Showing posts with label Dungeons & Dragons. Show all posts
Showing posts with label Dungeons & Dragons. Show all posts

Sunday, September 13, 2026

OSR Commentary - Overview of Frank Mentzer's B/X Dungeons & Dragons Sets Aka the BECMI edition

 Frank Mentzer did not create the original B/X (Basic/Expert) rules—those were edited by Tom Moldvay (Basic, 1981) and David "Zeb" Cook (Expert, 1981).


All photos credited to Wayne's Books 

In 1983, Frank Mentzer revised and expanded B/X into what is officially known as the BECMI edition (Basic, Expert, Companion, Master, Immortals). While gamers sometimes group Mentzer’s Basic and Expert boxes together with Moldvay/Cook as "B/X," Mentzer’s product line stretched the game from Level 1 all the way to Level 36 (and into godhood).



Mentzer's revision featured a modular, five-box structure with iconic cover art by Larry Elmore.

Set 1: Basic Rules (Red Box, 1983)

  • Level Range: 1–3

  • Key Focus: Introduction, solo play, basic dungeon crawling.

  • Contents: Player's Manual (64 pages) and Dungeon Master's Rulebook (48 pages).

  • Features: Famous for its programmed tutorial adventure featuring Aleena the Cleric and Bargle the Infamous. Mentzer redesigned this set specifically as a "self-teaching" system to guide complete beginners through character creation and combat step-by-step before opening into group play.

Set 2: Expert Rules (Blue Box, 1983)

  • Level Range: 4–14

  • Key Focus: Wilderness exploration, world-building, and mid-level adventuring.

  • Contents: Expert Rulebook (64 pages) and module X1: The Isle of Dread.

  • Features: Introduces hexcrawling, sea travel, wilderness encounter tables, and expanding campaign regional maps centered on TSR's "Known World" (later named Mystara).

Set 3: Companion Rules (Teal/Green Box, 1984)

  • Level Range: 15–25

  • Key Focus: Domain management, mass combat, and stronghold management.

  • Contents: Player's Companion (32 pages) and DM's Companion (64 pages).

  • Features: Shifts focus from traditional dungeon crawling to high-level realm management. Introduces the War Machine system for resolving mass battles, rules for building strongholds, prestige options (Paladins, Avengers, and Druids), and demispecies clan relics.

Set 4: Master Rules (Black Box, 1985)

  • Level Range: 26–36

  • Key Focus: Epic combat, extraplanar travel, and high-level magic.

  • Contents: Master Player's Book (32 pages) and Master DM's Book (64 pages).

  • Features: Introduces Weapon Mastery rules (giving martial weapons extra effects and damage scales based on proficiency), anti-magic, planar travel rules, high-level spells, and the explicit framework for mortal characters to pursue the path to Immortality.

Set 5: Immortals Rules (Gold Box, 1986)

  • Level Range: Post-36 (Godhood / Immortals)

  • Key Focus: Playing as divine entities and cosmic politics.

  • Contents: Player's Guide to Immortals (32 pages) and DM's Guide to Immortals (64 pages).

  • Features: Replaces traditional character statistics with Power Points, allowing characters who completed the Master quests to ascend into cosmic beings, managing spheres of power (Matter, Energy, Time, Thought, and Entropy) across the multiverse.

Moldvay B/X (1981) vs. Mentzer BECMI (1983–1986)

FeatureMoldvay/Cook B/X (1981)Mentzer BECMI (1983+)
Level CapLevel 14 maxLevel 36 + Immortality
Pacing & LayoutConcise, reference-heavy, fast-pacedTutorial-driven, step-by-step self-teaching
Thief ProgressionSkills scaled faster across 14 levelsSkills stretched across 36 levels (lowering low-level success)
Advanced SystemsSimple domain rules in Expert setAdds Weapon Mastery, War Machine, and Planar rules
Legacy ReleaseStandalone booksCompiled into Aaron Allston's Rules Cyclopedia (1991)

Thursday, December 9, 2021

1d10 Random Telepathic Encounter Table For Any Science Fantasy Game

 File:BerenkuilArt07.jpg


Your mind stretches outwards probing into the infinite realms of thought & space beyond the borders of human ken & encounters.. what?  Well  worry no more with this handy random telepathic encounters table. 


1d10 Random Telepathic Encounter Table

  1. An ancient mind from a forgotten solar system searching the cosmos for any suitable worlds near by. This mind is full of curious thoughts about the universe & can help guide you to a higher technological level. 
  2. A mind so evil & malevolent that its very presence warps space & thought around it. This mind belongs to an ancient hate filled planar demon trapped beyond time & space. It will bargain arcane secrets from beyond the grave for its freedom or will it. 
  3. An ancient mind of the Great Race rushing through time for a way to escape the polyps. This logical & crystal clear mind will bargain from a position of strength but may show you the secrets of a bygone age. 
  4. The mind of a highly evolved telepathic mutant from a future time racing through the past for kicks. He will show some future events but expect far more then in return. He may travel to the past to find you. 
  5. Psychic scavengers looking for a few good minds to harvest get ready for a telepathic rumble. 
  6. The mind of a powerful lich moving forwards & backwards through time for a delicate snack.May bargain with a successful charisma roll. May promise the secrets of the ages only to try to devour your soul instead. 
  7. A soul of ancient serpent man seeking a person from the future for certain key pieces of information. Will bargain certain geological secrets in return or a cache of  artifacts. A very tricky & wily mind though full of sardonic wit & wiles. 
  8. The future mind of a Pict shaman looking for the spiritual cure for a member of his tribe. The shaman may send his spirit to you for help. A disease spirit watches him from the underworld & may tack you down instead. 
  9. A major devil out roaming the astral spaces for some kicks.May try to bargain with you for your very soul. The devil will pose as "The Devil" & put on a good show. He will offer some very small arcane secrets & build up to something quite big. May backtrack you to your body & try to possess! 
  10. A traveler from the far future who has come to warn you about your destiny. Then telepathic contact is broken suddenly! What will you do?

Monday, March 30, 2020

Review & Commentary On The Free 1-3 Menzter Dungeons & Dragons Adventure 'Fugitive (AJ1)' by Alex Johnson

'Fugitive (AJ1)' by Alex Johnson is the sort of a module that sneaks up on one when your not expecting it. Made specifically for Mentzer Basic Dungeons & Dragons this is the module that your players are not gonna be expecting.

"The most vile of criminals was recently apprehended. The only thing worse than knowing the crimes he committed is knowing that he has just escaped. A short wilderness adventure for Basic level characters intended to be completed in one session (8 hours or less)."



Basically your after a vile necromancer, & there are some really nice twists & turns here. The adventure is short & nasty living up to its name. 'Fugitive (AJ1)' has just enough for a beginning adventure to wet the appetites of the players. PC's are gonna have to be careful in this one. 'Fugitive (AJ1)' is designed for the lower strata of old school play but that doesn't mean that its cheap or exploitative in its execution.  This is a bare bones Mentzer D&D adventure with all of the Sword & Sorcery weirdness that it entertains.

Grab 
'Fugitive (AJ1)' Right Over Here 


'Fugitive (AJ1)' takes the PC's & throws them in the middle of action. It allows the DM to bring the heat of their own campaign to the table while using 'Fugitive (AJ1)' as the appetizer. This means that the DM is more in control of the encounters & entertainments of 'Fugitive (AJ1)'.

Using 
'Fugitive (AJ1)
For Your Old School Or OSR Games


 'Fugitive (AJ1)' shines because its readily adaptable to any number of old school or Swords & Sorcery campaigns. The one module that immediately comes to mind is Gary Gygax's T1 The Village of Hommlet. Here's where the village can stand into the events depicted in  'Fugitive (AJ1)' & still stand out because this could readily become a village adventure event in the great scheme of Hommlet.


The struggle between gods and demons when the Temple of Elemental Evil dove tails nicely into the world of Zarrin is a priest who has sought power over life and death. He could well be a very minor player in greater schemes of the Temple of Elemental Evil but circumstances have brought him very low indeed. 'Fugitive (AJ1)' by Alex Johnson is a really nice change up from the usual lower level adventures I've seen with a very engaging hook, a few nice encounters, & a very adaptable plot for your old school campaigns.