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Arduin

Started by Arkansan, February 02, 2014, 10:30:15 AM

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Arkansan

So I have always thought the old Arduin books looked kinda neat. I have a little cash to burn and was wondering which ones are worth picking up? I saw that reprints of the first 9 are available as well as PDFs of at least the first three on drivethrurpg. Are they worth the money to pilfer for ideas? I also remember hearing somewhere that at some point they became a playable system of their own, how many of the books are needed for that?

Phillip

I have the original Trilogy, and the next three from Dragontree Press, and once had The Arduin Adventure.

The little brown books are best regarded as supplemental to TSR-era D&D, although Arduin Adventure (a sort of "Basic Arduin" product) fills in some of the blanks such as references to D&D spells and classes and monsters.

The Compleat Arduin (or something like that) was/is, IIRC, a compendium mainly of the Trilogy and Adventure, with new layout and organization but little revision of the text.  

There's a later and significantly different rules set, some bits of which related to combat systems were published before Dave's death in "Revised Arduin, a Primer."
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Phillip

As to whether they're worth the money to pilfer for ideas, I'd say that's ultimately a very personal matter.

Many rules considerations that were notable when first published became less so pretty quickly afterward with the appearance of AD&D, RuneQuest, and so on.

I'm not steeped in the class, spell, monster and magic item lists of AD&D 2E or D&D 3E, but I suspect that someone who is might find the Arduin contributions less inspiring than I did back in the 1970s.

I used the Arduin books a lot in the '70s and early '80s, but I can't remember the last time I actually employed anything from them.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Ravenswing

I strip mined them heavily 35 years ago, and there are a lot of RP elements that still persist from them in my gameworld.

I can't, by contrast, claim that -- barring a handful of the spells -- there are any system elements I've used for many years now.

My tattered copies of the original Trilogy have pride of place on my gaming shelf, but Arduin's very much an artifact of the West Coast gaming scene in the late 70s -- that gonzo, very high-entropy era of the multiverses, where characters hopped from one VD&D campaign to another and no one worried about system incompatibility, and 70th level characters weren't self-evidently ridiculous.  It introduced or popularized many notions -- critical hit charts, special abilities tables, appearance tables, cross-genre play, fixed hit points -- but there's nothing in it today which breaks any ground.  It has a good bit of fascinating setting information that at the time was near-to-revolutionary, but that level of setting info is typical now.

If you wanted to do gonzo 70s-style VD&D, I'd pick it up.  If you were looking to read through a time capsule of a significant influence on our hobby, I'd pick it up.  If you were looking for a well-designed, cohesive game system that stands the test of time, Arduin isn't it.
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Phillip

Variant Delvings & Deodands
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Bloody Stupid Johnson

The Grimoire books, judging from the ones I have, look very good for mining for ideas, definitely (I don't know about the later ones, though). Spells, monsters and classes are all very creative. Arduin Adventure I would probably skip, this is a system book meant to replace 0D&D which they couldn't mention any more for legal reasons - not a huge amount of stuff here. Compleat Arduin is a major reorganization to make a sort of playable system, and much more organized, but it (despite the name) drops out a lot of stuff compared to just the grimoires. Arduin Eternal I haven't seen, I believe this is a full system -looking at previews and stuff it looks fairly involved. The World Book of Khaas is systemless and said to be very good, I haven't seen that either though.
If I had to pick I might say Compleat Arduin + the grimoires might be a way to do it, or Grimoires plus the D&D retro-clone of your choice.

Arkansan

Thanks for the info guys, sounds like I will be getting at least the first three books. Would there be much point to the other six or are the first three the best or at least most useful?

Phillip

The Dragontree books I got didn't send me as much as the Trilogy, but I guess it would depend on what kind of stuff you're after. They featured fewer, longer articles that were more in the way of peeks at the Arduin campaign world: from memory, such things as Roadhouses (and Bill of Fare at Dirty Dorg's), Noble Houses, Assassins Guild (and Poisons), Natural Talent Magic (or Wild Magic, or whatever it was called) ...plus some game-philosophy essays.

I would guess that if the detailed world info type of material is of interest, then the World of Khaas book would be the motherload.
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.

Dirk Remmecke

Quote from: Bloody Stupid Johnson;728883The World Book of Khaas is systemless and said to be very good, I haven't seen that either though.

I'd like to know about the Khaas book as well. I never saw it in any store, and considering that the book is seemingly only available via mail order I find the info about it rather sparse.
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Bloody Stupid Johnson

Quote from: Arkansan;728894Thanks for the info guys, sounds like I will be getting at least the first three books. Would there be much point to the other six or are the first three the best or at least most useful?

IDK much about the later books, sorry.

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JeremyR

Arduin is one of those things that always puzzled me. Despite all the hype, it's actually quite ridiculous once you see it.

It's basically an old school Synnibarr. Sure, it has a certain charm, but nowhere near what it's made out to be.

Ravenswing

Quote from: JeremyR;728915Arduin is one of those things that always puzzled me. Despite all the hype, it's actually quite ridiculous once you see it.

It's basically an old school Synnibarr. Sure, it has a certain charm, but nowhere near what it's made out to be.
You could readily say the same about OD&D, after all -- a set of rules that if any major player wrote them today, people would laugh themselves sick.

That being said, eh.  Those whose tastes run to gritty, low fantasy would indeed likely find it ridiculous -- Arduin is the polar opposite of Harn.  (Then again, I expect Dave Hargrave would have found Harn stultifyingly boring.)  It is what it is.
This was a cool site, until it became an echo chamber for whiners screeching about how the "Evul SJWs are TAKING OVAH!!!" every time any RPG book included a non-"traditional" NPC or concept, or their MAGA peeners got in a twist. You're in luck, drama queens: the Taliban is hiring.

Drohem

Quote from: JeremyR;728915Arduin is one of those things that always puzzled me. Despite all the hype, it's actually quite ridiculous once you see it.

It's basically an old school Synnibarr. Sure, it has a certain charm, but nowhere near what it's made out to be.

Yeah, it was too wacky for me if taken in totality.  However, there was some cool useful bits to the original three booklets for D&D.  I liked the Hit Points system where it narrowed the gap between high level characters and low level characters hit point totals.

Shaira

I *love* Arduin to bits, always have - but it is totally gonzo, kind of the "Gamma World" of D&D. It's full of blatant plunderings from *everywhere*, then all munged up in a mega-gonzo-fest of artillery-level magic, *actual* artillery, demons, Elrics, Stormbringers, weird magic rings, whimsical dungeons, the whole thing.

You maybe had to be there. Looking at it with today's eyes, it's a chaotic mess, but I think you can still see its passion, originality, and sheer enthusiasm.

There are two Arduins: the rules, and the setting. The rules in the original trilogy are wildly inventive, improv, inspired, unbalanced, and downright lunatic in places. There are charts you'll never use, but inspired listings of planes of hell, hell spirals, monsters, magic, new classes, all that good stuff. The *setting* as it appears in the trilogy is very evocative - Misty Mountains, Bloody Arduin, Whispertrees, Talismonde, they all conjure up great visions in your mind.

If you can grab the Arduin trilogy *books*, I'd go for it. They're a great combo of inspired rules and evocative snippets of setting. You'll need an OSR ruleset to make full use of them.

Cheers,

Sarah