***Begin Part 4*** 26: What is "fluff?" A: Fluff is a term used for stories written and distributed on the Internet. In the case of rec.games.frp.dnd, it takes the form of stories based on the results of roleplaying sessions. Some people like reading fluff, some don't mind it, and some rabidly detest it. If you feel you must post your fluff, please put STORY: at the beginning of the subject line so that is can be easily found or avoided, as the case may be. This is ok for one-shot short stories, but if you are writing longer works, such as stories based on entire campaigns, then please do not post the chapters to rgfd. Instead, send them to the rec.games.frp.archives moderator, and then post a note in rgfd stating that anyone who wishes to read your story may find it in rec.games.frp.archives. 27: Who's this "Monty Haul" character I keep hearing about? A: Monty Hall was the host of the 60's & 70's, and 90's American game show _Let's Make a Deal_. People would dress up in silly costumes, then be chosen out of the crowd to play the game. Monty would give the lucky contestant a handful of money, then talk them into trading the money for whatever was behind door number one, door number two, door number three, or what was in the box, or they could just keep the money. Each time they traded, he would give them another choice. After they decided to stick with a choice, Monty revealed what had been won. Prizes could be anything, good or bad, such as money, cars, jewelry, a years supply of auto wax, goats, inner tubes, exotic vacations, a pound of confetti, etc. Gary Gygax named the style of play where game masters hid treasures behind some doors, monsters behind others and then let the players choose their fate "Monty Haul" gaming, making a pun on the game show host's name. The term has come to be used to refer to sessions where game masters create munchkin players; basically any game can be considered a Monty Haul game where the game master sets up unfathomable amounts of treasure and earth-shattering magic items guarded by weak and wimpy monsters, thus giving enormous amounts of power to beginning-level characters. 28: What is "munchkinism?" What does the Wizard of Oz have to do with *D&D? A: Munchkinism is often confused with Monty Haul gaming in that both involve incredibly high power levels with a minimum of risk involved. However, where Monty Haul is usually the fault of the GM, munchkinism is usually the demense of players. Munchkin characters are created by "min/maxing," a.k.a. "rules rape," wherein the player finds any and all advantages the rules allow the character, with few, if any drawbacks. Such characters tend to be ultra-powerful, and can destroy whole armies in one round. Any such character choices are made solely from a power- level standpoint, and not from a roleplaying point of view. Munchkin characters are usually seen when a player wishes to bring in a favorite character who was "allowed" in a previous GM's campaign, one with the maximum ability scores, proficiencies, abilities, and enough magic and special items to take out both Death Stars simultaneously from across the galaxy. No one seems to know exactly how such characters have come to be identified with the tiny folk from L. Frank Baum's books, but it probably has something to do with the sheer annoyance factor such characters exude. 29: 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 is a running survey of every *D&D product TSR has ever put out, maintained by Goth. It rates each product on a 1-10 scale, based on the average of all of the responses. The survey and results are occasionally reposted on rgfd and rec.games.frp.archives, and the results are archived at MPGN. 30: What to 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/Referece) 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 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 Listings maintained by Goth and found on MPGN. 31: What was removed from Deities & Demigods? A: The first printing of Dieties & Demigods included the mythoi of Cthulhu and Melibone. 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 TSR owns the license to produce Lankhmar materials. The deities of the nonhumans were reintroduced in Monster Mythology. 32: Who is this Cthulhu guy, anyways? A: Once and for all, Cthulhu is a fictional character. Anyone who tells you differently is pulling your leg. The Cthulhu mythos 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. ***End Part 4***