human realms are based on various real-world historical cultures. In addition, unlike other D&D settings, Mystara had ascended immortal beings instead of gods.
David Lance Arneson was an American game designer best known for co-developing the first published role-playing game (RPG), Dungeons & Dragons, with Gary Gygax, in the early 1970s. Arneson's early work was fundamental to the role-playing game (RPG) genre, pioneering devices now considered to be archetypical, such as cooperative play to develop a storyline instead of individual competitive play to "win" and adventuring in dungeon, town, and wilderness settings as presented by a neutral judge who doubles as the voice and consciousness of all characters aside from the player characters.
A displacer beast is a fictional evil feline creature created for the Dungeons & Dragons role-playing game in 1975; it has subsequently been included in every edition of the game to the present day.
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Trolls are fictional monsters in the Dungeons & Dragons roleplaying game.
Several different editions of the Dungeons & Dragons (D&D) fantasy role-playing game have been produced since 1974. The current publisher of D&D, Wizards of the Coast, produces new materials only for the most current edition of the game. However, many D&D fans continue to play older versions of the game and some third-party companies continue to publish materials compatible with these older editions.
In the Dungeons & Dragons role-playing game, orcs are a primitive race of savage, bestial, barbaric humanoid.
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Jacob Franklin Mentzer III is an American fantasy author and game designer who worked on early materials for the Dungeons & Dragons (D&D) fantasy role-playing game. He was an employee of TSR, Inc. from 1980 to 1986, spending part of that time as creative advisor to the chairman of the board, Gary Gygax. He also founded the Role-Playing Games Association (RPGA) during his time with TSR.
In the Dungeons & Dragons fantasy role-playing game, a vampire is an undead creature. A humanoid or monstrous humanoid creature can become a vampire, and looks as it did in life, with pale skin, haunting red eyes, and a feral cast to its features. A new vampire is created when another vampire drains the life out of a living creature. Its depiction is related to those in the 1930s and 1940s Hollywood Dracula and monster movies. In writing vampires into the game, as with other creatures arising in folklore, the authors had to consider what elements arising in more recent popular culture should be incorporated into their description and characteristics.
The Isle of Dread is an adventure for the Dungeons & Dragons role-playing game. The adventure, module code X1, was originally published in 1981. Written by David "Zeb" Cook and Tom Moldvay, it is among the most widely circulated of all Dungeons & Dragons adventures due to its inclusion as part of the D&D Expert Set. In the adventure, the player characters arrive on the Isle of Dread seeking a lost treasure, and there encounter new nonhuman races.
Thomas Steven Moldvay was an American game designer and author, best known for his work on early materials for the fantasy role-playing game Dungeons & Dragons (D&D).
Blackmoor is a supplementary rulebook of the original edition of the Dungeons & Dragons fantasy role-playing game written by Dave Arneson.
The Dungeons & Dragons Basic Set is a set of rulebooks for the Dungeons & Dragons (D&D) fantasy role-playing game. First published in 1977, it saw a handful of revisions and reprintings. The first edition was written by J. Eric Holmes based on Gary Gygax and Dave Arneson's original work. Later editions were edited by Tom Moldvay, Frank Mentzer, Troy Denning, and Doug Stewart.
The Dungeons & Dragons Companion Set is an expansion boxed set for the Dungeons & Dragons (D&D) fantasy role-playing game. It was first published in 1984 as an expansion to the Dungeons & Dragons Basic Set.
Dungeons & Dragons Master Rules is an expansion boxed set for the Dungeons & Dragons (D&D) fantasy role-playing game. It was first published in 1985 as an expansion to the Basic Set.
Dungeons & Dragons Immortals Rules, written by Frank Mentzer, is a boxed set for the Dungeons & Dragons (D&D) fantasy role-playing game first published by TSR in 1986 as an expansion to the Basic Set.
The gargoyle is a fantasy and horror monster inspired by the gargoyle architectural element. While they were believed in mythology to frighten away evil spirits, the idea of such statues physically coming to life is a more recent notion. Like golems, they are usually made of magically animated or transformed stone, but have animal or chimera traits and are often guardians of a place such as a cathedral or castle. They can also be depicted as vessels for demonic possession or as a living species resembling statues.