

                           REC.GAMES.FRP.DND FAQ
                                  Part 4

                    FAQ:  1) META  2) FAQ  3) Satanism
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META
  D1: I've found a mistake in the latest TSR module; where can I report 
      it?
  D2: Where can I find a list of official TSR errata? 
  D3: What is a PBEM and how do I get into one or start one?
  D4: What are the best *D&D products (books/modules/etc.) to get?
  D5: What to those letter/number combinations on older modules and 
          handbooks stand for?

FAQ
  E1: Wasn't there a Saturday morning cartoon about *D&D?
  E2: What *D&D-specific comic books have been published? 
  E3: Wasn't there a TSR module that was banned?  
  E4: Aren't these new core books actually the third edition of AD&D?
  E5: What was removed from Deities & Demigods?
  E6: Was Legends & Lore really originally a 1st ed. book?
  E7: What happened to Mystara, Greyhawk, and Spelljammer?
  E8: Where did all the devils, demons, daemons, and the rest go?
  E9: Who is this Cthulhu guy, anyway?

Satanism
  F1: Is *D&D really the tool of the Devil?
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META
D1:  I've found a mistake in the latest TSR module; where can I report it?

A:  If you discover a major typo or other mistake in a TSR publication,
    such as the infamous 'damage/dawizard' transposition, or a reversed or 
    missing map or table, then write to Jim Butler at TSRJim@aol.com and
    report it.  He will pass it along to the people who need to know such
    things in order to fix them in future printings and/or issue 
    occasional errata reports.
      There is not much need to post such information for all to see 
    unless it actually affects gameplay in some way, such as the 
    Fighter/Ranger/Paladin experience table blunder in the PH2R or 
    mislabeled maps in modules.
      
D2:  Where can I find a list of official TSR errata?

A:  The official errata for the new core books and the Player's Option 
    books are available on TSR's Information Page, at 
    <http://users.aol.com/tsrinc/faq.html>.  
      You can find the official errata for the 1st printing of the 
    original PH2, as well as a list of Forgotten Realms errata on various 
    sites around the net.  Search MPGN first, then ask around the 
    newsgroup.
      TSR at one point also released an official errata page for the 
    Complete Psionics Handbook; electronic copies of it are floating 
    around and shouldn't be too tough to find.
      Other than that, look through the Sage Advice column in back issues 
    of Dragon Magazine; every once in awhile, Skip prints an official 
    correction of some errata or other.

D3:  What is a PBEM and how do I get into one or start one?

A:  Whoa, whoa, whoa!  Hold on there, Tex, that there's three questions in 
    one.  In way of an answer, PBEM (or PBeM) stands for "Play By E-Mail,"  
    campaigns which are run via the DM sending out turns to each of the 
    players, who respond with their characters' intended actions.  Such 
    campaigns are the outgrowth of Play-By-Mail baseball leagues, the 
    Illuminati PBM, and just plain *D&D PBM's.
      To get into a PBEM, monitor rgf.announce and wait.  When you're done 
    with that, wait some more.  After that, wait a couple of whiles.  By 
    that time, someone probably will have posted a message to rgf.announce 
    indicating that they are starting (or that an opening has appeared in) 
    a PBEM; rules for character submission will usually be included.  
    Follow the rules and mail off a character.  If the PBEM chooses your 
    character, you're in.  There.  That wasn't so hard, was it?
      If you don't want to wait that long (and it could be as quick as 
    tomorrow, or it could take several months), you could try to start up
    your own PBEM campaign.  However, be warned--running a PBEM might sap
    any and all free time you think you have and then some, and isn't 
    necessarily as easy as it might sound.  For a wealth of helpful tips, 
    tricks, and suggestions for running as well as playing a character in 
    PBEM's, read "An Argosy of Play By E-Mail Advice," which can be found 
    via anonymous ftp to:
      ftp.netcom.com\pub\sk\skreyn\pbem_faq.txt
    Another excellent place to look for information on PBEMs is 
    <a href="http://www.PBeM.com/">www.PBeM.com</a>, which has a plethora of

    files on the topic, from advice to listings of currently active PBEMs.

D4:  What are the best *D&D books and/or modules to get a hold of?

A:  This depends on who you ask.  Everybody has their own opinions on 
    which products are great and which are trash.  However, there was a 
    survey done by Anthony Brooks on rgfd and ADND-L of every *D&D product 
    TSR has ever put out, as of around January, 1995.  It rates each 
    product on a 0-10 scale, based on the average of all of the responses, 
    and includes comments on the products by the people who responded.  
    Only those products which received 5 or more votes appear in the 
    listings, but there are comments included on several non-listed 
    products.  The results are available via MPGN, in the 
    /Gaming/ADND/Reviews directory. 

D5:  What do those letter/number combinations on older modules and 
    handbooks stand for?

A:  Up until late 1994, TSR game every product an alphanumeric code, as 
    well as a numeric product code.  The letter codes were based in some 
    way on the product, and the number following the letter designated 
    which one in the series it was.  For example, Against the _G_iants was 
    G1-3, the Vault of the _D_row was D1-3, and _Q_ueen of the Demonweb 
    Pits was Q1.Some codes were based on other factors; for example, 
    Competition modules for tournament use were given a C designation, and 
    the Special series was S1-4.
      This use carried over into 2nd ed., with the Players HandBook 
    Reference series (PHBR), Dungeon Masters Guide Reference (DMGR), and 
    Historic Reference (HR) series, as well as the GA/R (General 
    Adventure/Reference) RA/R (Ravenloft A/R), WGA/R (World of Greyhawk 
    A/R), et al. series.  Late in 1994, TSR decided that this system was 
    getting out of hand (what with the <class> Challenge series being 
    given HHQ1-4 !?), and dropped the system.  Now, products are only 
    coded by product number, a four-digit code that TSR uses to track its 
    products.
      For more information on what the letter/number codes stood for, see
    the complete TSR Product Guide maintained by Gavin Bartell and found 
    (in short form) at ftp.mpgn.com/Gaming/ADND/Modules/modules.z, and 
    (long form) /Gaming/ADND/TSRGuides/TSRGuides.000.Z through 
    TSRGuides.018.Z and at http://web.cs.ualberta.ca/~wade/HyperDnd.  For 
    more information on the Product Guide itself, see Part 6 of the FAQ.

FAQ
E1:  Wasn't there a Saturday morning cartoon about *D&D?

A:  Yes, there was.  _Dungeons & Dragons_ premiered on September 17, 1983 
    on CBS, and ran for a season or three.  The main characters were all 
    real-world people who rode the new "D&D" roller-coaster at the local 
    theme park and somehow got transported by the Dungeon Master to a 
    fantasy world.  Each of the main characters had a personal magic 
    item, and a vast majority of the show's plots revolved around the 
    evil Venger trying (and failing) to get their items so that he could 
    become all-powerful, while the heroes tried to find portals back to 
    the "real" world, and failed to use every one for one reason or 
    another.
    
      The main characters were:
    Hank (Ranger): The leader.  His bow shot magic arrows that never 
      missed.
    Eric (Cavalier): The scaredy-cat, which wasn't very cavalier of him,
      but that's another matter.  His shield projected a force field.
    Presto/Andrew (Wizard): The comedian.  He could pull items out of his 
      hat, but rarely, if ever, got what he wanted.
    Sheila (Thief): The 2nd in command.  Her cloak made her invisible when 
      she put on the hood.
    Diana (Acrobat): The token minority.  Her 10" pole could extend to 10'
      on command.
    Bobby (Barbarian): Sheila's kid brother.  His club caused a mini-
      earthquake when he struck the ground, and gave powerful blows
      to any enemies he hit with it.
    Uni (Unicorn): Token cute creature.  How can you hate a show that
      features a baby unicorn with big, blue eyes and a plaintful bleat?
    Dungeon Master (DM): The DM, of course.  Short, bald guy who talked in
      riddles and sent the party into the face of certain doom, from which 
      they always managed to solve his riddles and survive, yet always 
      fail to get home.
    Venger (Fiend): The bad guy.  He had one horn, fangs, and rode a 
      winged nightmare.  He always had some scheme to take over the world, 
      and it usually involved stealing the heroes' weapons first.
    Tiamat (Dragon): The really bad girl.  What's really big, has five 
      heads, a nasty temper, is mindlessly evil, and wants revenge on 
      Venger for something that happened in the first episode?  I don't 
      know, but it's standing right behind you...  RAAAAAAAAHHHHRRRRRR!!!

    If you are interested in acquiring videocassettes of the episodes of 
    this show, they can be ordered from:

      Best Film & Video
      108 New South Road
      Hicksville, NY 11801
      ph. #: (516) 931-6969

E2:  What *D&D-specific comic books have been published?

A:  There have been a number of comic series over the years which dealt 
    with various TSR worlds, almost always published by DC in conjunction 
    with TSR.  Here is a list of known *D&D comic books:

    Advanced Dungeons & Dragons (DC) #1-36, Annual #1
    Dragonlance (DC) #1-34
    Dragonlance Saga (TSR) #1-3
    Dragonlance Saga (DC) #4-5
    Dragon Strike (Marvel) #1 (Feb. 1994)
    Forgotten Realms (DC) #1-25, Annual #1
    Gammarauders (DC) #1-10
    Spelljammer (DC) #1-15
    TSR Worlds (DC) Annual #1

E3:  Wasn't there a TSR module that was banned?

A:  No, there have been no "banned" modules; but there was one which was 
    recalled & re-released in a different form, thus making the original a 
    rare find.
      The story, according to Frank Mentzer (ex-TSR editor), is that back 
    in 1980, a lady named Jean Wells wrote an adventure for TSR entitled 
    "Palace of the Silver Princess."  It was edited by Frank Mentzer, with
    art by Erol Otus.  It was published in 1981 for D&D Basic characters 
    as module B3, levels 1-3, and had an orange cover.
      Shortly after publication, TSR discovered many serious flaws in the
    dungeon layout and also had it pointed out to them that some of the
    included artwork was of very questionable taste, almost bordering on
    pornographic.
      So for the first (and possibly only) time in TSR's history, they
    recalled a product.  Every copy of B3 TSR could locate was returned 
    and destroyed.  Then TSR heavily revised the module, fixing the errors 
    and inserting new art.  It was re-released shortly thereafter, only 
    with a green cover this time.
      However, not every copy of the original version had been returned.
    The first time this was publically discovered was at the auction at 
    the 1984 GENCON, where one came up for sale and went for $300.  A 
    couple of other copies have come up for sale since, but none have sold 
    for quite that much since.

E4: Aren't these new core books actually the third edition of AD&D?

A:  The new printings of the Players Handbook and Dungeon Master's Guide 
    are definitely not "third edition AD&D".  They are essentially just 
    the umpteenth printings of the same old second edition books, except 
    with a different typeface and page layout, new artwork, and the 
    addition of a couple of small new sections.  That's it.  If you read 
    the introduction to the new printing, they come right out and state 
    that this is absolutely not a third edition, and that TSR has no plans 
    for a third edition any time in the next decade.  The books may look 
    different, but any perceived major rules changes are probably the 
    result of one of the numerous typos which crept in when TSR 
    transferred the books from their previous hard-copy form onto disk for 
    this printing.  A complete list of the known typos is available; see 
    the above question on errata for more details.

E5:  What was removed from Deities & Demigods?

A:  The first printing of Deities & Demigods included the mythoi of 
    Cthulhu and Melnibone.  The licenses to game representations of these 
    two mythoi were not, however owned by TSR, but by other game 
    companies.  TSR was asked to remove them from the book.  When the book 
    went into its second printing, they were gone.  Later, the book was 
    republished under the name Legends & Lore, and the two mythoi were 
    still gone.
      When Legends & Lore was updated to 2nd ed. AD&D, several more
    mythoi were removed, namely the Babylonian, Finnish, Nonhuman, and 
    Sumerian mythoi; and the Central American mythos was renamed the
    Aztec mythos.  Contrary to rumor, the Newhon mythos was never removed,
    and, in fact, is included in the 2nd ed. L&L, probably due to the fact
    that it is TSR who owns the license to produce Lankhmar materials.  
    The deities of the nonhumans were reintroduced in Monster Mythology.

E6: Was Legends & Lore really originally a 1st ed. book?

A:  As a matter of fact, yes.  As stated in the above question, Legends &
    Lore was a reprinting of Deities & Demigods, and was later recast into
    a 2nd ed. book.
      Here is the publishing history of *D&D mythological supplements.  
    First, there was D&D.  A supplement called Gods, Demigods, & Heroes 
    came out.  Then, there was AD&D.  A book called Deities & Demigods 
    came out; it included two mythoi it should not have, namely the 
    Cthulhu and Melnibonean.  When TSR was told to remove the offending 
    mythoi, they reprinted Deities & Demigods with the two mythoi taken 
    out.  Later, TSR decided to repackage the book by giving it a new 
    cover and renaming it Legends & Lore.  Inside, it was identical to the 
    second version of Deities & Demigods.  Finally, there was 2nd ed. 
    AD&D.  This new version of the game needed its own book of mythoi, so 
    TSR updated the info in Legends & Lore, removed a few mythoi, renamed
    another, and released it to the public, as detailed in the previous 
    question.  

E7:  What happened to Mystara, Greyhawk, and Spelljammer?

A:  Despite their popularity among gamers, sales of products for these 
    worlds were very low.  People were using the worlds, but simply not 
    enough were buying new products for those worlds.  Therefore, TSR 
    decided to drop active promotion of worlds no one seemed to be 
    interested in in order to spend more time, energy, and money on worlds 
    customers are or would be interested in buying new products for.
      At this point, except for the Red Steel setting, which takes place
    in Mystara, the only new material from TSR for any of these worlds 
    appears in Dragon magazine, Dungeon magazine, and on the TSR area 
    of AOL.

E8:  Where did all the devils, demons, daemons, and the rest go?

A: According to some sects, they have been banished to the last of the
   infinite layers of the Abyss by an indescribable force known only as 
   Pae-Sae.  Thus was removed one of the Six Signs of Evil in the world.
     However, according to MC8, as well as material for the Planescape 
   campaign setting, they never left.  What happened was that sages 
   discovered that the names used for them by those small-minded 
   people who know naught of the true nature of the planes of existence 
   are not the names by which these creatures refer to themselves.
   Thus, what you once knew as "devils," are properly called "Baatezu"; 
   "demons" are really "Tanar'ri"; and "daemons" are actually 
   "Yugoloths".  Several of the Outer Planes themselves also have had 
   their true names recently discovered; the names of these planes have 
   trickled down into common usage by residents of the Prime Material 
   almost as quickly as the others have.
 
E9:  Who is this Cthulhu guy, anyway?

A:  Once and for all, Cthulhu is a fictional character.  Anyone who tells 
    you differently is pulling your leg. The Cthulhu mythos (including the
    infamous Necronomicon and Miskatonic University) was the creation of 
    H.P. Lovecraft, originating in a group of science fiction/horror 
    stories he wrote in the early twentieth century.  Several of his 
    friends, such as August Derleth, decided to also write stories about 
    the evil octopoid being, and these tales, along with Lovecraft's own, 
    form the basis of the "Cthulhu Mythos."  Cthulhu himself is portrayed 
    as an evil being from the stars who sleeps in his temple on an 
    Atlantis-like sunken island. Cthulhu stories are still being written 
    today by friends and fans of Lovecraft.  For more information, see the 
    alt.horror.cthulhu FAQ.


Satanism
F1:  Is *D&D really the tool of the Devil?

A:  No.  See GAMA's response to this, a seminar on which is summarized 
    below.  Another place for information on this subject is the Internet 
    posters' response to role-playing & Satanism in the rec.games.frp.* 
    FAQ.

    This is a slightly edited version of a very informative post by
    sos@oz.plymouth.edu (Steffan O'Sullivan)

    A report on Mike Stackpole's "Satanism & Gaming" seminar at Northeast
    Wars, Burlington, VT, March 20, 1993.

    Mike Stackpole is the chair of GAMA's "Industry Watch" committee.
    (GAMA, for those who don't know, is the GAme Manufacturer's
    Association, which exists to promote the hobby.)  Mike is also the
    author of many gaming books from many companies, including
    Mercenaries, Spies & Private Eyes and Battletech novels.

    As such (and, in fact, long before he was head of the Industry Watch
    Committee), Mike has been very interested in anti-gaming attitudes
    that exist in the media and what we, as gamers, can do about it.

    Much of his talk was background: he told of Pat Pulling and the
    formation of BADD (Bothered About Dungeons & Dragons), Dr. Radecke,
    Cruel Doubt, etc., etc.  He then went on to describe how's fought
    this anti-gaming media blitz: research.  Yes, the answer is largely
    plain, simple, non-glamorous research.

    Mike has researched every single case of so-called "gaming-related"
    suicides and murder.  To this day he still carries on correspondence
    with two murderers in prison, whose cases BADD touted as having been
    gaming-influenced.  He has written statements from both men that
    gaming had nothing to do with it: they were sick individuals long
    before they heard of roleplaying.  Likewise, he has testimony
    concerning every single case the enemies of FRPs have ever touted -
    that he knows about, that is.  He admits there are cases he knows
    nothing of - more on that in a bit.

    [snip a section about radio shows]

    Mike feels the battle is going well.  GAMA has only taken an active
    role in combatting anti-gaming attitudes since 1989, but great
    strides have been made.  Pat Pulling has been discredited, as have
    some of the other big names who were lambasting gaming.  The media is
    still attracted to the flash of fantasy gaming and a link to crime,
    but law enforcement has become aware that such links are illusory.
    Mike says that GAMA has spoken to many gatherings of law enforcement
    people and come across as responsible businessmen who really don't
    want their customer base committing suicide, since it would hurt
    sales.  (It's amazing how putting it that way can convince those in
    power!  They understand such arguments.)  GAMA has also told law
    enforcement that they don't want gaming being used as an insanity
    plea, and will give them facts to combat this defense in any case.
    This is how you win over your opponents: by joining them in ways they
    can understand.

    The talk ended with a "what can you do?"  His suggestions,
    summarized, are as follows:

    1) Don't try to "freak the mundanes."  If someone says they've heard
       these games are evil, and can they come watch one, don't put on
       devil's horns and have fog flowing out of a bowl on a candle-lit
       table.  Just be yourselves and have a good game.  If you ever do
       have a chance to call in to a radio or even TV station that is
       discussing a case of gaming & crime, please be polite and
       intelligent.  In other words, be a responsible gamer.

    2) Tell your local game store to order, from GAMA, some pamphlets they
       have produced as educational tools.  Most game store owners would 
       be glad to have something they can show worried parents.  For 
       members of GAMA, these are free.  For others, they cost $2/dozen to 
       cover shipping and handling.  GAMA address is below.

    3) If you hear of any cases where people are claiming gaming is
       related to a murder, suicide or other crime, let GAMA know right
       away so they can investigate it.  Use the address below, or Mike
       said you can call him direct - he's listed in the Scottsdale, AZ,
       phone book.  You can also contact Loren Wiseman, vice-chair of the
       Industry Watch Committee.  (Loren is at GDW.)

    4) If you hear of an out-of-town "big name gaming expert" coming to
       condemn RPGs, contact GAMA as soon as possible!  Mike says there is
       a small discretionary fund that will let him fly in to debate such
       people and discredit them.  It's easy for him to discredit such 
       folk because he's been researching these cases since 1985, and has 
       all the facts on his portable computer.  It would be harder for 
       you, and you might end up losing a debate, which would not be good.

    GAMA's address is:

    GAMA
    P.O. Box 570
    Grinnell, IA 50112

    or call (515) 236-6678 Central Time, 10 am to 2 pm.

    The pamphlet which you (or your game store owner) can buy for
    $2/dozen is called "Questions & Answers About Role-Playing Games."

***End Part 4***

