Tuesday, July 8, 2008

Magic Kingdom for Sale: Sold. A review

If you like a big, heaping helping of vanilla with your fantasy, you'll probably like the flavor of Terry Brooks' Magic Kingdom for Sale: Sold.

Me, I'm a New York Super Fudge Chunk guy and I thought Magic Kingdom tasted like shit.

Yeah, that's harsh. If you don't have anything nice to say, don't say anything at all, etc. etc. But I have an obligation to review Brooks' work for two reasons: I owe it to http://www.sffaudio.com/, and I figure I might steer away a couple potential readers who might stumble with tragic results into the banal minefield that is Magic Kingdom.

To be fair, Brooks can write, in terms of stringing gramatically correct sentences together. I've read much, much worse stuff than Magic Kingdom. I also have fond memories of Brooks' Sword of Shannara series, which I read as a teenager and liked (although I knew even then that they were derivative of Tolkien). But I'm afraid to revisit Shannara these days, especially after Magic Kingdom. I just know its not going to hold up.

Magic Kingdom is about the tale of Ben Holiday, a 40-year-old lawyer burned out with his profession and his life, having lost his wife to a car accident and finding no satisfaction in his work. While thumbing through a specialty catalog he finds a literal magic kingdom for sale for a million bucks and decides to make the purchase. The broker, a wizard, whisks Holiday away to the fantastic realm of Landover, a once shining kingdom now in serious decline. The land is failing and the great castle of Sterling Silver is tarnished because Landover has been without a king for 20 years.

Holiday soon finds out that he's not the first king to try to ascend to the throne in that time, however. Far from it. Instead, he's been duped by the broker, and learns that dozens of previous kings have failed before him, and were meant to. Landover's peoples are bitter and disenchanted with the string of would-be kings turned failures, and Holiday has a fight on his hands to win their pledges.

But Holiday has help in the form of a doddering old wizard (Questor), a talking dog who once served as a court scribe (Abernathy), a beautiful shape shifting sylph named Willow, a pair of Kobolds, and a pair of hairy, grubby, earth-tunneling gnomes.

The biggest problem I had with Magic Kingdom is that this is kids' stuff, but it's not labeled nor probably intended as such. I don't buy that Magic Kingdom is written for an adolescent audience: its clearly marked as "adult fiction" on the cover of the audiobook I've reviewed. Nor is its subject matter for adolescents: At it's heart it's about a man's middle-age crisis, hardly the stuff to captivate a young audience. And because Magic Kingdom doesn't know what it wants to be, it suffers mightly. I enjoy good adolescent fantasy lit--C.S. Lewis' The Chronicles of Narnia and Nancy Farmer's The Sea of Trolls, for example, are terrific reads for folks of any age--but Magic Kingdom failed to satisfy my grown-up tastes, or my childhood love for good, simple stories.

Secondly, Landover as a world is completely unrealistic and devoid of any personality or charm. With generic place names like "The Greensward," "the Deep Fell," "The Wasteland," and "The Mountains of Melkor," Landover may as well be anywhere fantasy USA. And the way Brooks describes Landover you'd think it was the size of a postage stamp--two sentences of description here and there and Holiday and his crew have traversed the whole continent without breaking a sweat.

Thirdly, I didn't much like the main character. There's nothing to dislike about Holiday, but there's not much to like, either. He's bland and featureless. Holiday stumbles around most of the story, avoiding scapes by luck or occasionally pluck and wit, but mostly because he's "fated" to become king. He's revealed as the chosen one almost from the outset of the story, so there's really no tension or doubt that he will ascend to the throne of Landover. I also found his companions extremely annoying. The kobolds, gnomes, and even Abernathy and Questor resemble a troupe of circus clowns who are there to provide levity, a sounding board for Holiday's questions, and occasionally bail him out of trouble, but do little else.

Fourthly, the underpinnings of the story have some serious flaws and holes. We find out that the evil wizard who "sells" Landover to Holiday is doing it for the money. Keep in mind that this is a wizard who has powerful magic at his disposal--and can use it freely on Earth--but can't seem to figure out how to use it to make a few honest bucks. Lame. Brooks draws some extremely tenuous connections between the health of the king and the health of the land, an old Arthurian trope that is not at all developed in Magic Kingdom. Other than a few brief mentions of blighted crops, swirling mists and gloom, and some unhappy farmers, there's no overt suffering, darkness, or disease, nor any explanations about why a king is needed to restore the land's health. In short, I had no emotional investment in whether Holiday succeeded or failed in his mission because I didn't find myself caring about him or the plight of Landover. By the conclusion of the story I was simply glad to see it end.

I could go on and on with the criticisms (the evil wizard allowed Holiday, a brilliant lawyer and a golden gloves boxer, to buy Landover because he thought Holiday was a good candidate to fail at becoming king?) but it's like shooting ducks in a barrel. I do think there is an audience for Magic Kingdom, and you could do worse if you're looking for a brainless beach read, but suffice to say that it's not for readers like me.

Edit: This review also appears on SFFaudio.com: http://www.sffaudio.com/?p=2908

Saturday, June 28, 2008

Taking the Lamentations of the Flame Princess challenge

Over at Lamentations of the Flame Princess, James Edward Raggi IV has asked the blogosphere to take up the gauntlet and list the media influences that impact their D&D campaigns. This is a difficult one for me as I'm not currently running a game, but am involved as a player in two long-term 3.5 campaigns.

However, I can't resist taking up the challenge and listing those sources of media that have the most impact on my line of thinking re. RPGs, and perhaps will one day make their way into a campaign run by yours truly. So here goes:

Heavy metal. I think I could write an epic, years-spanning campaign based off nothing except for Ronnie James Dio song lyrics. Hell, maybe I'll do it some day. I'd throw some Manowar in, too.

J.R.R. Tolkien. Tolkien is my favorite fantasy writer so there's no way he wouldn't make an appearance on this list. If any clowns out there actually think Tolkien is "soft," please pick up The Silmarillion and tell me otherwise. There's brutal fate, awesome battles, evil and death enough in those tales to sate even the most Nordic-influenced reader. And who hasn't imagined Moria during a dungeon-crawl sequence, or Smaug when role-playing a red dragon?

Robert E. Howard/Conan. This includes not only the writings of the man himself, but also the great Savage Sword of Conan adaptations of his material. Vine-choked ruins of lost civilizations, corrupt, decadent, wealth-choked, whoring cities, pirates, dark and wild magic, what's not to like?

Bernard Cornwell. Cornwell is a great grim and gritty, historically accurate writer in the midst of a great series called the Saxon Chronicles, which are a must-read if you like dark ages warfare. Shield walls, Viking coastal raids, etc. would all make their way into my campaign.

Malory/King Arthur. I love the old tales of the round table, particularly the holy grail stories, the evil Morgan Le Fay and Mordred and the corruption at the heart of Camelot, a shining kingdom creating a circle of light in the dark ages, and the themes of the rise and fall of kingdoms.

Gary Gygax. Every page of the old Dungeon Master's Guide and Player's Handbook ooze inspiration and ideas, like some great, musty old tomes of lore. I also love Greyhawk and most of his modules, in particular Keep on the Borderlands, the Giants/Drow series, and his work in the S series. Gygax would definitely be at the heart of my theoretical campaign.

And with that list, I'll see you all in a week or so. I'm off on an internet-free vacation for a week or so. Take care all!

Tuesday, June 24, 2008

My top 10 favorite heavy metal vocalists of all-time

Heavy metal as I see it: An irregular series about the highest form of music known to man.

I love heavy metal for many reasons, not the least of them the great singers. Metal's best frontmen--the Bruce Dickinsons, Rob Halfords, and the Ronnie James Dios--are insanely gifted vocalists whose voices soar operatically above--or brutally crush underfoot --the digitally-enhanced, studio-made, lightweight pop singers of today. I've definitely suffered some hearing damage over the years blasting these guys on my car radio, but you know what? It was worth it.

So who is the best heavy metal singer of all time? Everyone has their own opinion, but following are 10 that I believe epitomize the power, grandeur, range, and rage that define the very essence of heavy metal. I've included a clip from Youtube depicting a great vocal performance from each, so click through and decide for yourself.

1. Rob Halford, Judas Priest: Currently I have Rob Halford of Judas Priest ranked at no. 1, but depending on what day of the week you ask me, any of the "big three" are interchangeable in the top slot. Halford is so damned amazing. The clip from Youtube is a live performance of The Sentinel. Halford is not just singing here, but his voice is a literal instrument, a glass-shattering sound from another, futuristic dimension in which the Sentinel lives. It sends chills down your spine: http://youtube.com/watch?v=AgCe56T4HxU

2. Bruce Dickinson, Iron Maiden: Bruce has tremendous range, and while he may not pack the ethereal scream of Halford at his best, he has, for my money, the best sounding "metal" voice. It's strong and powerful and epic, and he hasn't lost a step with the passing of the years. In fact, I think he's singing much better now than he was at the tail end of his days with Maiden pre-split. Here's an early rendition of a live performance of Maiden's best song, Hallowed be thy Name, which captures the incredible strength and soaring heights of the "air raid siren": http://youtube.com/watch?v=7vP2hFFV57E

3. Ronnie James Dio, Black Sabbath/Dio: Dio's voice (and his lyrics) are the soundtrack of a Dungeons and Dragons game: He has a voice like an evil sorcerer in a fantasy opera, and its powerful and stirring to boot. I can't argue with those who think he's the best metal singer of all time. Here he is singing one of my favorites, Die Young, with Black Sabbath: http://youtube.com/watch?v=hA9d9sSWFRA

4. Geoff Tate, Queensryche: At his peak, Tate could hit notes like no one else, save perhaps Halford. He's an opera singer turned metal. Take Hold of the Flame showcases his considerable talent and that opening note (you know the one) remains an absolute marvel: http://youtube.com/watch?v=uUrnCLWqmzA

5. Tobias Sammet, Edguy: It's too bad Edguy isn't better known, especially over here in the United States. Sammet is a throwback to the Helloween/King Diamond school of metal singers, hitting impossibly high octaves with an ease that's scary: http://youtube.com/watch?v=SPI9fa-Rbow&feature=related

6. Hansi Kursch, Blind Guardian: Although more well-known than Edguy, Blind Guardian is also no household name, but with Kursch at the helm they deserve to be. Kursch can do it all, from powerful, angry, high speed metal to glorious, bardic, medieval hymns. Check this out: http://youtube.com/watch?v=pQDt7dP3Ksk&feature=related

7. Eric Adams, Manowar. Adams has a voice made for power metal and songs about dragons and warriors. Very clean, very powerful, epic, and the guy can scream with the best of them, too. Here's a good example of his considerable ability: http://www.youtube.com/watch?v=MzJxP3Bh-eo

8. Ozzy Osbourne, Black Sabbath. Sure, he's a running joke now and his voice is completely shot, but Ozzy had one of the most distinctive and coolest-sounding "metal" voices in the business back in the 70's and 80's. He did great work on all the old Sabbath albums, and here's one of my favorites: http://www.youtube.com/watch?v=bBsJjVS8aPA

9. Phil Anselmo, Pantera. Anselmo is very different than any of the singers above and is definitely not a classic/power metal type singer. He's all rage and emotion, but its positively contagious and damned effective in getting fists and heads banging: http://www.youtube.com/watch?v=ONZ9bL2WGBE&feature=related

10. James Hetfield, Metallica (pre Black Album): I know, I know. Hetfield is not a great singer and is out of his class on this list. But I think he was the perfect singer for early (pre 1991) Metallica, back when they were a very, very good band. For example, I can't imagine anyone else singing Welcome Home (Sanitarium): http://www.youtube.com/watch?v=WElvEZj0Ltw

So there you have my top 10. Some honorable mentions include Glenn Danzig and Dave Mustaine, who could have made the list on another day.

Footnote: If you Google "Best heavy metal singers," this top 100 list by Hit Parader comes up. This is among the worst pieces of garbage I've ever read, and again proves the point that the vast majority of music journalists and critics don't have a clue regarding heavy metal. And this was released in 2006! I mean, David Bowie? Eddie Vedder? Steven Tyler? Freddie Mercury? Steve Perry? By anyone's definition with half a clue, these guys are NOT METAL.

...Rod Stewart at no. 60?


Someone at Hit Parader needs to be punched dead in the face. I'm tempted to believe that this is some big jest, a cheap way to get fans stirred up. Heck, I'd buy the magazine just to burn it.

Saturday, June 21, 2008

Iron Maiden: Old guard still the vanguard of heavy metal

A review of Iron Maiden at the Comcast Center in Mansfield, MA, Friday, June 20.

This was the second time I've seen the gods of metal on their "Somewhere Back In Time" tour, which features a setlist and stage show from Iron Maiden's golden years (roughly 1982-92). Once again, they kicked major ass, despite some problems with the sound (see below). Maiden continues to wave the flag for heavy metal and are the epitome of showmanship and professionalism. May they continue to wave the Union Jack--and the Heavy Metal standard--for years to come.

Iron Maiden did not change its setlist (you can read my prior review here), so I won't spend a lot of time on the review of the show, which more or less replicated the former show. There were a few more stage effects this time, including a giant mummy Eddie that emerged from an oversized golden Pharoah mask. Good stuff.

Friday's show was not sold out, which was a disappointment, but it was probably at 85% capacity. Even better was the large number of younger fans I saw walking around, mixed in with the older dudes like me. It does my heart good to see so many teenagers latching on to Maiden this late in their still prolific careers. Iron Maiden is and remains the best heavy metal band of them all, and I hope these youngsters appreciated seeing greatness before their eyes. This was the eighth time I've seen Maiden and I still get giddy like a schoolgirl every time.

One other bit of good news from the show: Bruce Dickinson announced that the band would be back again for a future tour in support of a new album. He said that the band was planning to hit the recording studio after this tour. This was good and surprising news for two reasons:

1. Good: Iron Maiden could retire any time they choose, and I still hold my breath with each studio release, fearing it may be their last. However, Maiden is still producing incredible material, so why should they stop? I'm a huge fan of all three of their last releases (Brave New World, Dance of Death, A Matter of Life and Death), and they remain creatively fresh and vital and on top of their game.

2. Surprising: I thought Maiden's plan all along was to do three tours in support of each of their "periods": The early years (Iron Maiden through Piece of Mind, which they did as part of the Ozzfest bill in 2005), the middle years (this tour), and their later material. But perhaps their next tour will highlight the new album and be supplemented with material post Fear of the Dark. Time will tell, I suppose. I frankly would love this, although I know there's a sizable and stupid percentage of Maiden's fan base that would prefer that they play only 80's songs.

The sound
One more disappointing detail: Friday's show was unfortunately marred by poor sound, a fact confirmed by a second reviewer from The Boston Herald. When I saw Maiden at the Izod Arena in New Jersey back in March the sound was a good deal superior. The sound at the Comcast Center was muddled and Dickinson's mike was much too low in the mix. It improved as the night wore on, but it took way, way too long.

Frankly, there's no excuse for this. To the assholes who performed the sound checks for Maiden in Mansfield: You suck, and please return the pay you received for your day's work. Back in the old days guitar techs would come out and actually play (imagine that!) to make sure the sound was correct and mixed properly; however, never once did I hear a single instrument played before Maiden took the stage on Friday night, and it showed. People pay big bucks for concert tickets and often wait years to see their favorite bands, so there's no excuse for extended periods of poor sound.

More ridiculousness: $8 beers? $35 t-shirts? Outrageous. At the risk of sounding like the old man from The Simpsons, back in my day t-shirts were $20, and beers were $3.50! Some of the t-shirts had great artwork, and I would have sprung for one except for the price tag. I just couldn't make myself buy a piece of clothing that would fade to a pale grey, shrink to the size of a postage stamp, and begin to disintegrate after three washings.

Thursday, June 19, 2008

Indiana Jones and the Kingdom of the Crystal Skull: A review

At what point do pulp heroes become superheroes? Your answer is the fourth entry in the Indiana Jones franchise, Indiana Jones and the Kingdom of the Crystal Skull.

I try to turn off my inner skeptic when I watch films like Indiana Jones. Gritty realism is not why I like the franchise, and I love and appreciate Raiders of the Lost Ark and The Last Crusade. But when you have scenes in which:
  • Indiana Jones survives a nuclear blast by hiding inside a refrigerator
  • A boy befriends a tribe of monkeys, and swings with them through the vines of a jungle a-la Tarzan, then lands onto the back of a truck moving at high speed
  • A jeep plunges over a series of three waterfalls--the latter close to the height of Niagra falls--and all the passengers come away without a scratch

then you've officially taken the leap from the exciting, over-the-top action that defined the best films in the fanchise into the territory of sheer physics-defying ridiculousness. Director Steven Spielberg routinely crossed the lines of pulp conventions in the Crystal Skull, and in my opinion greatly dimished the film as a result. Instead of a quickening of my pulse, I found my eyes involuntary rolling in their sockets.

Perhaps the worst offender was the scene in which Marion, Indy's love interest from Raiders of the Lost Ark, deliberately and blindly drives a duck boat over a sheer cliff. The boat lands on a tree branch, which bends just enough to cushion the fall, and lands them safely on the ground. It was bat-shit insane on her part and completely unbelievable.

What's worse is that the movie didn't need these scenes. There were some other terrific chase sequences (the motorcycle chase at the beginning a prime example) that evoked the best moments from the original film. I enjoyed the well-placed nods to the first film (the Ark), and I also thought the Crystal Skull did a good job of painting the period (the 1950s) with broad, colorful strokes, including the music, the cars, the duck-bill haircuts, and the political atmosphere of the Red Scare and McCarthyism. There was some clever humor as well, including a chase in which Soviet KGB agents are blinded by a "Better Dead Than Red" banner being carried by a group of college students. In general, I thought the Russians, led by Cate Blanchett, were fine replacements for the Nazis from the earlier movies.

But it seemed as though Spielberg and George Lucas (writer) were intent on one-upping all the great chases and escapes from the past films with sheer implausibility and overuse of CGI. And the ending ... well, the "aliens" left me cold.

Overall, I walked out of the theatre at the end of the Crystal Skull with the same impression I had of the Star Wars prequels: They certainly ramped up the action and the effects, but removed the soul that the older films had. The Crystal Skull, with a few notable exceptions, left me with the same hollow feelings.

My rating: 2 1/2 out of 5 stars. Although I hate to admit it, the Crystal Skull is probably the worst film in the Indiana Jones franchise.

Saturday, June 14, 2008

Welcome to the Hall of Fire: My theoretical RPG/book store

I think it's every gamer's fantasy to own his or her own game store. For me, it's one of those idle "wouldn't that be cool" thoughts that creeps into my brain from time to time. Also, whenever I visit game stores, I can't help but think how much cooler I could make them, given enough time and money.

Unfortunately (or fortunately perhaps), I've learned just enough about the reality of store ownership to keep that fantasy in the land of daydreams. A guy in my current gaming group used to own his own store and, from everything he's told me, there's absolutely no glamour involved and even less profit. Plus there's long hours, shoplifting, and that smelly dude who spends the whole day hanging around without ever buying anything.

But despite my better judgement, I still think that, were I to ever hit the lottery, I'd open up my own role-playing/book selling sanctuary (after I returned from that six-month trip to Europe, Asia, and Australia). Flush with cash, I'd open up a paradise on earth for like-minded individuals who share my passion for RPGs, books, movies, and other nonsense.

Since this is an exercise in sheer make-believe, my theoretical game store would offer much more than just a clean, friendly environment with a wide selection of merchandise. I'd make it a fantasy-lovers paradise, an over-the-top den of merriment and madness like a modern day Shadizar. I kind of like the name The Hall of Fire, which is taken from the elven hall in Rivendell where stories are told, verses recited, songs sung, ale and wine drank, and past glories relived.

Here's what you'd might see in the Hall of Fire:

Fantasy/medieval architecture. I'd pay a mason to make the front of the building look like a medieval castle. Or maybe I'd just hire an architect to build a room-for-room replica of The (pre) Ruined Moathouse. The entrance hall could look like the entrance to Acererak's Tomb of Horrors and another wing would be a classic Viking mead-hall with a long fire pit running down the middle.

Armor, weapons on the walls: I'd have suits of armor on display and shields and crossed swords and spears on the wall. Just for show of course, but in case of a possible break-in I'd keep at least one axe razor sharp.

A clean bathroom. A must of course, and the toilet paper would be printed with Jack Chick tracts.

Role-playing games, and lots of 'em. Duh. However, unlike most hobby stores that only stock the latest version of D&D and perhaps Exalted or GURPS, I'd keep a copy of every role-playing game in and out of print I could on the shelves, from Runequest and Lords of Creation to Toon, Top Secret, Boot Hill, Chivalry and Sorcery, Star Frontiers, and Marvel Super Heroes. The Hall of Fire could double as a research library for RPG scholars by the time I was done stocking it.

Board games/wargames. Axis and Allies? Wooden Ships and Iron Men? Squad Leader? Revolt on Antares? Car Wars? Star Fleet Battles? Check, we've got them.

Miniatures. I love minis and wish I had the time to paint my old and small collection of lead, so with money and time no object I'd have thousands of minis for sale. And I'd hire these guys to paint them and conduct classes.

Organized trips: I'd organize bus trips to places like Higgins Armory and King Richard's Faire.

Books: Small, independent bookstores are a dying breed these days, so I'd do my part to keep fantasy, horror, and sci-fi titles alive. I'd have floor to ceiling shelves stocked full of Howard, Leiber, Tolkien, Lewis, Cornwell, Anderson, G.R.R. Martin, Moorcock, Vance, King, Poe, Lovecraft, and more. And I'd pay to get authors in for book signings.

Movies: I'd have films like Excalibur, Conan the Barbarian, Wizards, Dragonslayer, The Lord of the Rings, The Terminator, and more running on constant loops. Oh yeah, and Thundarr the Barbarian too.

No Magic: The Gathering. Offenders will have their cards tossed into the yawning black mouth of the Great Green Devil on the wall (a cleverly disguised incinerator).

Music: I'd play a wide selection of heavy metal, and for a change of pace, different kinds of heavy metal. Iron Maiden, Judas Priest, Dio, and Blind Guardian would get heavy rotation.

Artwork: In and around the weapons I'd hang artwork by Frazetta, Vallejo, Alan Lee, and John Howe, plus I'd obtain permission to reproduce or buy the originals of all the classic D&D artwork (A Paladin in Hell, the PHB idol, the Magic Mouth, etc.) and place them in frames under glass. And I'd commission a talented artist to paint a giant picture of Orcus, too.

Guest speakers: I'd fly out big names like Mike Mentzer, Greg Stafford, Monte Cook, the guy from Grognardia, etc., to provide informative lectures on the history of RPGs, DMing advice, etc.

Book discussion group: I'd hold discussion groups on great fantasy titles like The Lord of the Rings, The Silmarillion, The Worm Ouroboros, The Broken Sword, The Once and Future King, and everything Robert E. Howard ever wrote.

Regular schedule of fun
In addition, I'd keep a regular schedule of games and other assorted nonsense. I'd run some games, play in others, and pay a stable of DMs a decent salary to keep the others going:

Monday: Wargame night. We'd wage World War II and then move on to history's other great conflicts at least once a week. Uniforms are encouraged, and I'd have films like Patton and The Longest Day playing in the background.

Tuesday: Dungeons and Dragons. Pick your poison--OD&D, basic, 1E, 2E, or the newer versions should you choose, I'd have them all. I myself would run that epic 1E campaign I've always wanted to try, culminating with Against the Giants/Drow/Demonweb series.

Pit-fighting Wednesday: I'd erect a shallow stone pit in the rear of the store, and, equipped with foam axes, swords, nets, tridents, shields, customers could go at it a-la the pit-fighting scene in Conan the Barbarian. This would be a great mid-week stress reliever for those sad souls still working the 9-5 shift :).

Thursday: Alternate game night. Those games of Pendragon, Call of Cthulhu, 007, or Runequest you've always wanted to play? This is your chance.

Friday night: Alefest, followed by a drunken session of D&D. Again, costumes encouraged (required?). Oh yeah, did I mention that I'd be acquiring a liquor license?

So what does your gamestore look like?

Wednesday, June 11, 2008

The magic of Moldvay

My gateway drug into the seductive hobby known as role-playing was the 1981 Basic D&D box set, as edited by the late, great, Tom Moldvay. For my money, page for page, this is still the best iteration of Dungeons and Dragons ever written.

I still own the same careworn copy of Moldvay basic that I bought back in 1981-82 or so. As I look at it now it remains a marvel of utility, organization, inspiration, and playability.

To begin with, Moldvay basic comprises a total of 64 pages. Take away the title page, foreward, and glossary, and you have a total of 60 pages. Heck, there are longer modules than this. By way of comparison, a single issue of Dungeon and Dragon magazine exceeded 100 pages towards the end of their run!

The rulebook is comprised of the following 8 sections:

Part 1: Introduction (2 pages)
Moldvay introduces what D&D is all about, how to use the book, and provides some basic D&D definitions.

Part 2: Player Character Information (10 pages)
Moldvay explains how to create a character, explains the character classes and their abilities, provides a simple list of arms and equipment, and adds an example of creating a player characer.

Part 3: Spells (4 pages)
A listing of cleric, magic user, and elf spells, as well as a brief description of how magic works.

Part 4: The Adventure (4 pages)
Moldvay explains how a party is organized, how to keep track of time in the dungeon, movement, traps, encumbrance, light, doors, and retainers, as well as how to award experience points.

Part 5: The Encounter (6 pages)
Moldvay describes monster reactions, combat sequence, saving throws, hand-to-hand vs. missile fire, morale, and adds a nice example of combat. It's a sobering look at how deadly and unforgiving low-level D&D can be: The hobgoblin attacking Fredrik rolls a 17, hitting Fredrik's Armor Class of 2, and scores 8 points of damage! Poor Fredrik had only 6 hit points, so he is killed. I'm also a fan of the morale rules in Moldvay: Why should every monster opt to fight to the death? The rules explain that you should check morale twice: After a side's first death in combat, and when half the monsters have been incapacitated. Monsters that successfully check morale twice will fight to the death. It's a simple, intuitive system resolved with an easy 2d6 roll against the monsters' morale score.

Part 6: Monsters (16 pages)
The longest section in the book is a listing of monsters, from acolyte to zombie.

Part 7: Treasure (6 pages)
Here is provided treasure types, general advice on how magic items work, and descriptions of items such as swords, potions, rings, scrolls, wands, gems, jewelry, and armor.

Part 8: Dungeon Master Information (10 pages)
Advice on how to choose a scenario, draw a map, and stock the dungeon. There's also a sample dungeon, the immortal Haunted Keep with its mysteriously vanished Rodemus family and band of goblin raiders that have taken up residence therein.

The last couple pages of the book include an afterward, a glossary, and inspirational source material. Several of my favorites are listed here, including Poul Anderson, T.H. White's The Once and Future King, and E.R. Eddison's The Worm Ouroboros. Moldvay was obviously a man of refined reading taste :).

In a hobby dominated by massive three-tome, 300-plus page core rules, it is shocking to see what Moldvay accomplished in so little space. Take a look at how short each of those chapters are (4 pages of spells!), and yet, they are all you need to learn

  • what roleplaying is
  • what D&D is
  • how to create a character
  • how to build a dungeon, and stock it with monsters and treasure
  • how to play the game, as both a player-character and a dungeon master

Frankly, it's an amazing feat of economy and clarity. Moldvay basic is playable, as-is, right out of the box. The character record sheet provided in the rules fits on a single side of a standard 7 1/2 x 11 sheet of paper. You can open up the rules, roll up a character in 3 minutes, and get started. I know because I did it and had a blast with it many, many years ago.


I'm also a big fan of the presentation, including the organization, writing, and the art. I even like the font! There's some great pieces in here by Erol Otus, Jeff Dee, James Roslof, and Bill Willingham. I've included a couple samples here. I'd prefer not to launch into a full-scale attack on 3E "dungeonpunk" art, but I do find the style of the art in Moldvay basic far, far more appealing. More than any other of its numerous strengths, this game is inspirational and just wants to be played.

The only two weaknesses I think that you can level at Molday basic D&D are the following:

1. It only goes from levels 1-3. My character is weak. I can't fight dragons and go toe-to-toe with demons. True, that, and for this argument I have no rejoinder. This boxed set is not made for epic, level-spanning campaigns. I would, however, add that, if you couple it with the 64-page Dave Cook edit of Expert (levels 4-14), the companion set to Moldvay, you probably have all the game you'll ever need in a total of 128 pages.

2. It's too basic. Where are the options ? The feats? The skills? Elves and dwarves are classes? And huh, three alignments? Well, this one is a matter of taste. As anyone who pokes around the internet knows, D&D has become divided into two camps--those who prefer their games with heavy crunch and tactical options galore, and those who like to "make stuff up" and let the DM sort it out. At the risk of fence-straddling I'm in a third camp, and frequently vacillate between both extremes. I currently play in a 3E game and enjoy the tactical, battlemat combats, but at other times I find the rules maddeningly and needlessly complex.

But if I had to choose one play style or the other at gunpoint, I'd take the magic that is Moldvay. Because, if I had to, I could make up my own rules and get my theoretical game to the preferred level of crunch. I prefer to think of Moldvay as a toolkit: Here is everything you need to build a house, including hammer, nails, and a saw. There's nothing to say that you can't put more tools in the box. It's a framework made for tinkering.

Moldvay says as much in Part 1: Introduction:

While the material in this booklet is referred to as rules, that is not really correct. Anything in this booklet (and other D&D booklets) should be thought of as changeable--anything, that is, that the Dungeon Master or referee thinks should be changed.

Now that's my idea of options.

Here's a perfect example, courtesy of Trollsmyth, of what you can do with the rules: Shields Shall be Splintered! It's a simple fix that allows you to add "combat crunch" and a bit of realism into the rules, should you so desire. And you can add or cut rules as needed: The foundation upon which they are built is quite sound.

To quote the great Elvis Presley, Moldvay, "How Great Thou Art."