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Back To BasiX - Issue #02, Sep 2017
Back To BasiX - Issue #02, Sep 2017
#2 — September 2017
— Issue #2 Details —
Fanzine Sections — V1 No 2
Content Page Issue #2 — September 2017
Letter from the Creator 1 Printed September 2nd, 2017
Created by: Thom Wilson
Publishing News 2 Articles by: Thom Wilson
Product Spotlight 2 Cover Illustration: Matt Ray
Logo: Isa de Mendonca Silva
Interview — Frank Mentzer 4
Comic: Travis Hanson
Mythicology 5 Interior Art: Jack Badashski
The Magic Shop 6 Editor: Michael J. Gross III
Product Spotlight
In the first issue of Back to or existing gamers into a differ-
BasiX, I highlighted the Moldvay ent version of D&D (maybe
edited Basic rules and provided even getting players who were
my opinions of the content and too intimidated by the Gygaxian
how it was presented. While I tomes in the advanced version
love these rules, they were struc- of the game).
tured in a way that felt instruc-
tional for beginning players. At While I will compare the two
the time in which this book was versions of the rulebooks, I’m
sold, instruction is what many not going to debate which is
new players needed. However, better. Each version has its
when Frank Mentzer was tasked benefits to both new and experi-
with creating a new version of enced players. Instead, I’ll high-
the Basic ruleset, he took a light the core differences of the
slightly different approach to sets, focusing on interesting dif-
layout and structure that I feel ferences or changes that I feel
many may have missed as they are worth checking out.
jumped over to AD&D. Some
players may have felt that the One of the main differences of
Moldvay edition was “childish” both sets is that Mentzer’s ver-
and steered clear of the Basic sion comes in two books, one
set in favor of AD&D. Mentzer for the DM and one for the
was able to use his recreated player. Some of the core rules
ruleset to pull brand new players are found in both books.
2
Splitting the rules between In the Mentzer edition, both the
“roles” makes it easier for play- player and DM books provide
ers and DMs to use their re- an example of game play, each
spective books at the same time. focused on the duty of the
Previously, gamers using the gamer’s role in the game; tips
Moldvay version would either for running the game are pro-
have to have more than one vided in the DM adventure ex-
rule book or share a lone copy. ample, while the theme of col-
laboration and working together
Moldvay’s version starts immedi- is the focus of the player’s ad-
ately with character creation, venture example.
spending little time on what the
game entails. Mentzer instead Nearly every other aspect of the
chose to kick off the player’s rules are the same between ver-
guide with an example (solo) sions. Each set has a monster
adventure, immersing the reader section (although a few are miss-
in the game and how it’s ing from Mentzer’s edition, spe-
played. The revised red box cifically the Acolyte and Insect
rules detail character creation Swarm) and a treasure section.
later in the book, around page Mentzer’s set has many more
23. tables for players, which I per-
sonally find to be more useful
Mentzer chose to put the spell during game play.
descriptions within the class sec-
tion of character creation. The inside back cover of the
While Moldvay chose to have all player’s book in the Mentzer
spells together in its own sec- edition has advertisements for
tion, Mentzer put Magic User other TSR products: the Polyhe-
spells in the MU class section, dron, Dragon and Amazing
and Cleric spells in their section. magazines, and Star Frontiers
The DM’ s rule book in are highlighted for players.
Mentzer’s version also lists
higher level spells that aren’t in Both versions are extremely solid
the Moldvay book (but instead, sets for new and experienced
are within Zeb Cook’s Expert players. While Mentzer’s version
version). Mentzer gave the DM tries to teach the new player
3rd level MU and 2nd level the game with example adven-
Cleric spells to use. tures, Moldvay’s version walks
through the steps of roleplaying
A section of “additional rules” in in a methodical order. Each
the revised red box DM’s rule- version works for players; it’s
book details new concepts on more of matter of what suits
missile weapons, encumbrance your needs and style.
and retainers, things that were
hinted at in the Moldvay book Twelfth through Fourteenth Re-
but not covered to the extent of lease of the Basic Rules, 1983-
the revised rules. Additionally, 1989, edited by Frank Mentzer.
portions of the additional rules From boxed set “Set 1: Basic
are covered in the player’s book Rules”, ISBN: 0-88038-338-0;
as well. 1988 version used in review, set
#1011, $12.00 list price.
3
Interview with a Legendary Gamer — Frank Mentzer
After my product spotlight of Players Handbook arrived. We
the Revised Basic Rules, it’s converted to 1e immediately,
only fitting that I interview the taking this new book of classes
editor himself, Frank Mentzer! & spells and the Monster Man-
Frank was kind enough to take ual and mashing it all together
time out of his busy schedule to with OD&D and Holmes. (The
answer a few of my questions. DM Guide wasn’t out yet; we
were on our own.) TSR wasn’t
[Thom] What is the earliest role- producing many adventures, and
playing game you remember although Judges’ Guild had lots,
playing (not including wargaming their quality was spotty. We
and board games)? Was it a ended up creating our own by
published or non-published RPG? preference.
A1 A4
A7
A6 A8
A5
A2
Ceiling
trapdoor
8
A5: Rusted Iron Gate Rum-eye’s crew died in this
room, many of them in their
An ancient iron gate stands at hammocks. Any noise in this
the rear of the Mrunt’s cave area will reawaken the dead pi-
system, padlocked from the
rates. Twelve pirate skeletons
other side. The gate is rusty
will arise and attack the charac-
from the breeze of sea air blow-
ters (AC 7, HD 1, hp 4 each,
ing through the caves, but is
#AT 1, D 1-6, Save F1,
still firmly in place. The bars
ML12). Each skeleton carries a
of the gate are wide enough for
rusty cutlass.
small characters to fit through
(e.g. Halflings). The giant rats
Several footlockers contain the
from area A7 easily fit between
pirate crew member’s posses-
the bars as well.
sions. 145 sp and 23 gp
can be found amidst the belong-
The rusty bars may be bent to
ings.
allow entry; three consecutive
and successful Strength checks A7: Rum-eye’s Quarters
(at half the character’s Strength
score) will bend the bars enough The pirate captain used this area
to allow characters to fit as his personal quarters while
through. Each character may resting in the pirate lair. Rum-
only try this feat once. eye was the last to die, fighting
the curse as hard as possible.
Note that the tunnel beyond the His bony hand still grasps the
iron gate is manmade, unlike cursed pearl to his chest. The
the rest of the cavern tunnels to captain arises from his bunk
this point. when characters enter the room.
Rum-eye is a tough skeleton
A6: Tomb of the Cursed warrior (AC 6, HD 2, hp 8
each, #AT 1, D 1-6+1, Save
Several dozen years ago, pirates
F2, ML12). In one hand, he
sailing the waters near this is-
holds the pearl, but in the
land found a magical pearl once
belonging to a powerful mer- other, wields a +1 cutlass
maid. When the captain of the (short sword). If he drops the
pirate crew, “Rum-eye” discov- pearl, he will skip his attack to
ered the pearl at the mermaid’s regain it.
underwater tomb, he dove down
and stole it. With his act of
theft, he unknowingly cursed
himself and all whom he be-
friended. He and his crew
came to this very isle where he
had a secret lair to store his
stolen loot. Within a few days,
his entire crew succumbed to
the “curse of the quick death”,
a magical affliction that disinte-
grates flesh if the character does
not fully submerge themselves at
least once per hour.
9 Art by Jack Badashski, © Jack Badashski, 2016
Three small chests are found A8: Pirate Lair
amidst the debris in the room.
A key around the skeleton’s Several wooden chairs and three
neck will open all of them. tables are found in this large
room once used by the pirates
Chest 1 contains 500 sp and as they rested from their voy-
ages. Empty wine bottles and
100 gp. Chest 2 contains
discarded cards are scattered
100 rubies, sapphires and emer-
across the tables and floor. A
alds, each worth 10 gp. Chest
wooden ladder leads up to a
3 contains the captain’s journal
trap door in the ceiling. A
of the pearl, including his
sloping tunnel above the trap
search, discovery and findings
door leads to the surface of the
about the curse.
island, exiting out between a
narrow crack in a huge boulder.
Note that if the characters did
not encounter the rats in area
From the surface, the crack in
A4, they may find them here
the boulder leading down to the
moving through the debris and
pirate’s lair is well hidden, much
refuse piles.
like a secret door.
Spellbound
There are so few spells in B/X, Evil. Oh, there’s the occasional
but so much to talk about! In Detect Magic or Detect Evil, but
each issue of Back to BasiX, most take the healing spell,
we’ll review an existing spell or man. Your fighters are getting
create a new one for your con- beat up and healing potions are
sideration… or both! hard to come by. That healing
spell can save the group.
Purify Food and... What?
Unless the DM made you roll That being said, there are times
for Clerical spells (not following to take Purify Food and Water.
the rulebook, of course), did you Maybe when the group is starv-
ever pick the Purify Food and ing or thirsty and there’s noth-
Water spell? Okay, first let’s ing but rotting meat and sewer
talk about your options here. water around. But even then, a
As a cleric, you don’t even get Cure Light Wounds spell might
a spell until second level. With still be better.
your lone spell, do you take this
one? I mean, really. You have More on Cleric Spells...
eight spells to choose from and While we’re on the topic of
you pick this one? I bet most Clerics and their spells, let’s talk
haven’t, unless they needed it about optional (or standard)
during a particular encounter, rules. On page B15 of the
and even then, you had to pray Moldvay edition, it states, “...the
in advance to get it! Who has cleric has the choice of any
that kind of foresight to know spells of the same level…”.
what they’ll need in the upcom- How many DMs follow that
ing day. Every player I’ve ever rule? I know several that didn’t.
known has picked either Cure
Light Wounds or Protection from
10
This means that all eight of the One creative DM made me
first level spells were available to picks spells that only aligned to
the second level cleric, praying my deity! How’s that for role-
to receive one of their choice. playing within a campaign?
My first DM made me roll for
my spell (I mean, there are In the next issue of Back to
numbers next to them for a BasiX, we’ll take a look at the
reason, right? Roll that d8!). I more complicated spells ESP and
don’t think I “picked” Purify Phantasmal Force. Both of
Food and Water, though. I these spells have less finite rules
believe I may have received Re- around their use, forcing players
sist Cold. Super useful. to get creative with their spell
casting. Spells like these require
Another DM allowed me to gain an imaginative approach to
an additional first level spell if I magic, not something every start-
had a 15 or better Wisdom, ing player can quite do.
usable at first level! An interest-
ing variant to the B/X rule, for Do you have a spell you’d like
certain. to discuss? Let me know!
A4
Crimson Abbey of
the Broken God North
$2.50 Issue #2