Through Dungeons Deep

A Fantasy Gamers’ Handbook

by Robert Plamondon

Reissued by Norton Creek Press. 340 pages. ISBN 9780972177078

  • Learn how to play old-school fantasy role-playing games
  • Learn how to be a Dungeon Master
  • Learn how to design your own fantasy campaigns
  • Tips and tricks for every occasion
  • An old-school renaissance/revival (OSR) guide from back when the old school was brand-new!

As new generations of gamers discover or rediscover the thrill of old-style role-playing games, this guide from D&D’s glory days is more valuable than ever.

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Devious Magic

By Robert Plamondon

First published in Different Worlds #17, December 1981.

Most players that have played D&D long enough can recite the magic item powers from memory, While 1 have never heard anyone say disgustedly, “Oh, it’s just another Throne of the Gods,” the appearance of an over-familiar magic item may induce terminal boredom in veteran players.

The standard cure for this malady has been to invent new magic items. While this works fairly well, it puts all the burden on an already overworked GM. The search of the clever player to find out every possible application of his magic items’ powers is much more creative. Many magic items and spells have some very powerful applications that never occurred to the game designers. Finding a new use for old magic is as useful as finding new mage and a lot less dangerous.

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Hand-Held Thermonuclear Devices

by Robert Plamondon

First published in Different Worlds #16, November, 1981.Cover from Different Worlds #16 1981

Players In fantasy role-playing games constantly search for new and more potent weapons. In any long-running campaign, the players will eventually work their characters up in power to a point where they can have just about anything they want. In some campaigns, a preferred weapon by high-level characters is a hand-held nuclear fusion device, called by weapons buffs the “thermonuclear hand grenade” (THG).

This paper discusses the proper role of the thermonuclear hand grenade in a fantasy role-playing setting.

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Running Low-Level Dungeons

By Robert Plamondon

Different Worlds #11, Feb/Mar 1981This article was originally featured in Different Worlds #11 (February/March 1981).

Perhaps the most crucial adventure in fantasy role-playing is the first game, when a novice player with no experience plays a first level character and enters into a dungeon scenario.

In spite of its importance as a means of hooking people on FRP games, the low-level adventure is often casually thrown together by Game Masters because it’s “only first level,” and doesn’t hold his attention the way Asmodeus’ bedroom torture chamber does.

This leads to discouraging or boring first-level dungeons, even when run by competent GMs. To help rectify this problem, I have some suggestions for running a first-level dungeon, which apply equally to all versions of Dungeons & Dragons, and most of the other FRP games as well.

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Chapter 14 of Through Dungeons Deep: How to Referee

Through Dungeons Deep: A Fantasy Gamers’ Handbook Part II. Game Mastering Chapter 14. How to Referee Knowing the rules and having a campaign aren’t enough; you need to muster props, master techniques, and put on a memorable show. Setting Up the Game As Game Master, you have the responsibility of coming up with enough chairs, … Read more

Chapters 1-2 of Through Dungeons Deep

Sample Chapters from “Through Dungeons Deep: A Fantasy Gamers’ Handbook” by Robert Plamondon Part I: How to Play Chapter 1: What Are Fantasy Role-Playing Games? Remember this from English Lit? As the men were sleeping, the monster burst into the hall. It seized a man, sank fangs into his throat, and drank blood until there … Read more