Monday, August 18, 2025

Holmes Basic Box Kickstarter

The new D&D Starter Set is due to be released soon, so I thought it would be fun to do a thought experiment that goes like this:

If the Holmes Basic Box set were released today via Kickstarter, the might be some different pledge levels.  Using an inflation calculator, I also figured out what the prices would be in 2025 dollars.

I found the original 1977-1980 prices for the components of the Holmes Basic Set released in 1977.  I also included listings and prices for many of other accessories that were released during that time.  I imagined they could have been offered as 'add-ons' or 'stretch goals' so I included them too.

At various time, the components of the Box set differed, but typically consisted of dice, the rulebook and accessories.  At first, the accessories were the Set 1 Geomorphs and Monster & Treasure Assortment Set, Set One (Lvl 1-3).  They were later replaced with either module B1 or B2.  Of course, there was the infamous time when the boxes only contained chits, not dice, but since you could send away for them later, it's like you got an exclusive bonus set of dice.

The first column shows the price for the basic TSR catalog, which you had to pay for!

I could not find the price for B2 Keep of the Borderlands as a solo book, so I gave it the same price as B1.

I could not find the price for a stand-alone standard set of polyhedral dice, so I chose 3 bucks to nicely round out some package prices .  If you find the MSRP for D&D dice between 1977 and 1980, please let me know!

The Holmes Basic Box started out at $9.50 but from 70's inflation and standard pricing schemes, it was increased to $9.95.  For math's sake, I set the price to 10 bucks for the Basic column.

The Copper Package lists the components totaled as add-ons for a total of $13.50.

The Silver Package includes BOTH modules, the dice, one set of Geomorphs and the Monster and Treasure Sets, and a pad of character sheets, all totaled a la carte for a total of $27.00.

For funsies, I added ALL of the accessory sets for which I found prices for the Gold Tier Package for a total of $40.50.

The spreadsheet math is below.  The last line of totals shows the prices in 2025 dollars.

Annual inflation over this period was 3.58%.



Catalog

Basic

Copper

Silver

Gold

Rulebook


$10.00

$5.00

$5.00

$5.00

B1 In Search of the Unknown



$5.50

$5.50

$5.50

B2 Keep on the Borderlands




$5.50

$5.50

Dungeon GeoMorphs (6 pp)

Set 1 (Basic Dungeon)




$2.50

$2.50

Dungeon GeoMorphs 

Set 2 (Caves & Caverns)





$2.50

Dungeon GeoMorphs 

Set 3  (Lower Dungeon)





$2.50

Outdoor Geomorphs, 

Set (Walled City)





$3.50

Monster & Treasure Assort, 

Set One (Lvl 1-3)




$2.50

$2.50

Monster & Treasure Assort, 

Set Two (Lvl 4-6)





$2.50

Monster & Treasure Assort, 

Set Three (Lvl 7-9)





$2.50

D&D Character Sheets Pad




$3.00

$3.00

Dice/Chits



$3.00

$3.00

$3.00






prices in 1977

$2.00

$10.00

$13.50

$27.00

$40.50

prices in 2025

$11.00

$54.00

$73.00

$146.00

$220.00



Considering how much loot you are getting in the new Starter Set for 50 bucks, the price is pretty awesome when an equivalent set of goodies (which would probably look like the Gold Tier pledge level) would cost over 200 bucks!

The components of the new Starter Set at $49.99:

  • A Quick-Start Guide
  • 1 play guide and 3 adventure booklets for Dungeon Masters
  • 4 D&D classes for players to choose from: Cleric, Rogue, Wizard, and Fighter
  • 200+ game cards for backgrounds, species, spells, equipment, magic items, monsters, NPCs, and more
  • 18 maps for the Caves of Chaos Valley, the Keep on the Borderlands and the Wilderness
  • 200+ tokens, including resources, monsters and terrain
  • A Combat Tracker that teaches new Dungeon Masters how to track initiative effectively
  • A set of 11 dice
I may start analyzing other Starter and Basic Sets released after 1980.

All prices and listings were found via these sites:

Monday, August 12, 2024

D&D 5.24 Backgrounds - broken

Hot take:  D&D 5.24 Backgrounds are a broken kludge of a system that does nothing more than shift the sin of racism to classism.

In the case of D&D it's actually Classism, as in Character Class.

In order to avoid (but not eliminate) the specter of racism from our beloved game, the creative team made two decisions: one as an overcorrection and the other as a half-measure.  

The overcorrection was renaming the classic D&D Races as Species and eliminating the half-races such as Half-Orcs and Half-Elves.  It's actually a minor overcorrection. Species is entirely too scientific of a term for a fantasy-based game and sticks out like a tiger in a pride of lions, and the elimination of half races does nothing but piss off more people  than it placates (including those who found these half-races as representational of being a misfit of any stripe as opposed to being problematic) for no benefit to anyone, which I guess you could say makes it the ultimate compromise.  But the overcorrection isn't the point of my analysis.  It's the half-measure correction.

The half-measure was shifting the Attribute score bonuses that were formerly attached to which 5E Race one picked, be they +2/+1 or +1/+1/+1.  Typically, people use these bonuses to enhance their Character Class choice, and for that reason in order to play a certain Class, you were naturally inclined to only pick the Races that enhanced the primary Stats of your aspiring Class.  Want to be an archer or a thief?  Pick the Race that enhances your Dex.  Want to be a spellcaster that needs hit points and concentration for your squishy ADD self?  First you have to pick a Race that enhances your Intelligence and your Constitution.  Good luck with that - your only choice is Rock Gnome.  This is what is called bio-essentialism.  WOTC was right to decouple Attribute bonuses from Races for both moral reasons and mechanical reasons.  It stifled creativity across the board and had no added benefit.  In fact, they should have just eliminated them altogether and had people pick from the standard array or use the classic random generation (4d6-lowest, reroll 1s, arrange to taste, being my preferred method since 1980), but I digress.

Instead they implemented a half-measure. (Ironic that they should implement a half-measure while simultaneously eliminating Half-Races.  Irony tastes delicious, but it isn't always good for you.) Now Stat bonuses, instead of being completely decoupled and free-floating, are now bound to Backgrounds.  An oft-neglected and mostly-useless facet of character creation, Backgrounds usually gave you a couple Skill proficiencies and a minor beneficial quirk for role-playing enhancement like getting a free round of drinks if you met another Pittsburgher in the one Steelers bar in Denmark - yes, they and it exist, but chances are you'll never visit it.  It's so miniscule of a bonus, it's the quark of quirks.  

Backgrounds are supposed to represent your character in the Before-Times of being An Adventurer.  Be it a Farmer or Criminal, Sage or Urchin (oh wait, sorry, Wayfinder - puh-leeze) these limited options of limited importance frequently represented either your social class or professional trade (or both) in the prescribed milieu of civilization, which like the Background feature, the players, and player-characters, never revisit or refer to again except once in a blue moon, like using trigonometry from your junior year of high school after you've declared yourself an English major and a math problem involving sines and cosines is the key to solving a murder mystery in your wanna-be Agatha Christie first-novel.  And don't get me started on the wanna-be Myers-Briggs personality traits of Flaws, Bonds, et. al. (intimately tied to your class and trade by the way - also problematic and also eliminated - but I don't think it was eliminated for any upstanding moral reason).

So in order to give Backgrounds some mechanical weight (i.e. a reason to even frakkin exist as a formal thang in an RPG), in addition to the skill and tool proficiencies you now have your Stat bonuses tied to your Background (in addition to a 'new' concept called an Origin Feat - more on that later). Why they made this choice, I don't know.  Evidently something in your Background (as opposed to the Foreground - more on that again later) enhanced the two defining Attributes that you'll eventually need the most for your life as an Adventurer as you abandon civilization and the stifling constraints of law and order, despite the fact that your life has evidently prepared you perfectly for your station in life as a Farmer or a Sage.  (In other words, you're a spoiled brat who took a skip-year to Europe to practice your five years of expensive prep school French and never left Paris for the next decade.) Or maybe they just thought Stat bonuses needed to go somewhere and weren't allowed to exist as its own separate thing, because that would be too many steps and decisions.  If that was the case, they've failed miserably, because now you have to take not your Race into account, but your societal Class (Background/Trade/pick-your-moniker) when it comes to picking your character Class, and if you pick incorrectly, it's supposedly a good thing, because we all know that constraints are frequently great for spurring creativity.  Newsflash:  while the latter is true, these presented Backgrounds aren't artificial restraints; they're design flaws.  The Backgrounds that you would pick for the Stat bonuses also frequently give you skill proficiencies that you already get when you choose your Character Class. So all they've done is trade one stereotype for another, shifting the blame in poor game design choices from Race to (Societal) Class.

This is further compounded by the inclusion of Origin Feats, also tied to your Background.  When I was first introduced to D&D 3.5 (which was not my first exposure to D&D - I've played since the Blue Book days beginning in 1980) I asked my DM Joe (R.I.P my dear, sweet, Archivist) WTF are these Feat thingys?  His answer is something I took to heart and mind and keep with me to this day.  Feats are formal breakings of game mechanics, canonical exceptions to a rule found in your Race or Class that let you do things such as express a magical flavor where you had none (sub-classes weren't a thing yet) or go twice when you could normally only go once.  Awesome!  I was allowed to add mayonnaise to my hotdog without someone giving me side-eye.  For reasons both formal and informal, getting a Feat at first level in 5e became the default for most players (and the Racially superior customizable Humans because demihumans don't just don't come custom, like windows), despite Feats being an optional rule (that supposedly nobody played, even though everybody did - it just didn't register on D&D Beyond because the coolest Feats were locked behind the paywall that nobody paid.  Instead of reading tea leaves or coffee grounds, WOTC evidently reads farklies).

I'm not against Origin Feats at all.  I think they're wonderful, actually.  Before 3rd level, every Cleric is like every other Cleric, and at 3rd level, every Tempest Cleric is like every other Tempest Cleric.  Feats are mechanically intriguing and exceptionally flavorful.  That's what they're designed to be -  wonderful exceptions, not standardized rules.  But in their infinite lack of wisdom, what they've done by tying them thematically to Backgrounds is make them Standardized Rules.  Now, stereotypically, you'll get Sagey Stats, Sagey Skills, Sagey Feats and Sagey Tools.  Fine, if you want to be a Magic User.  It wouldn't be so bad if it weren't for the fact that the Stat array you're offered only speaks to your probable primary Stat and ignores your probable secondary Stat, and that the Skills you get from Background overlap with the ones you got when you picked your Class (which you now do first instead of last in some strange nod to Back to the Future, I suppose), necessitating the extra steps of unpicking it from your list and picking another skill if any are available.  Real efficient, that.  

It also doesn't help that the Origin Feats are horribly unbalanced right out of the gate.  Now everyone is encouraged to pick Musician so they can play two instruments and hand out Ecstacy pills to their fellow party members all day long.  WOTC evidently wants everyone to be grunge rock garage band where everyone gets their one round solo and a round of applause.  They are in Seattle after all, so I guess it fits.

That, my friends, is Classism.  It's so much more acceptable than Racism, don't you think?  Not.

"But wait!" you say (go ahead, say it), "custom Backgrounds were promised and are coming in the DMG!"  Yes, they are.  And it doesn't take a genius to extrapolate how they'll work (unless they manage to screw that up, too).  To create a custom Background, at the mechanical level, you'll pick 1 Tool proficiency, 1 Origin Feat, 2 Skill Proficiencies and create a pool of 3 Attributes from which you'll most likely only need two, but one should be kind and think of others who might be interested in also picking this Background (even though those people probably don't really exist, because they'll use it but tweak it themselves anyway).  This is all subject to DM's approval of course (couched in the phrase 'in collaboration with your DM.'  Newsflash - it's not a collaboration, any more than your hokey idea to open a Red Hots lemonade stand out of the back of your mom's minivan is a collaboration when she emphatically says no.)  "This opens up an infinite number of combinations when you create your Background!"  Well, it's not infinite, but it might as well be, as the number is pretty large.  Here's the math (pool size for each calculation is based on a guesstimation of the actual number of elements):

a set of 3 Attributes out of a pool of 6: 120 total (6 * 5* 4)

a set of 2 Skills out of a pool of 16 (minimum): 306 total (16 * 15)

1 toolset Skill out of 24: 24 (minimum)

(There are actually multiple tool subsets, but it's not necessary to be exhaustive here)

1 Feat out of 10 (minimum): 10 total (I presume that there will be more Feats in the future)

Grand total combinations = 120 x 306 x 24 x 10 = 946,080 (and that is a minimum).

So what's the problem? It's too large to have any meaning as a "Background," let alone not addressing the problem of coming up with enough adjectives to use as categorical labels (such as Farmer or Sage).

Backgrounds are basically a form of Typology, as one would see in something like the Myers-Briggs Type Indicator or some interpretations of the Big Five Personality Traits. Too few Types and you risk stereotyping. Too many and it ceases to have any applicability or meaning. The MBTI describes 16 basic Psychological Types. For some, that's too few and they feel 'boxed in' by the descriptions. Those 16 Types are a result of the rules of how the basic 8 attributes in Jungian psychology (called function-attitudes) are arranged in order of preference, and only focus on the top two as being meaningful to discreetly describe the differences between the Types. Unshackle the theory from those rules and you get a result of 40,320 combinations (8! or 8 factorial or 8 * 7 * 6 * 5 * 4 * 3 * 2 *1). Pretty big number, but not exactly unmanageable. Much more manageable than 946,080, don't you think? Rather than being prescriptive, it becomes descriptive only to a point when the numbers are that large, if you know how to massage the language, but you better have a pretty good command of the language.

[Interesting side note: If there are 8 billion people on the planet, you would effectively have the same MBTI psychological profile as 198,413 other people on the planet using the unshackled theory.]

But it's also not the point.  If you have that many combinations (in Typology or Backgrounds), the terms Type or Background become nominal, and if Background can mean anything to anybody, it quickly means nothing to nobody, because who would use it?

Including the Stat bonuses in the Background is also a problem of mis-application.  One could choose not to pick the optimized choices for your +2/+1, but why would you hobble yourself out of the gate when the difference between a +2 and a +1 bonus from your primary Stat is so important so early in the game?  For the interesting narrative purposes of being an underdog?  That stands a pretty good chance of being a very short story indeed.  Putting the Stat bonuses in the Background is the wrong place to put it.  It belongs in the Foreground (see? I finally got around to addressing that term I mentioned at the beginning).  That Foreground (the present, not the past) is when you choose your Adventuring Class.  Narratively, those bonuses represent either the training you underwent to become that Class (something that was part-and-parcel to early versions of D&D where leveling up required some narrative backup, and has been lost in this era of video game glow ups as leveling).  The level-up you get from being a level 0 character to a level 1 character are those Stat boosts.  Again, Foreground, not Background.  So let's remove them from the equation:

(306 skill combos) x (24 toolsets) x (10 feats) = 73440.  Much better, but not enough.  It's roughly double the theoretical maximum number of Jungian Types, especially if you include the toolsets that I didn't.  Let's take out the number of Origin Feats (10) since they're exceptions to the Rule, not a function of the Rule of Backgrounds.  Now we're down to 7334 skill and tool set combos.  If you squint hard enough it sounds an awful like a Trade or Profession if you ask me.  One could easily say that there are at least 7334 different kinds of Jobs in a neo-medieval setting if you got creative.  It is Fantasy after all.  But why bother?  There's no added benefit to making them up.

So at this point we have pretty much deconstructed any reason to have Backgrounds as a mechanical benefit or a step in the character creation process.

This post is long enough for today.  I think there's a great system out there that also eliminates any vestiges of bio-essentialism and racism and classism, and that's the Heritage system by Ghostfire Gaming that is currently being playtested and has appeared in a previous form in their Arora setting.  It could also eliminate the steps of choosing skills and feats above by combining them with the Heritage system, which was develop to replace the Races throughout 5E, creating a much more rich and robust system.



Wednesday, July 10, 2024

Kraken vs. Kraken

This post is how I used a Reverse Storyboard technique to choreograph the encounter.  

The scenario?

Kraken A is attacking our Adventurer's ship, the H.M.S. Intrepid,

but then another Kraken (B) starts attacking A, leaving the ship caught in the middle.  

It wasn't until I was done setting up the scene that I realized it parallels the plot of the 1979 movie, Kramer vs. Kramer (which, ironically, I have never seen).  

So the title of our movie is (drumroll please...)

                                
          Kraken          
              vs.              
          Kraken          
                                

(not a spike lee joint)


KvK:  The Climax ... and the beginning?


You may ask yourself "How did I get here?"

To begin the process, I took all the parts and pieces that I had assembled and put them ALL on the board.  I included all the extra critters just to see how many could fit on the board.  (When I was a little kid, this is how I frequently played with my Fisher Price Little People sets and later my Star Wars toys)

One piece of advice I heard from an author was "write the ending of a book first, then reverse engineer how you got there throughout your writing process."  I'm going to use a variation of that advice with all of the pieces - keeping in mind that I want to trick the party into thinking that they're fighting one Kraken until it's too late.

Step by step, I removed pieces from the board, reversing time.  Then I snapped a picture.  
Removed another piece.  Snapped a picture.  
Wash, rinse and repeat until only one piece was left on the board - the Beige Shark.  
To establish the timeline of the encounter, I then reversed the sequence of pictures 
so it shows the buildup from an empty field to a very crowded one.  
If you want to see the original order, go to the bottom of the page then scroll up.

 
 KvK Step 1: Beige Shark as Red Herring


KvK Step 2: Enter the Kraken!




KvK Step 3: 2 arms, 1st attack



KvK Step 4: 3 arms, 2nd attack


KvK Step 5: 3 arms, Head & Claw



KvK Step 6: 4 arms, Head & Claw.  Arm vs Arm??  WTF?!


KvK Step 7 : All Hell Breaks Loose -  Kraken vs. Kraken, Salamander and Snake!


KvK Step 8:  All the pieces are on the board - but wait, where's the 8th arm?

It turns out that I forgot the last tentacle on the board (I'd left it in my backpack).
No problem - plot twist!  Kraken A lost one of his tentacles, Kraken B knows it and is looking to challenge the older male.  If your players overthink it, they'll be expecting the last tentacle for the entire encounter, possibly holding back when they don't need to.

So here is the end (that was actually the beginning) seen from three angles.




With all of these components, we're going to need help keeping track of all of it.
Next post - my next cheap project - the initiative/turn tracker!


(Starting with these cute clothespins I got at Target for 2 bucks)


Monday, July 8, 2024

Kraken Week parts

The first part of this adventure was detailed in the post Kraken Week mini.

So, one of the themes of TabulaSordida (the Dirty Slate), is that Re-cycling, Re-Using, and Re-mixing stuff is cool.  For my entire life, I've been dumpster-diving, thrift store-shopping and re-imagining my toys for something else.  This post is all about my little adventure with crafting this scenario and doing it as cheaply as possible.  I am fortunate (for me, but not my pocketbook, as cheap as it is) to live down the street from the absolute bestest craft store in the universe - The Center for Creative Re-Use, where they have shelves and shelves and bins and barrels of vintage, surplus, and second-hand supplies of, well, everything.  It is attached to Construction Junction, an equally wonderful warehouse of salvaged, vintage, and surplus building supplies.  I also visit cheap dollar stores for stuff, and we begin the adventure there, at Dollar Tree.



These 3 toys above were actually the last pieces that I purchased while buying some art supplies.  I couldn't resist the shark (30') nor the salamander (45'), nor the snake from Kung Fu Panda (5' x 10' base and 25' long uncoiled) (total cost - 3 x. $1.25).  Staining the wood pieces later is going to be fun.  There were also bags of cheap tiny multi-colored feathers there, but I'll get them next time to attach to the salamander - to turn it into a coatl-something.


At the Center for Creative Re-Use, they have barrels and barrels full of old trophies, and the parts that go into making them.  In the above picture, you see the trophy bases (10' x 15' if you care), the screws (I have a large handful of various lengths, the tallest of which is to the far right) and a ferrule, the silver piece, in which you screw the posts and then mount to the trophy base (I learned a new word today).  I got at least a baker's dozen of everything.  The trophy parts are in the bulk supplies section, so the price is measured by volume, not weight or number of items (a small gift-bag is 6 bucks, max).  But not today!  Little did I know that the trophy supplies were on Secret Sale that week.  Secret Sale?  That meant they were all free!  Seriously. Because they had such a surplus, they were thinning out inventory.  Many of the bases are traditional marble, but some are rubber and some are plastic, so lightweight.

They have bags of shells at the Craft Store too.  They'll be nice random decor and eventually I'll glue them to tiles (sized to the trophy bases, with an added hole in the center).  I'm not gluing them to the bases themselves, because then I can swap them out with other terrain that I make later.

The light-blue thingies (seen above and below) are also from the Re-Use store - in the science supplies section.  I wanted to get corks that have holes in them (I have a few from a previous visit), but they were out of them.  Instead, I found a bag of Rubber Bulbs from Fisher Scientific (used for eye droppers) - they're squishy rubber, with a hole in the bottom and are the perfect size to fit into the bottom of the finger puppets (like a finger tip), and the ferrule trophy parts fit into the bottom of the bulbs as snug as a bug in a rug. When assembled no glue, bolts or anything else is needed - I didn't even need the screws.  A bag of 24 Bulbs was 8 bucks - 33 cents apiece and I only need a dozen (for 12 finger puppets - 8 tentacles, 2 claws, and 2 brains - 2.50 apiece for a total of 30 bucks).  I'll have a full accounting of what I've spent at the end of the series.




Just below where I found the animals at Dollar Tree, there were cheap balls of yarn.  I was originally going to buy a ball of string for the encounter (more on that later), but the yarn ball laying on top looked exactly like seaweed to me. ($1.25 and more yards than I need).  It looks so 'effin cool hanging from a tentacle - they are measured to the same length as the uncoiled tentacles - 40' (plus a little to wrap around the base) but you can make them any length you want if the dimensions of your creature are different.  We're using them to symbolize the reach of each tentacle, like you would in free-form wargaming.  

Again, at Dollar Tree, I found these light metal Adhesive Rinks (whatever those are).  The bracket is the same diameter as the trophy ferrules, so the screws also fit (loosely).  They're going to be the bases for the two masts and the two crow's nests (eventually - I'm not making them today).


And lastly, I grabbed one of the Deco Squares (plastic adhesive fake wood-looking panels) that I got at a Family Dollar years ago that I use as shelf liners for my milk-crate paperback-bookshelves (more Re-Use!).  I quickly sacrificed one square and cut it up into their panel parts.  This is for our Intrepid Adventurers' boat.  Eventually I'll make some permanent bases and peel off the adhesive backing, but they'll do for now.  I was going to draw a grid on them, but I put it off and have since changed my mind altogether, for reasons you'll see later (each of the long panels is 15' x 45' - they'll be arranged to be 30' x 90').


This last photo was actually taken at the very end of the day, after I put all the pieces and parts back in the box - it's just a typical delivery box, perfect height for the bases on their side.  (10 x 13 x 2")  It takes up less storage space than a typical board game, and I still have room for more small accessories.


I'll end today's post with a time-jump to the climactic Infinity-War-esque moment whence all of the pieces are assembled and on the board, and it's clobberin' time.  Why the time jump? Because that's how the encounter actually started.  The next post is going to be about how I set up what I can only call a "Reverse Storyboard."


P.S.  If your OCD has been irritated by the third column from the left being out of synch with the rest of the tiles, you're not alone, and I apologize.  I didn't notice it until all the pieces were on the board, and I wasn't about to go back and fix it - especially because in the end, they just don't matter for the rules of this encounter.

~