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	<title>Fudgerylog &#187; D&amp;D</title>
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	<description>Better role-playing through dead reckoning</description>
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		<title>A Wish for Better Art in D&amp;D Next</title>
		<link>http://www.fudgery.net/fudgerylog/2012/02/05/1019/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/02/05/1019/#comments</comments>
		<pubDate>Sun, 05 Feb 2012 15:38:20 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=1019</guid>
		<description><![CDATA[The art of Dungeons &#038; Dragons has changed considerably over the years, and every edition has its staunch defenders. The question now is: What sort of art will grace the covers and pages of D&#038;D Next? I will make no apologies for my own preferences. I started role-playing in the era of Moldvay&#8217;s Basic Set, [...]]]></description>
			<content:encoded><![CDATA[<p>The art of <b><i>Dungeons &#038; Dragons</i></b> has changed considerably over the years, and every edition has its staunch defenders. The question now is: What sort of art will grace the covers and pages of D&#038;D Next?</p>
<p>I will make no apologies for my own preferences. I started role-playing in the era of Moldvay&#8217;s <i>Basic Set</i>, Cook&#8217;s <i>Expert Set</i>, and 1st edition <b><i>Advanced Dungeons &#038; Dragons</i></b> (with the <em>original</em> covers). The illustrations that fire my imagination when I think of <b><i>D&#038;D</i></b> &#8212; the illustrations that allow me to effortlessly slip the shackles of reality and enable me to <em>be there</em> &#8212; are those of Dave Trampier, Erol Otus, Jim Roslof, Darlene Pekul, and Russ Nicholson. Whereas later editions were increasingly dominated by commercial art and comic book art, the classic editions were populated with art that was original and even visionary. It was art that was as creative and liberating as the game it depicted. The artists I mentioned above were responsible for the look of <b><i>D&#038;D</i></b> when it was at the pinnacle of its popularity. This is something worth considering.</p>
<p>If Wizards of the Coast really wants to recapture the true spirit of <b><i>D&#038;D</i></b>, they would be well advised to choose their artists carefully from amongst those who have a <em>personal</em> interest in fantasy art, and not merely a financial one. This is an excellent opportunity to provide work for many artists who may be outside the mainstream, but who are exactly right for this frankly eccentric hobby. Another option would be to select illustrations from every edition to represent the <b><i>D&#038;D</i></b> that encompasses all previous editions (with perhaps some new illustrations as well). And if neither of those options are acceptable, then I would plead for an edition with <em>no illustrations</em> rather than the soulless corporate hackwork that characterized the last two editions.</p>
<p>(It is worth mentioning that, according to <a href="http://www.enworld.org/index.php?page=dnd5e">EN World</a>, &#8220;The <i>Forgotten Realms</i> will be supported from the start, and a video game art studio from China has been hired to fully detail the Realms.&#8221; If outsourcing the art to sweatshops in totalitarian nations is to be the strategy for D&#038;D Next in general, then Wizards of the Coast doesn&#8217;t deserve custodianship of <b><i>D&#038;D</i></b>. <u>Human</u> <u>rights</u> <u>matter</u>.)</p>
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		<title>Jean Wells, 1955-2012</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/30/1017/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/30/1017/#comments</comments>
		<pubDate>Tue, 31 Jan 2012 03:04:11 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Obituaries]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=1017</guid>
		<description><![CDATA[Jean Wells, born 25 July 1955 in Jacksonville, Florida, passed away in Beloit Memorial Hospital in Beloit, Wisconsin on Wednesday, the 25th of January. Wells was the author of the popular Dragon Magazine column &#8220;Sage Advice&#8221; as well as the Dungeons &#038; Dragons module Palace of the Silver Princess. Rest in peace, Ms. Wells. Your [...]]]></description>
			<content:encoded><![CDATA[<p>Jean Wells, born 25 July 1955 in Jacksonville, Florida, passed away in Beloit Memorial Hospital in Beloit, Wisconsin on Wednesday, the 25th of January.</p>
<p>Wells was the author of the popular <i>Dragon Magazine</i> column &#8220;Sage Advice&#8221; as well as the <b><i>Dungeons &#038; Dragons</i></b> module <i>Palace of the Silver Princess</i>.</p>
<p>Rest in peace, Ms. Wells. Your sagacity lives on.</p>
<p>[Source: <a href="http://grognardia.blogspot.com/2012/01/rip-jean-wells-1955-2012.html">Grognardia</a>]</p>
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		<title>Original Cover Art of AD&amp;D: Let It Be</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/30/1014/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/30/1014/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 05:12:08 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Editorials]]></category>
		<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=1014</guid>
		<description><![CDATA[Not that anyone has asked my opinion of what the covers of the new Advanced Dungeons &#038; Dragons 1st edition reprints should look like, but if anyone were to ask, I would suggest that the publisher, Wizards of the Coast, should keep two goals in mind. The first is that you want to appeal to [...]]]></description>
			<content:encoded><![CDATA[<p>Not that anyone has asked my opinion of what the covers of the new <b><i>Advanced Dungeons &#038; Dragons</i></b> 1st edition reprints should look like, but if anyone <em>were</em> to ask, I would suggest that the publisher, Wizards of the Coast, should keep two goals in mind. The first is that you want to appeal to your intended audience. Who is the intended audience? It is primarily those who bought and played 1st edition <b><i>AD&#038;D</i></b> when it was originally in print, some of whom are currently part of the Old School Renaissance. It is partly nostalgia and partly genuine appreciation, but most of all it is recognizability that will appeal to this audience. Gamers who would be interested in this product ought to recognize it on a store shelf instantly. The second goal is that you want to differentiate it as a reprint and convey that difference as desirable without negating the first goal. This can be done by such a simple means as rendering the title in gold leaf (or some semblance thereof) and adding the words &#8220;Commemorative Edition&#8221; (or words to that effect).* The original art is thereby retained, and the shiny new title serves the dual function of drawing attention and informing the prospective customer that this is an attractive reprint of a classic.</p>
<p>* It is highly advisable that the original title be retained insofar as the edition is known officially as ADVANCED DUNGEONS &#038; DRAGONS (with all capital letters as it was spelled and enforced by its original publisher, TSR). Changing the title (by dropping the word &#8220;Advanced,&#8221; for instance) creates confusion and doubt. The game was not then, nor is it now, referred to as <b><i>Dungeons &#038; Dragons</i></b>, 1st edition or otherwise (and that reopens and exacerbates yet another can of carrion crawlers regarding the issue of edition numbering). If the title has been changed, gamers will ask, what else has been altered? This will diminish the appeal for those who are interested in a true reprint of the content. D&#038;D Next may be just <b><i>Dungeons &#038; Dragons</i></b> (or whatever they decide to call it), but <b><i>AD&#038;D</i></b> is ADVANCED DUNGEONS &#038; DRAGONS. If you respect the history of <b><i>D&#038;D</i></b>, don&#8217;t try to rewrite that history. Most role-playing gamers have long memories.</p>
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		<title>Resurrection of AD&amp;D First Edition Books in Spring 2012</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/19/994/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/19/994/#comments</comments>
		<pubDate>Thu, 19 Jan 2012 15:48:57 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=994</guid>
		<description><![CDATA[Wizards of the Coast will be releasing commemorative reprints of the original 1st edition Advanced Dungeons &#038; Dragons rulebooks (the Monster Manual, Player&#8217;s Handbook, and Dungeon Master&#8217;s Guide) on 17 April 2012. &#8220;Available in limited quantities as a hobby channel exclusive in North America,&#8221; sales of these reprints will help support the Gygax Memorial Fund. [...]]]></description>
			<content:encoded><![CDATA[<p>Wizards of the Coast will be releasing commemorative reprints of the original 1st edition <b><i>Advanced Dungeons &#038; Dragons</i></b> rulebooks (the <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/02400000"><i>Monster Manual</i></a>, <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/02410000"><i>Player&#8217;s Handbook</i></a>, and <a href="http://www.wizards.com/dnd/Product.aspx?x=dnd/products/dndacc/02390000"><i>Dungeon Master&#8217;s Guide</i></a>) on 17 April 2012. &#8220;Available in limited quantities as a hobby channel exclusive in North America,&#8221; sales of these reprints will help support the <a href="http://gygaxmemorialfund.com/">Gygax Memorial Fund</a>.</p>
<p>[Source: <a href="http://grognardia.blogspot.com/2012/01/go-figure.html">Grognardia</a>]</p>
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		<title>Oh, My Darling PDF</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/14/987/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/14/987/#comments</comments>
		<pubDate>Sat, 14 Jan 2012 15:16:53 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Elsewhere]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=987</guid>
		<description><![CDATA[Jeff Rients in Jeff&#8217;s Gameblog makes a very reasonable proposal in his open letter to Wizards of the Coast concerning the next edition of Dungeons &#038; Dragons.]]></description>
			<content:encoded><![CDATA[<p>Jeff Rients in <a href="http://jrients.blogspot.com">Jeff&#8217;s Gameblog</a> makes a very reasonable proposal in his <a href="http://jrients.blogspot.com/2012/01/open-letter-to-wotc.html">open letter to Wizards of the Coast</a> concerning the next edition of <b><i>Dungeons &#038; Dragons</i></b>.</p>
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		<title>Update Page for &#8220;D&amp;D Next&#8221;</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/10/984/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/10/984/#comments</comments>
		<pubDate>Tue, 10 Jan 2012 21:16:24 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=984</guid>
		<description><![CDATA[For those who wish to follow the breaking news of the upcoming iteration of Dungeons &#038; Dragons, EN World offers &#8220;D&#038;D 5th Edition: What We Know About &#8216;D&#038;D Next&#8217;&#8221;, a page that &#8220;summarizes everything we know about this new edition, and is updated regularly.&#8221; Of particular interest to me is the Design Goals section of [...]]]></description>
			<content:encoded><![CDATA[<p>For those who wish to follow the breaking news of the upcoming iteration of <b><i>Dungeons &#038; Dragons</i></b>, <a href="http://www.enworld.org">EN World</a> offers <a href="http://www.enworld.org/index.php?page=dnd5e">&#8220;D&#038;D 5th Edition: What We Know About &#8216;D&#038;D Next&#8217;&#8221;</a>, a page that &#8220;summarizes everything we know about this new edition, and is updated regularly.&#8221;</p>
<p>Of particular interest to me is the Design Goals section of the page. The goals are admirable and certainly challenging. If they can be met, I will be very impressed.</p>
]]></content:encoded>
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		<title>Plans Announced for New Edition of D&amp;D</title>
		<link>http://www.fudgery.net/fudgerylog/2012/01/09/981/</link>
		<comments>http://www.fudgery.net/fudgerylog/2012/01/09/981/#comments</comments>
		<pubDate>Mon, 09 Jan 2012 16:42:06 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=981</guid>
		<description><![CDATA[Wizards of the Coast announced today that plans are underway to produce a new edition of Dungeons &#038; Dragons. Addressing fans in &#8220;Charting the Course of D&#038;D&#8221;, Mike Mearls stated: The game is at its best when it is yours. For that reason, we want your participation. The goals we have set for ourselves are [...]]]></description>
			<content:encoded><![CDATA[<p>Wizards of the Coast announced today that plans are underway to produce a new edition of <b><i>Dungeons &#038; Dragons</i></b>. Addressing fans in <a href="http://wizards.com/dnd/Article.aspx?x=dnd/4ll/20120109">&#8220;Charting the Course of D&#038;D&#8221;</a>, Mike Mearls stated:</p>
<blockquote><p>
The game is at its best when it is yours. For that reason, we want your participation. The goals we have set for ourselves are by no means trivial or easy. By involving you in this process, we can build a set of D&#038;D rules that incorporate the wants and desires of D&#038;D gamers around the world. We want to create a flexible game, rich with options for players and DMs to embrace or reject as they see fit, a game that brings D&#038;D fans together rather than serves as one more category to splinter us apart.
</p></blockquote>
<p>The article above also includes an invitation to sign up &#8220;to be notified when the playtest is beginning and how you can participate.&#8221;</p>
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		<title>Random Alignment Generator</title>
		<link>http://www.fudgery.net/fudgerylog/2011/04/07/741/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/04/07/741/#comments</comments>
		<pubDate>Thu, 07 Apr 2011 06:02:34 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Fudge]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Fudge dice]]></category>
		<category><![CDATA[random generators]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=741</guid>
		<description><![CDATA[Where do Fudge and Dungeons &#038; Dragons intersect? The answer is the random alignment generator. Back in the 1980s, I owned a pair of six-sided alignment dice that I had ordered from the RPGA (Role-Playing Gamers&#8217; Association). The dice were white and bore three words repeated twice. The first die bore the words &#8220;Lawful&#8221; in [...]]]></description>
			<content:encoded><![CDATA[<p>Where do <b><i>Fudge</i></b> and <b><i>Dungeons &#038; Dragons</i></b> intersect? The answer is the random alignment generator. Back in the 1980s, I owned a pair of six-sided alignment dice that I had ordered from the RPGA (Role-Playing Gamers&#8217; Association). The dice were white and bore three words repeated twice. The first die bore the words &#8220;Lawful&#8221; in green, &#8220;Neutral&#8221; in black, and &#8220;Chaotic&#8221; in red. The second die bore the words &#8220;Good&#8221; in green, &#8220;Neutral&#8221; in black, and &#8220;Evil&#8221; in red. To generate a character&#8217;s alignment randomly, just roll the first die for those editions of <b><i>D&#038;D</i></b> that had only three alignments, or roll both dice for the two-part alignment scheme that became standard starting with <b><i>Advanced Dungeons &#038; Dragons</i></b>. Alas, it did not take long for the ink on the dice to smear and fade, leaving me with two featureless white cubes.</p>
<p>The solution is Fudge dice. These six-sided three-dimensional randomizers have three symbols repeated twice and lend themselves to the random generation of alignments better than the original alignment dice themselves. For one thing, they are not merely inked, they are <em>incised</em>, which means they last forever. For another thing, only a single Fudge die is necessary, since the &#8220;+&#8221; and &#8220;-&#8221; symbols can double as Lawful vs. Chaotic and Good vs. Evil.</p>
<p>For those who like charts, voila:</p>
<div align="center">
<table border=1>
<tr>
<th>&nbsp;</th>
<th>1st dF</th>
<th>2nd dF</th>
</tr>
<tr>
<th>+</th>
<td>Law</td>
<td>Good</td>
</tr>
<tr>
<th>0</th>
<td>Neutrality</td>
<td>Neutrality</td>
</tr>
<tr>
<th>-</th>
<td>Chaos</td>
<td>Evil</td>
</tr>
</table>
</div>
<p>Combined, we may generate the following results:</p>
<div align="center">
<table border=1>
<tr>
<th>&nbsp;</th>
<th align="center">+</th>
<th align="center">0</th>
<th align="center">-</th>
</tr>
<tr>
<th>+</th>
<td>Lawful Good</td>
<td>Lawful Neutral</td>
<td>Lawful Evil</td>
</tr>
<tr>
<th>0</th>
<td>Neutral Good</td>
<td>True Neutral</td>
<td>Neutral Evil</td>
</tr>
<tr>
<th>-</th>
<td>Chaotic Good</td>
<td>Chaotic Neutral</td>
<td>Chaotic Evil</td>
</tr>
</table>
</div>
<p>Incidentally, all alignment dice are Chaotic. Use them at your own risk.</p>
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		<title>Jim Roslof, 1945-2011</title>
		<link>http://www.fudgery.net/fudgerylog/2011/03/20/692/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/03/20/692/#comments</comments>
		<pubDate>Sun, 20 Mar 2011 17:45:40 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Game Art]]></category>
		<category><![CDATA[Gaming News]]></category>
		<category><![CDATA[Obituaries]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=692</guid>
		<description><![CDATA[Jim Roslof, born 21 November 1945 in Chicago, Illinois, passed away at his home in Elkhorn, Wisconsin on Saturday, the 19th of March. Roslof was an artist and graphic designer known for his vivid cover art and illustrations for various Dungeons &#038; Dragons and Advanced Dungeons &#038; Dragons modules published by TSR, Inc., where he [...]]]></description>
			<content:encoded><![CDATA[<p>Jim Roslof, born 21 November 1945 in Chicago, Illinois, passed away at his home in Elkhorn, Wisconsin on Saturday, the 19th of March.</p>
<p>Roslof was an artist and graphic designer known for his vivid cover art and illustrations for various <b><i>Dungeons &#038; Dragons</i></b> and <b><i>Advanced Dungeons &#038; Dragons</i></b> modules published by TSR, Inc., where he was employed for a time as Art Director.</p>
<p>Rest in peace, Mr. Roslof.</p>
<ul>
<li><a href="http://en.wikipedia.org/wiki/Jim_Roslof">Wikipedia entry: Jim Roslof</a>
<li><a href="http://grognardia.blogspot.com/2011/03/rip-jim-roslof-1946-2011.html">Grognardia Tribute</a>
</ul>
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		<title>Building Character Backgrounds Gradually</title>
		<link>http://www.fudgery.net/fudgerylog/2011/02/14/617/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/02/14/617/#comments</comments>
		<pubDate>Mon, 14 Feb 2011 16:43:15 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Bag of Tricks]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=617</guid>
		<description><![CDATA[I firmly believe that player characters should have a background. And a description. And a name. When I first started playing Dungeons &#038; Dragons, it didn&#8217;t matter too much. Two out of three was usually considered good enough, but my very first character had none of these. He was just a class with attribute scores [...]]]></description>
			<content:encoded><![CDATA[<p>I firmly believe that player characters should have a background. And a description. And a <em>name</em>. When I first started playing <b><i>Dungeons &#038; Dragons</i></b>, it didn&#8217;t matter too much. Two out of three was usually considered good enough, but my very first character had none of these. He was just a class with attribute scores and some possessions. Needless to say, my experience with that character was not fulfilling, and I attached part of the blame to the fact that my character was more like what we now call an avatar, an artificial means of interacting with a virtual environment, which is still, nonetheless, myself. After that character came to an end, I vowed that I would never again run a nameless, faceless character as a player, nor would I tolerate them as a DM (or GM as the case may be). A character needn&#8217;t have a lengthy biography nor a medical record accounting for every bruise nor even a picture, but he or she <em>must</em> have a name, a general physical description (preferably one that notes distinguishing features), and at least a rudimentary background. As a GM, I reserve the right to fill in any basic details that the player couldn&#8217;t be bothered with. I have been known, for instance, to surprise a player with a sibling he didn&#8217;t know his character had, but that is a story for another time. The rewards of all this effort should be self-evident. You are creating a <em>character</em> who is unique, who occupies a space in another world, who interacts with other characters and has adventures and may live to tell memorable tales.</p>
<p>Ah, but there&#8217;s the crux of the problem. After all the effort of truly <em>creating</em> a character with a terrific name and an interesting background that explains who that character is and why, what if this character is snuffed out of existence in his first adventure when he falls into a pit lined with stakes? Or when he is swarmed by angry kobolds? Or when he is tenaciously pursued and torn to shreds by a ferocious man-killing rat? (O.K., that last example is from the Intellivision <b>ADVANCED DUNGEONS &#038; DRAGONS Cartridge</b> game, but the idea still applies.)</p>
<p>High mortality is a more of a problem in some games than others. <b><i>Call of Cthulhu</i></b> is a popular example, but so is <b><i>Dungeons &#038; Dragons</i></b> (and its retro-clones). Most adventure games, in my opinion, are more enjoyable when there is a risk of a character not surviving. It increases a player&#8217;s sense of accomplishment when it is not only achieving the goal, but survival itself, that denotes the successful adventurer. Risk is part of the thrill of the game. How then does one reconcile the time spent creating a character with the life expectancy of the average low level adventurer?</p>
<p>I submit that the answer is gradual background building. In most works of fiction, we do not learn everything about a character as soon as that character is introduced. We learn about their backgrounds gradually. By all means they should have a name and a physical description, but perhaps, at first, we know nothing about their background beyond what their accent tells us. Perhaps we know where they are from, or at least where they must have been living for some time. As the story progresses, we may learn something about their religion or philosophy, or their family, or their ancestry. The same can be done in a role-playing game. Once you have rolled up, equipped, described, and <em>named</em> your character, write a single sentence pertaining to the character&#8217;s background. If the character perishes from an ill-fated encounter with green slime in the first outing, all you&#8217;ve lost is the effort of writing one sentence (backgroundwise). If the character survives the first adventure, write another sentence into the background story. Repeat as needed. The longer the character lives, the longer the background story grows as well as the story that is being created with each succeeding adventure. In a way, your character is growing both forwards and backwards in time. And if your character meets an untimely end after a long career of adventures, the background you have written will make your memories of the character that much richer.</p>
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		<title>Attributes via Mitigated Random Generation Redux</title>
		<link>http://www.fudgery.net/fudgerylog/2011/02/08/609/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/02/08/609/#comments</comments>
		<pubDate>Tue, 08 Feb 2011 21:48:17 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[Rules]]></category>
		<category><![CDATA[D&D]]></category>
		<category><![CDATA[Labyrinth Lord]]></category>
		<category><![CDATA[old school]]></category>
		<category><![CDATA[OSRIC]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=609</guid>
		<description><![CDATA[Rather than continue editing the previous version of this article, here is a new, uncluttered version of the methods of attribute generation I plan to use the next time I referee AD&#038;D, 1st Edition, Basic/Expert D&#038;D, Labyrinth Lord, or OSRIC. Method 1: Roll 4d6 (drop the lowest die) seven times, discard the lowest result, and [...]]]></description>
			<content:encoded><![CDATA[<p>Rather than continue editing the previous version of <a href="http://www.fudgery.net/fudgerylog/2010/10/20/533/">this article</a>, here is a new, uncluttered version of the methods of attribute generation I plan to use the next time I referee <b><i>AD&#038;D, 1st Edition</i></b>, <b><i>Basic/Expert D&#038;D</i></b>, <b><i>Labyrinth Lord</i></b>, or <b><i>OSRIC</i></b>.</p>
<p><b>Method 1</b>: Roll 4d6 (drop the lowest die) seven times, discard the lowest result, and assign to attributes as desired.</p>
<p><b>Method 2</b>: Roll 4d6 (drop the lowest die) for each attribute in order. Once a class is chosen, any attribute that falls short of the prime requisite may be increased to the minimum necessary to qualify for the class.</p>
<p>As you can see, I like to give my players the opportunity to play the class of their choice. This is especially important when chances to play are not as common as they once were.</p>
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		<title>Television Commercial as Historical Footage</title>
		<link>http://www.fudgery.net/fudgerylog/2011/01/31/584/</link>
		<comments>http://www.fudgery.net/fudgerylog/2011/01/31/584/#comments</comments>
		<pubDate>Mon, 31 Jan 2011 18:07:44 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
				<category><![CDATA[Elsewhere]]></category>
		<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[D&D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/?p=584</guid>
		<description><![CDATA[Somehow, despite tweeting this on Twitter and sharing it on Facebook, I neglected to mention in Fudgerylog this link to an original TSR Dungeons &#038; Dragons television commercial that was aired around the time I first became a role-playing gamer. I discovered the link in this article in The RPGrrl&#8217;s Blog. Thank you, RPGrrl.]]></description>
			<content:encoded><![CDATA[<p>Somehow, despite tweeting this on Twitter and sharing it on Facebook, I neglected to mention in Fudgerylog <a href="http://www.youtube.com/watch?feature=player_embedded&#038;v=q1wGlOwn1pM">this link</a> to an original TSR <b><i>Dungeons &#038; Dragons</i></b> television commercial that was aired around the time I first became a role-playing gamer. I discovered the link in <a href="http://therpgrrl.wordpress.com/2010/11/09/old-school-tsr-ad-makes-my-day/">this article</a> in <a href="http://therpgrrl.wordpress.com/">The RPGrrl&#8217;s Blog</a>. Thank you, RPGrrl.</p>
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