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Back To BasiX - Issue #05, Jun 2018
Back To BasiX - Issue #05, Jun 2018
#5 — June 2018
— Issue #5 Details —
Fanzine Sections V2 No 2
Content Page
Issue #5 ‟ June 2018
Letter from the Creator 1 Printed June 2nd, 2018
Publishing News 2 Created by: Thom Wilson
Product Spotlight 3
Articles by: Thom Wilson
Cover Illustration: Matt Ray
Interview ‟ Stephen Marsh 4 Back Cover: MonkeyBlood Design
Mythicology 7 Logo: Isa de Mendonca Silva
The Magic Shop 8
Comic: Travis Hanson
Interior Art: Gary Dupris, Brett
Quarterly Dungeon Crawl #1 9 Neufeld, William McAusland
Quarterly Dungeon Crawl #2 11 Cartography: MonkeyBlood Design
Spellbound 13
Editor: Michael J. Gross, III
An Ongoing Adventure... 15 Upcoming Issues:
#6 ‟ September, 2018 - PoD, PDF
1 1st printing — 50 copies #7 ‟ December, 2018 - PoD, PDF
Publishing News
As a lifelong fan of B/X, I’m But, if you’ve always wanted
always curious about products both the Basic and Expert rule-
that inject new interest into our books in one book, it’s as good
niche hobby. When I saw the an option as any.
BX Fantasy Roleplay
(B|XRFP) book on the internet, What are things I liked? I defi-
I wanted to look it over. I’m a nitely liked the single-book feel
fan of print so I purchased a with all the rules of B/X con-
paper copy on Lulu for $14.95. tent blended together. Finding
first- through sixth-level spells for
If you’re looking for a set of clerics and magic-users (and
rules that combines Basic and elves) combined in their own
Expert (Moldvay, Cook) into a sections was useful. Maybe put-
single book, the B|XFRP book ting both spell lists in a single
may be for you. It is laid out section organized alphabetically
just like the original books with would have been a better op-
nearly identical section headings, tion. At least it may have differ-
similar section order, and a retro entiated itself from the originals
font that is reminiscent of the that way. I did like that the
TSR fonts used in the original B|XFRP book was less total
B/X products. Flipping through pages than the two original
the book, I was eerily reminded books‟84 pages instead of
of those early days… the 128. There was no redundancy
B|XFRP book definitely sparked of experience point and class
some nostalgia as I turned the tables, attack and saving throw
pages. charts, or equipment and gear
lists, either.
Product Spotlight
Most of the early Basic adven-
tures kept characters under-
ground, exploring vast labyrinths
and large cave systems. Wilder-
ness travel was inserted into a
session only as an afterthought,
to get adventuring parties from
dungeon to dungeon or from
their adventure to town. The
first real wilderness adventure
book by TSR was released in
the Expert rules boxed set, The
Isle of Dread. This is what
players had been looking for in
I’ve run this adventure countless times‟can you tell?
D&D‟a hex crawl!
The adventure booklet is 32
I fell in love with that island pages in length, made up of 9
map the moment I saw it‟all pages of maps, 3 pages of new
those different locations set monsters, a 2-page handout, a
w i t hi n j u n g l e s, m o un t a i n s , couple of pages of novice DM
swamps, and villages made it help, and about 13 pages of
feel like the book had dozens of actual adventure material. Addi-
different adventures! My players’ tionally, there are three wilder-
characters could spend months ness encounter tables, several
exploring hundreds of square optional plot hooks, and a good
miles of the island. Sure, there mix of outdoor and dungeon
were some areas that needed adventures. Many of the encoun-
additional fleshing out, but the ter locations are only a few
framework for awesome adven- paragraphs with just enough de-
tures was there. tail to get the GM’s imaginative
juices flowing. Other areas, like
Labeled as a “special introduc- the temple on Taboo Island,
tion wilderness module”, TSR have detailed encounter areas
gave us a book that starts our that can be run as is.
journey into outdoor travel and
exploration. With islands to ex- Reading the art credits is like
plore and a continent to use as seeing the who’s who of early
a campaign world, B/X game- TSR artists: Dee, Diesel, Otus,
Sutherland and Willingham all
3
draw art for this fantastic book. Interview with a Legendary
I’m not sure who made the is-
land and continent maps, but
Author—Stephen Marsh
they should get an award for Rounding out our B/X rulebook
that work! interviews, this issue we talk to
Stephen Marsh, author of and
Let’s not forget the book was contributor to the Expert Rules.
designed by Moldvay and Cook,
the editors of both Basic and [Thom] What role were you ini-
Expert rules‟a collaborative mas- tially hired to fill at TSR and
terpiece! what other things did you get to
do there during your tenure?
X1, The Isle of Dread, written by
David Cook and Tom Moldvay. [Stephen] Gary hired me to just
ISBN: 0-935696-30-X; #9043, come on board between my first
1980-1982 (blue cover), 1983 and second year of law school
(red cover); First printing lists and help out in the design de-
1981 date and incorrect product partment. They set me to work
code; some early copies list a for the summer. I had a job
$5.50 price; for 6-10 characters offer to come back after law
of 3rd to 7th level. school that was rescinded by
Brian Blume. Lots of things
were worked on by me as an
outsider: nothing ever quite com-
pleted, a good deal was lost
when Gary was locked out of
his office, and then all the pa-
pers in it were burned as detri-
tus including the completed Star
Strands project.
[S] “D&D” was “by” Gygax/ [T] Can you detail your editorial
Arneson. Arneson’s intent is responsibilities with respect to
pretty clear from the mimeo- the Expert Rulebook? What is
graphed rules he released at the it that you did, working with
end of the 70s (at a time when Zeb Cook?
quality mimeograph was still very
accepted as a publication [S] I actually wrote most of the
tool). Fixed hit points, magic- text, Zeb edited it all. To be
users rise in level by learning all honest, the editing was much
the spells at one level... that harder as the rules had to be
sort of thing. typeset to match up with the
Basic Set (so that you could pull
I pretty much sat down and out pages and match them up
wrote the Expert set. Moldvay one to one). Remember, this is
had already done the Basic with typewriters and I honestly
set. The idea was that we would did not think that it was possi-
do three books. Basic, Expert ble to get done‟what Zeb got
and another (to take the levels done‟in the time he had. The
from where Expert left off to actual rule-writing was pretty
about level 20). For example, easy.
Giant Sea Serpents were origi-
nally going to be in Expert, but If they had a different vision of
were reserved for the later book the project, the writing would
(20 hit dice, magic and melee, have been harder.
level 20 spell casters).
[T] What do you mean, “a dif-
People tend to kind of over- ferent vision of the project?”
think the differences between ver- Can you elaborate on that last
point?
5
[S] That is, if the project was specific as fighter/magic -
supposed to be more than an users. The math on tables and
OD&D (Brown Box Set, before such was just tweaked to make
Monks and Psionic powers) re- things a little smoother.
write‟albeit in clearer terms and
with rough edges smoothed off, [T] What are you working on
it would have been these days, specific to roleplay-
harder. However, a rewrite of ing games work?
the original rules but in the style
of what Tom had done with the [S] I’m working on Shattered
first few levels‟to make them Norns, a setting I developed.
accessible and clear but without At present I have pending a
any of the additional “stuff” that book on the Plane of Shadows
was in AD&D „ that was pretty that also includes some adven-
easy to do. tures (and lots of monsters and
terrain rules) that New Big
That made for a nice, clean, Dragon games is finishing up
and easy to write project, if that (the project is post initial distri-
makes sense. That is why the bution of editing copies). I’m
editing was a superhuman task‟ probably going to do The City
which Zeb Cook did. People in Shadow next and some other
don’t appreciate just how hard materials if I find the desire to
the editing was with the tools complete what I started on
available. there. I admit that I’m some-
what depressed by delays in hav-
[T] What are some of the things ing Into the Shadows see final
that you added to or changed in print; the delay’s effect on my
the Expert rules? E.g. did you interest in working has bled over
modify any of Gary and Dave's into my interest in doing more
initial rules for simplification or updates of the materials I did
clarification? before, such as City of the
Revenant or to continue on
[S] We were supposed to just newer projects.
express the rules without trying
to fill in too many gaps and to I’m really sensitive to feedback,
do the least amount of changes and to the lack of it. If Into the
possible. The idea was that Shadows had come out last year
AD&D would be technical and and done ok, I’d be neck-deep
B/X would be for fun play, kind in additional material. With the
of a clearer version of the delays, I feel kind of weighted
Brown Box materials. The only down until it either gets released
“modification” I did was to fill or just goes under. Most of my
out some spell tables (e.g. the history as a writer is with pro-
melee weapon enhancement spell jects that have gone under and
for clerics I added), add and not seen print.
flesh out monsters (though I was
overruled on doing intelligent
wooly rhinos‟I wanted them to
be able to coordinate combat
tactics and such), and race-as-
class to flesh out some rules for
Elves to make them a little more Artwork by William McAusland © Used with permission
6
Mythicology
The two new monsters in this Armor Class: 7
issue’s Mythicology section are Hit Dice: 1+1*
also found in the Dungeon Move: 120’ (40’)
Crawl (on page 10) and within Attacks: 1 Bite
the Crimson Abbey of the Bro- Damage: Bite 1-3 + cold
ken God adventure on page 16. Special: Immune to cold;
bite saps Consti-
Rat, Undead tution.
Undead rats are the product of No. Appearing: 3-18
malicious spells or unholy curses Save As: Fighter: 1
uttered by evil priests. Once cre- Morale: 12
ated, the undead rat seeks to Treasure Type: Nil
chase and kill any living thing, Alignment: Chaotic
following the orders of its crea-
tor. They are the size of a gi- Minotaur, Crystal
ant rat but are found with ex-
posed flesh and bone peeking
through their ragged fur. Their
eyes are often a bright red or
blue.
Armor Class: 4
Hit Dice: 6+1*
Move: 60’ (20’)
Attacks: 1 Gore or
Weapon
Damage: Gore 2-8 or
Weapon weapon type.
Special: Regeneration.
11
Sepulcher of the God-King
path
n1 n2
n3
A1 A2 A3 A4
n4
lake
n6 n5
North
17
Map for adventure on pages 9-10
18
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