Sunday, 21 December 2025

My Experience of D&D through the Editions

 

art by Jeff Easley

This post is my opinion based on my own experiences and is not intended to be a definitive history. 

I have recently gotten hold of a PDF of the Holmes Basic edition of D&D. For those that don’t know, this was the edition that was intended to smarten up and clarify Original D&D (the three white books), then encouraged players to move on to Advanced D&D, yet was also the direct ancestor of Moldvay Basic D&D, which is the set I first had and was my introduction to this hobby. I was going to write about just Holmes Basic and what can be borrowed from it in my B/X D&D Mystara campaign, but I’ve ended up thinking about all editions of D&D. 

My Feelings on the Matter

I think a lot of people can get defensive and close-minded about editions. In my 40 years in the hobby I have seen a number of edition wars, waged in the Forum pages of Dragon Magazine, the early Usenet forums on the nascent world wide web and of course other online places like Reddit, EN World and various blogs. One thing that irks me is when people decide quite arbitrarily what is or is not “proper” D&D. This is often based on what edition they grew up with and played with their friends when they were discovering  the game. I think it’s quite normal and natural to have a favourite edition, and that is probably going to be influenced by nostalgia. I myself wrote this blog because I wanted to get back to Moldvay Basic D&D, which I was given for Christmas 1982. It still is my favourite edition. But I try not to confuse nostalgia with being the “correct” edition, especially when talking to others. 

I have always acknowledged that D&D is always changing. It has ever since it was first published. There are those who denounce the the three supplements to the white booklets, Supplement 1: Greyhawk, Supplement 2: Blackmoor & Supplement 3: Eldritch Wizardry as deviating from “proper D&D” which should be the three booklets (Men & Magic,  Monsters & Treasure, Underworld & Wilderness Adventures) and nothing else. Thieves? Variable damage dice for weapons? Different hit dice for classes?  Bah! Newfangled nonsense!. And I believe the game will continue to evolve. 5.5E probably won’t be the final edition. That doesn’t mean I will definitely play 6th or 7th edition if and when they are published, but I’ll try to have an open mind about them and not be bitter about WotC abandoning MY edition, or resentful to those who play the new ones. Players and DMs who prefer the older editions can still continue with the books they already have - the two downsides are that firstly WotC (or whatever publisher) won't be putting out more support for that edition; secondly new editions will split the fan base and a large number of players will move along to the new edition, reducing the number of potential players for the old edition. 

I also think it is quite reasonable to like or dislike rules and mechanics within each edition. Some will veer towards the crunch-heavy side (5E and 3.5E spring to mind) while others will go for as rules-lite as possible (OD&D or its OSR imitators).  Rules vs Rulings is often a matter of taste rather than objective quality. Sometimes the size of the books is more dependent on the options available rather than explaining the underlying mechanics - new races, feats, classes, subclasses, prestige classes, kits, spells, equipment, magic items and the like can all add to the page count.  And I have seen lots of discussions (sometimes heated) about the pros and cons of different mechanics and rules, usually on the internet. 

WotC can piss people off. And as a big corporation they have made some bad business decisions. That Pinkerton incident (yes I know it was about Magic the Gathering, not D&D, but it is still the same corporation) will haunt them for a long time. Good - they deserve to be reminded of it. And that attempt to rewrite the OGL did not go down well with anybody else. But I don’t think we should look at TSR through rose-tinted glasses either. Gary Gygax’s treatment of Dave Arneson, Lorraine Williams ousting of Gary in turn, TSR’s ferocious approach to amateur D&D work on the early web all show that big businesses will behave like big businesses. I remember on the Usenet forums before TSR went bankrupt it was regularly referred to as T$R, and some players were regularly advocating piracy as T$R didn’t deserve their money. Despite all these corporate shenanigans I have not been put off from buying TSR or WotC products as long as I am interested in the actual product. Other people can boycott WotC if they want, and I’m not going to argue with them. But I don’t have to join in either. 

My personal experiences with D&D Editions

OD&D (Gygax & Arneson, 1974): I do have the PDFs, but I have never actually played it. Seeing as I don’t have Chainmail rules, I don’t think I’ll even try as it looks like a disorganised mess. But I do know that other people still play it and that retroclones of it have done well. 

Holmes Basic D&D (Eric J Holmes, 1977): Like I said earlier, I have recently acquired the PDF. It is interesting and is the branching point for B/X from AD&D. I probably won’t use anything in it but it is nice to read as an important part of D&D history. The presentation and explanation has greatly improved from OD&D.  

B/X D&D (Moldvay, Cook, Marsh, 1981): The first rules I owned (the magenta Basic D&D box with Keep on the Borderlands), and the rules I played with in prep school (ages 10-12). Very formative years, and lots of nostalgia. I still like the relative lightness of the rules even if I have sometimes found the race-as-class idea somewhat restrictive. 

BECMI D&D (Frank Mentzer, 1983): I was given Mentzer's Expert boxed set rather than the Cook/Marsh one, with the Larry Elmore cover. I reckon BECMI is so close to B/X that they are effectively the same edition though with very different presentations - perhaps Basic D&D 1.5. I also have the Companion rules and the Masters Rules (though the Masters Rules are only as a PDF). Honorable mention goes to the Rules Cyclopedia, the most complete game in one book that I own, and it is often the D&D book  I take on holiday. Incidentally this is the edition I used to play D&D with nephews and nieces a long time ago (we had a week's holiday together and they were between 8 and 12 I think - the oldest is now 26). 

1st Edition AD&D (Gary Gygax, 1977+): This is what I started playing at boarding school, particularly the earlier half (age 13-15). Again lots of nostalgia during formative years. I had nearly all the hardback books.  The fact that it was Advanced, not Basic, made us feel more grown-up.... There are things about this edition that I still enjoy and refer to, such as the appendices in the back of the DMG. 

2nd Edition AD&D (David Zeb Cook, 1989); The later years of boarding school (age 16 to 17) saw the introduction of 2E and my D&D friends and I switched. There was of course the assumption that newer is better, but we ended up playing a mash-up of 1E and 2E, with older modules, assassins, monks and half orcs making their appearances in our 2E games.  I still like how 2E clarified the rules, improved the Ranger and Bard classes, actually had a consistent mechanic for surprise and was a little less arbitrary than Gary’s 1E. However, it was also somewhat less flavourful and played it a bit too safe (I was disappointed at the initial lack of devils & demons, though they were brought back later). I bought more 2E books at university (including Dark Sun, Planescape and lots of Forgotten Realms books) but at university I never really found a group I was comfortable playing with. 

3rd Edition D&D (Monte Cook, Skip Williams, Jonathan Tweet, 2000). I bought a lot of the books but I didn't get to play much - this was definitely a dry period, where I spent a lot of time world-building and dreaming of creating great adventures and supplements but never getting them further than my hard drive. There were some things about this edition I really liked, but others I was less enthusiastic about. One of the great things was the Open Game License which allowed all sorts of third-party products including adventures, settings and even whole games based off D&D, which led to retro-clones and the OSR. The thing I least liked about this was the increasing complexity  - the skills system, calculating monster XP, the massive bloat in terms of feats and prestige classes. A lot of my world building and unpublished adventurers ended up summarising NPCs as race, class & alignment rather than doing proper stat blocks, which could get really big for high level characters. 

4th Edition D&D (Rob Heinsoo, James Wyatt, 2008): I skipped this one. I did actually buy the three core books but on perusing I decided I didn’t like it. I didn’t even get to try the mechanics - I was put off by the radical changes to things like races, alignment, adding new classes & races, dropping established ones and telling players and D&Ds  “Don’t bother trying to convert your old campaign to 4E, just start a new campaign with these new classes, races & cosmology”. And I just went “Nope.” The best thing that 4th Edition did was to push me towards the OSR (Old School Revival) where I found retroclones such as OSRIC, Swords & Wizardry and of course my favourite, Labyrinth Lord, which led me back to Basic D&D. To be fair there wasn't much opportunity for actual play during this period either. However, I became more active on the internet, including joining EN World,  Dragonsfoot and the now-defunct Goblinoid Games forum. And of course I started my blog during this period. 

5th Edition D&D (Mike Mearls, Jeremy Crawford, 2014): I bought the core books fairly early on, soon after each one was released, but I didn’t get to play until a few years ago at a board games cafe. Since then I’ve played more 5E than almost any other edition. The current edition always has a competitive edge over out-of-print editions, and although I was hoping to run a B/X game, the demand was for 5E. It turns out to be a pretty good, decent system - the campaign would not have lasted 2 years if I thought the rules were complete crap. It is more rules-intensive than B/X or AD&D, but not intolerably so. The campaign I have been running has recently ended unexpectedly. This is sad, but I do not regret the time and effort I spent running it. The two years or so DMing the campaign has meant I have gotten used to 5E and perhaps even some confidence in running it. Beforehand I had the books but really didn’t know what it felt like to play: Now I do. 






Tuesday, 16 December 2025

Orcs in the Known World

Orcs are second only to humans as the most populous humanoids of the Known World. They have made their homes wherever they can, including across other regions and continents of Mystara, usually in places that humans have decided not to colonise. Mountains, dense forests, caves and swamps are all potential homes for orcs.  

Image by Sam Wood from
D&D 3E Monster Manual

Alignment and outlook

Orcs are nearly always chaotic in alignment. The reason behind this is not clear - is it nature or nurture? If a baby orc was taken from its tribe and raised in human society, how would the orc turn out, and what alignment of cosmic forces would it associate with? The results are few and far between, but they do indicate that it is a combination of tribal ways and deeply embedded instincts. Those orcs raised in civilised places are nearly always aggressive and short-tempered, and often respecting might more than morals - the pecking order is how they fit into society. However, these civilised orcs are also able to curb their wanton violence, follow the rules and can often become useful members of society as long as they have some authority keeping an eye on them. Left to their own devices they have a habit of reverting to chaotic behaviours. 

Orcs are nearly always tribal rather than completely feral - they naturally gather into groups and although within the group there is a hierarchy enforced by occasional violence, there is also a certain tribal cohesion and loyalty. Reading and writing is rare, and usually taught by other races, and even then it is only some of the more intelligent orcs that become literate - often chiefs, shamans and those with potential for leadership. Oral tradition is the mainstay of orcish culture - stories and verbal histories are how orcs understand their place in the world. And it is also how they remind each other of how orcs have been wronged and cheated out of their rightful place as the masters of Mystara. A bit like within a tribe, orcs see different races as a pecking order, a hierarchy of strength. Bugbears and ogres are bigger and tougher individually but not as numerous, while goblins and kobolds are small runts to be kicked and bossed around. 

There are some races whose history with the orcs is too bitter, too unjust, to be tolerated. Elves and dwarves are at the top of this list and will usually be attacked on sight, but humans, gnomes and halflings are often viewed as no better, and subject to a similar hatred and aggression from the orcs. The orcs of the Cruth Mountains for example have a mixed view of halflings - sometimes as soft and easy targets to be enslaved and bullied, but at other times (particularly when the hin fight back) as vermin to be exterminated without mercy. 

It is fortunate that orcs are not good at getting together into a large coherent nation - they are so numerous they would threaten and probably overrun any current nation. One example of orcs actually gathering in strength was the recent attack on Dukes Road Keep, which nearly fell to the orcish horde. As it is, they are so disparate and disorganised that many adventurers start off their careers taking on small bands of orcs that are threatening trade caravans or farmsteads. Nonetheless, their nearly continual presence on the borders of civilization means that all nations need some sort of defence force to protect their citizens from orcish predation. Even if that nation is involved in all-out war with another realm, they would have to be truly desperate or singleminded to strip away the militia defending villages and towns. Orcs are the footsoldiers of Chaos, the ever-present threat that seeks to destroy civilization, the ravening horde of evil.

 

Ravening Horde by Chris Achilleos

Orc Regions of the Known World

Note that few of these are coherent nations - many are just gatherings of tribes who are as likely to attack each other as to fight other races. No populations are given as their numbers fluctuate according to food supply and success or failure in battle. Besides, it allows the DM to muster as many orcs as his adventure requires. This collection of regions is not complete, and there are plenty of other places orcs might be found. The ones listed here are generally in mountainous terrain and mountains are favoured by orcs because humans, their greatest rivals, are less likely to settle there, but as mentioned above, orcs can live in all sorts of environments. 

The Black Peaks: Between the Republic of Darokin to the north and Grand Duchy of Karameikos to the south, the Black Peaks are part of the group of mountain ranges that run through the Known World, connecting to the Altan Tepes to the east and Cruth mountains to the west. The orcs here are dangerously restless and often fall under the sway of powerful creatures such as red dragons, hill giants and malevolent wizards. Their most recent display of strength was the attack on the Duke’s Road Keep. Where the Black peaks join the Altan Tepes there is Castellan Keep and the Caves of Chaos. Some of the orcs here have thrown their lot in with the Cult of Chaos, though others are more reticent and stay independent. 

The Cruth Mountains: This range sits between southern Darokin and the Five Shires, and is really an extension of the Black Peaks. The orcs here have been a major threat to the Hin, and several times in history have conquered the Five Shires, enslaving the halflings there. Although they have been beaten back, they nonetheless have numerous tribes in the Cruth Mountains ready for another opportunity to attack the small folk. Interestingly these orcs are not particularly interested in Darokin to the north, perhaps seeing the humans as tougher or maybe not as profitable. 

The Orclands: To the northeast of Darokin, north of Selenica and Alfheim, there is the Dwarfgate Mountains, named because they link Darokin to the dwarf land of Rockhome. However, this region is more colloquially known as the Orclands because of the large number of orcs and other humanoids that dominate here. It is fair to say that the Darokin Army has lost strategic control of the land between the mountains and Alfheim to the orcs. Deep in these mountains is a stronghold of Chaos called Derothgar. Although dominated by chaotic humans, nonetheless Derothgar exerts a powerful influence on the surrounding orc tribes, offering bribes or punishment as the leaders in Derothgar see fit. 

The Broken Lands: This is the main realm of the orcs, ruled by the great king Thar who manages to hold together various humanoid populations in what is known as the Great Horde. There are 3 main groups of orc here, Orcus Rex, Yellow Orkia (the Akkila Khanate) and Red Orcland (Wogaria). The orcs here believe they are the central hub of the orc race. Most other orcs beyond the Broken Lands are not even aware the Great Horde exists, let alone paying attention to it. 

Norwold: Orcs dwell in the far north of Brun and compete with other arctic and subarctic races, fighting with elves, lupins and human colonists. They are usually in independent tribes but some have fallen under the sway of the Arvorians, acting as foot soldiers, servants and labourers. Although not quite the massive threat faced by some nations further south, that may be because in Norwold there are even greater monstrous predators such as white dragons and frost giants (not to mention the Arvorians) that orcs seem secondary in comparison. 

Orc Encounters and game statistics

The standard orc given in the Basic Rules is still the default and if there is no particular reason why they should be different, then those are the stats used. There may well be variations, particularly if the orcs are given pole-arms or missile weapons (bows or crossbows).  for example, from the adventure Berresford's Ruined Tower we have 

Crossbow Orc: AC 7, Mv 90ft, HD 1, hp 4 each, THAC0 19, Att 1 crossbow bolt (range 80/160/240) for 1d6 or hand axe (melee) for 1d6, Save F1, Ml 7, Align C, 10 XP, equipment: leather armour, light crossbow, 10 bolts, hand axe, 10sp

Tougher leaders can be done using the stats in the Basic Rules for leaders and chiefs. However, I prefer to use my homebrew rules for humanoid NPCs. Orc shamans likewise use these new rules. If I am using multiple minor orc leaders in an adventure I may well give them a standard stat block though this is usually based on them being 2nd level orc warriors. For example from the adventure Iseldek's Drop: 

Orc Veteran: AC 6, Move 120ft, HD 2, hp 10, THAC0 18, Att 1 weapon for 1d6+1, Save F2, Ml 8, Align C, equipment: Leather armour, shield, hand-axe, 2d6+7sp 

I know that both Gaz10 The Orcs of Thar and the Rules Cyclopedia have rules for Wiccans (also known as witch-doctors) the magic users of the humanoids. However, I tend not to use Wiccans as studying arcane magic does not really fit with my idea of orcs, and you probably won’t see them on this blog. 

Friday, 5 December 2025

The Selenica Co-operative

 

source

The Selenica Co-operative is a network of merchants who have agreed to work together to stay in business and protect themselves and their goods. As the name suggests, the group is centred on Selenica in eastern Darokin and as such is on a crossroads between various nations including Karameikos, the Five Shires, Ylaruam and Rockhome. The merchants are all travelling traders, moving goods and money around between cities and countries, and generally do not maintain static shops, though they often trade with those that do. 

The four main functions of the cooperative are

  1. Mutual defence. Members of the co-operative will often band together into large and well-guarded caravans when travelling to the same destination, or at least travelling the same road for a distance. Given how dangerous some of the mountain passes and hills can be, this is a sensible precaution. Bandits and monsters are less likely to raid a large caravan than a sole trader. 
  2. Trade and financial information. There is a general understanding in the co-operative that news about trade and economics is important for finding the best deals and avoiding difficulties. As such members of the cooperative will tell each other about the ebb and flow of commodities, the activities of rivals who might compete with the cooperative, and laws and taxes in the places the cooperative might do business.
  3. Avoiding competing with each other. Merchants don't like cutting prices simply because somebody else is selling similar wares cheaper. Although there is some disagreement and arguing within the co-operative, it is considered a safe place to sort out potential rivalry and help merchants find alternative markets. 
  4. Loans at reasonable rates of interest. Admitedly what counts as reasonable can be subjective, but as long as both lender and borrower are in agreement, this has kept various merchants solvent and in business when they might otherwise have been ruined by the ups and downs of life as a travelling merchant.
Darokin is a land famous for its merchants including the great merchant houses that employ dozens or even hundreds of workers, and a head of the house overseeing all of its business, with junior merchants often acting under instruction. The Selenica Co-operative is far less hierarchical, and all members are at least in principle equals (though richer members are more equal than others). Each merchant in the co-operative is considered an independent trader looking after their own business and making their own deals. Most members are from Darokin but in the fifty years since it started in Selenica, more merchants from other places have joined, including:
  • Ylaruam. This includes Parsa and Ylaruam City. The co-operative avoids Abbashan as they have had bad experiences with the theocracy there. In Cinsa-Men-Noo there is Maerell Dhambor, who is not a member but has had friendly dealings with the co-operative. 
  • Karameikos, including Specularum, Kelvin and Penhaligon. Specularum is also a trading port for members who wish to trade further across the sea. In Penhaligon there are two members - Beltorphix and Maddrasso.  
  • Rockhome. Though there are great opportunities to trade between Darokin and Rockhome, currently the only safe route through the mountains is into Ylaruam’s Parsa and then north through the Ust-Urt valley and through Karrak Castle. Nonetheless, merchants of the co-operative consider this long way round to still be worthwhile and in Greenston there is Meribidus Silverbrow   
  • Athenos in the south of Darokin is the nation’s main port, and as such many merchants will either sell to foreign merchants here or else hire ships to trade overseas. 
  • Corunglain in the north of Darokin is both a large city of customers and also the jumping off point for merchant caravans braving the dangerous routes to Glantri and Ethengar. There are several members of the co-operative based here. The mutual defense clause of membership is frequently invoked and the co-operative makes sure that caravans heading north into the Broken Lands are as well protected as they can afford to be. 
  • Ierendi City. Note that the members are quite cautious about trading here - the city itself may be safe but the surrounding seas are patrolled by pirates from Vlaad. No sane member of the co-operative will trade actually in one of Ierendi’s pirate ports. 
  • Thyatis City and Kerendas. The Empire of Thyatis is a great opportunity for trade, and the co-operative has several merchants based there. Goods will often be loaded onto a ship at Specularum and make the short trip past Minrothad. 
  • No direct trade with Minrothad City occurs, primarily because of the Minrothad Guilds’ policies and insistence on maintaining a near-monopoly in their homeland. But sometimes Minrothad merchants will trade with members of the co-operative either in Kerendas or Specularum. 

The Selenica Co-operative is quite open-minded about its membership. A certain level of trustworthiness is required, so no theft from or assaulting other members is tolerated. Fraud and getting into trouble with law enforcement is likewise frowned on, and slandering other merchants (especially those within the co-operative) is discouraged. These basic rules mean that most of the cooperative are Lawful or Neutral in alignment - Chaotic types tend not to fit into the co-operative’s ethos. However, a range of races and nationalities are represented, and female merchants are welcome as well. This is primarily a matter of professionalism - the ability to do business and make money is the most respected attribute. 

Although not hierarchical, the co-operative does have leadership of sorts in the form of the Board of Directors, who are the 9 most senior or wealthy merchants in the co-operative who are asked to set the rules, welcome or expel members and deal with disputes between members. Although there is a certain amount of political manoeuvring both by those on the board and those seeking to ascend to the board, it does generally work fairly well, partly because of the ever present competition of the big merchant houses.  Those on the board who are particularly selfish, incompetent or greedy will find themselves outvoted on decisions and possibly voted off the board if the other eight directors would rather have someone different. Nonetheless, the board has run into trouble when one or more directors have been magically influenced (usually involving Charm or Suggestion spells) and there was one period when a rival major merchant houses was using a mage to scry on the board of directors meetings.