Showing posts with label D&D. Show all posts
Showing posts with label D&D. Show all posts

Thursday, August 21, 2014

The D&D Basic Set - Epitome of Table Top Role Playing

In January of 1981, TSR released one of the best role playing products ever published, a concise new Edition of the Dungeons and Dragons Basic Set.  This Set came in a cardboard box with two booklets, the Basic Rules and Adventure Module B2 : The Keep on the Borderlands.  It also came with a set of polyhedral dice, a crayon to color in the numbers and usually a catalog.  D&D and AD&D were extremely popular at the time, and hundreds of thousands of new players bought this Basic Set and learned how to play a role playing game using it Basic Rules and module.  In this blog post, I would like to discuss the extraordinary rule book that came in that set (and sold separately), the Dungeons and Dragons Basic Rules.




From Holmes to Moldvay

This was not the first time TSR had released a Basic Set.  In 1977, the first edition of the Basic Set was edited from the original Dungeons and Dragons rules by Dr. J. Eric Holmes.  However, this 48-page rulebook was only intended as a stepping stone to AD&D.  The First Revision Basic Rules were fairly rudimentary, taken from the more intelligible portions of the original D&D and its supplements.  It was intended for players, once they mastered the basic game, to advance to the much more detailed but mostly incompatible ruleset of AD&D.  There were no provisions for taking characters beyond level 3, and although OD&D rules could serve for the higher levels, there were no instances in the text referring the player to OD&D, even though OD&D was still being sold.  It included some weirder rule variants such as dexterity to determine initiative and five alignments (Lawful Good, Lawful Evil, Neutral, Chaotic Good, Chaotic Evil) that would not be seen in later revisions of the Basic Rules.

However, by 1981, these OD&D derived rules really were too simplistic for the more sophisticated role-playing popularized by AD&D.  They were not working as well as an introduction to the advanced game, and players who wanted to play past the introductory levels and did not want to start a new campaign were also left in the lurch.  The powers-that-be at TSR made a decision to revise the Basic Set with more rigorous, but still simple, rules and allow it to be expanded with an Expert Set to levels 4-14 and eventually a Companion Set with rules for higher levels.  The task for the all-important revisions to the Basic Set was assigned to Tom Moldvay, hence this set is usually referred to as Moldvay Basic.

Moldvay Basic has been praised for its straightforward organization.  Using the Table of Contents and the Index (both printed on the inside of the cover), you can navigate to the Introduction, Creating Player Characters, Spells, Beginning Adventures, Combat, Monsters, Treasure and Magic Items, and How to Dungeon Master and a Sample Dungeon.  Finally, there is a list of books containing source material and a glossary.  In this it owes a substantial debt to Holmes Basic, which used mostly the same organization.  All this was contained within exactly 64 pages.

TSR let no space go to waste, the Table of Contents was printed on the inside of the front cover and the Index was printed on the inside of the back cover.  The organization of the Basic Rules was almost completely mirrored in the Expert Rules (also 64 pages), so you would for example find the sections on Monsters in the same place in each book.  Both books were 3-holed punch to fit inside a binder.  As there was no Dungeon Master Screen available, this was very useful when the DM needed to reference the rules.  Just the simple ability to find something quickly was well-appreciated, especially compared to AD&D with its rules spread out over three hardcover rulebooks or OD&D with its three little brown books and four supplements.

While Holmes's Basic, still remained the underlying material for the Moldvay Rules, several changes brought it into line with AD&D and similar systems of the time.  The two most obvious changes were that each ability score had its own set of modifiers and they on a uniform scale of -3 to +3 or -2 to +2.  This would become influential in the Third Edition of D&D in 2000.  The second change was the (optional) variable weapons damage rule.  More monsters suitable for low level parties to fight were included.  More text was used to give clearer explanations in Moldvay's Basic.

Observations on the Basic Rules

In virtually all versions of D&D prior to 3rd Edition, Magic-Users are exceptionally weak, almost useless, in the early levels.  They especially get the shaft in Moldvay Basic.  Not only do they only use a d4 for hit die, they can wear no armor, carry no shield and can only use daggers for a weapon.  At level one they can only cast one spell before resting, and by level three they can only cast three.  At the low levels, an elf is a much, much more defensible choice.

Clerics do not get spells until level 2, so their use as healers will be non-existent at first and very limited throughout the Basic Rules because they can cast a maximum of two spells per day.

Monsters are comparatively lethal in Moldvay D&D.  They use a d8 for hit die, just as Fighters do.  Clerics use a d6.  Clerics also get poorly served because they do not get spells, including the crucial cure light wounds spell, until level 2.  However, in AD&D, while monsters use a d8 for hit die, Fighters use a d10 for hit die, and Clerics use a d8.  AD&D clerics get access to spells immediately.  Many animal monsters have three attacks per round such as 2 claws/1 bite.  All PCs in the Basic game attack once per round.  However, they all share the same attack to-hit rolls for the first 3 levels.  In AD&D, Fighters will enjoy improved attack rolls by level 3.

The four basic character classes are present, the Cleric, the Fighter, the Magic-User and the Thief.  They are the basic types of characters for just about any Medieval RPG.  Thieves have a slight benefit because they can use any weapon over Thieves/Rogues in other systems.  Races and classes are combined in D&D.  A dwarf and a halfling are variants of fighters.  An elf is a Fighter/Magic-User, with exceptionally high experience required to advance to the next level.  Unlike the regular four character classes, they cannot be selected unless certain (modest) ability requirements are met.  Also, unlike the regular character classes, which may advance to any level, these classes are limited to the 12th, 10th and 8th level, respectively, for dwarves, elves and halflings.  While this allows dwarves and elves to advance comfortably alongside their human counterparts in the Expert Rules, halflings will be left behind.  By the Companion Rules, covering levels 15-25, they will not be able to keep pace, although "attack ranks" were included to lessen the gap.

Speaking of the Expert Rules, it is explicit that a crossbow takes one round to reload, so it can only be fired every other round.  (The Basic Rules did not mark bows as a two-handed weapon with the rest of the two-handed weapons, but if common sense does not convince everybody that it should be, in the Example of Combat it is explicitly stated.)  The Expert Rules, released simultaneously with the Basic Rules, also have better saving throws for Dwarves and Halflings, so they may be used in preference to the Basic Rules.

Combat was designed to be very streamlined.  It boiled down to initiative, morale, movement, missiles, magic and melee.  A round is ten seconds, and a character can move 10-40 feet, depending on encumbrance.  Everyone attacks once per round in the Basic and Expert Rules.  Except for spells, a combatant can move up to his round limit and attack.  Once in combat, he can only move with a fighting withdrawal or retreat.  Within 5' of an attacker, the attacker can only melee.  It is implied that things like changing weapons or quaffing a potion can take the place of movement.

Character Creation

In character creation, the most important random part of the process is to roll ability scores.  Officially this is done by rolling 3d6 for each attribute in the following order, Strength, Intelligence, Wisdom, Dexterity, Constitution and Charisma.  The first four are a prime requisite for the basic classes, Fighter, Magic-User, Cleric and Thief.  Then classes are selected and adjustments are made.  For a party of six adventurers, which is a good number, here are a sample of dice rolls for Str, Int, Wis, Dex, Con, Cha.

Player 1 - 8 ; 8 ; 11 ; 12 ; 11 ; 15
Player 2 - 13 ; 6 ; 10 ; 13 ; 12 ; 13
Player 3 - 10 ; 11 ; 7 ; 8 ; 12 ; 7
Player 4 - 7 ; 12 ; 8 ; 12 ; 14 ; 17
Player 5 - 9 ; 12 ; 12 ; 8 ; 8 ; 15
Player 6 - 4 ; 10 ; 15 ; 11 ; 13 ; 10

Note that while none of the human classes have ability score requirements, a Dwarf must have a Con of 9, an Elf an Int of 9 and a Halfling both a Con and Dex of 9.

Now when it comes to adjustments, you can reduce Strength, Wisdom and Intelligence by 2 to raise your Prime Requisite Score by 1, you can only raise Dexterity if it is a Prime Requisite and cannot lower it.  Additionally, you cannot raise or lower the two attributes that are not a Prime Requisite for any class, Constitution and Charisma.

For Player 1, his best PR score is a 12 in Dex, so that would tend to make him a Thief.  He could subtract 2 from Wis to bring his Dex score to 13, earning him a +1 bonus to his missile fire attack rolls and initiative adjustment and a -1 to his AC.  As his Str score is low, he would probably function best as an archer.  He is fairly dumb.  If he makes the adjustment, he will get a +5% bonus to Experience if he chooses the Thief class.  He can be a Dwarf or a Halfling, but not an Elf.

For Player 2, his Str score of 13 would suit him to be a Fighter, but his Dex score would equally suit him to be a Thief.  Unfortunately he cannot make any adjustments because his Int and Wis are too low.  He will enjoy a +1 on bonus to melee hit and damage and opening doors rolls and the same bonus from Dex as Player 1.  Even if he slashes his Str score down to 9, he will still enjoy the same bonus at Dex 15 as Dex 13.  He is dumberer, but gets the +5% XP bonus if he chooses the Fighter or Thief class.  He can be a Dwarf or a Halfling, but not an Elf.

For Player 3, he has no particular standout score and can make no adjustments.  He can be a Fighter or a Magic-User, but suffers from a Dex penalty of -1 and a Wis penalty of -1 to magic-based saving throws.  He can be an Elf or a Dwarf, but not a Halfling.

For Player 4, he has a great score for Charisma, the most useless stat in this game by far.  He gets a +1 HP for hit points every time he rolls for hit points, but Constitution is not otherwise useful.  Since he has equal scores in Int and Dex, he can choose to be a Magic-User or Thief.  However, because Int can be lowered while Dex cannot, the Thief class would be optimal for him.  He can improve his Dex to 13, earning him the bonuses described above.  His -1 penalty to melee attack rolls, damage and opening doors and -1 to magic based saving throws would keep him off the front lines.  He can be a Dwarf, an Elf or a Halfling.

For Player 5, his Int and Wis scores are identical, so he could choose to be a Magic-User or Cleric.  However, his Con score gives him a -1 to HP, which weighs against his being a Cleric because Clerics are expected to take a place on the front lines.  If he does decide to be a Cleric, then he can reduce his Int and raise his Wisdom to earn a +1 to save on magic-based saving throws and a +5% bonus to earned XP.  He can be an Elf, but not a Dwarf or Halfling.

For Player 6, his high Wis score would suggest that he should choose the Cleric class.  However, his pitiful Str score gives him a -2 on his attack and damage and opening door rolls, making that class choice quite possibly a lethal choice even with a Con bonus.  If he lowers his Wis score to 9, he has 3 points to distribute to either Int or Dex, making a better choice for a Magic-User or Thief.  He can be either a Dwarf, Elf or Halfling.

The probability curve for rolling 3d6 gives a bell curve with most scores being rolled in the 8-13 range.  The results obtained should be representative of what real people would actually roll their characters.  With the human character classes alone, these ability score rules can seem a bit too grim.  None of these characters are superheroes by any standard.  The demihuman classes make things a bit more interesting.  While they get underpowered by the higher levels of the Expert Rules, their better skills make them more likely to survive the early levels.

Conventional wisdom would require that a party have at least two front line Fighters, at least one Cleric.  Thieves are useful for cautious parties, and Magic-Users need to start somewhere.  Magic-Users do have several good first and second level spells.  Since the Players have to form an effective party to survive, they cannot all be Thieves and Magic-Users.

Player 1 will be a Thief.  Player 2 will be a Dwarf.  Player 3's scores are pretty pathetic, but he will be an Elf.  Player 4 will be a Magic-User.  Player 5 will also be an Elf.  Player 6 will be a sling-wielding Cleric.

Despite being a prime requisite for Magic-Users, Intelligence is not a particularly useful stat according to the Basic Rules.  Strictly interpreted, the only difference between a Magic-User with an Int of 18 and an Int of 3 is the bonus/penalty to XP and the number of languages spoken.  Languages spoken generally only affect Charm Person spells, since the caster must be able to speak the language of the charmed creature to issue it commands.  A bonus/penalty to Wisdom, by contrast, will have a far more practical effect for any character.

There are only two more dice rolls for character creation, money (3d6x10 gp) and hit points.  Each class gets to roll their own hit die for hit points, whether a d4 (Thieves and Magic-Users), a d6 (Clerics, Elves and Halflings) or a d8 (Dwarves and Fighters).  As an option, the Rules allow a DM to allow anyone who rolled a 1 or 2 for hit points at the first level only to roll again.   I would suggest this rule to be a necessity, because the 1HP character will die very quickly.

Player 1 rolled a 1 on a d4, so she can roll again.  She again rolls a 1, so according to the optional rule, she must roll until she achieves a 3 or a 4.  On her third roll, she rolls a 3, thus her Thief has 3 HP.  Player 2 gets lucky and rolls an 8 on a d8, giving his Dwarf 8HP.  Player 3 is also lucky and rolls a 6 on a d6, giving him 6HP.  Player 4 gets a 1 on her first roll, but a 4 on her second roll.  As she has a Con bonus of +1, her Magic User has 5HP.  Player 5 rolls 2s on a d6 on her first three rolls, but on her fourth attempt she gets a 5, but due to a -1 Con penalty, she only has 4HP.  Player 6 rolls a 2 then a 3, so with her Con +1 bonus, she has 4HP.  Thanks to the optional rule, each character has far better odds of survival than a strict rule requiring the acceptance of any result.  Player 5 could conceivably have ended up with 2HP even with the optional rule due to her.

Even with these relatively decent overall HP scores, characters can die with one good hit from a monster. Monsters will have similar HP and their attacks will do similar damage as the PC's attacks in the first levels.

Creating a character can be done in ten minutes or less, assuming the DM has reasonable familiarity with the process.  In fact, assuming each player has to create one character and has three six-sided die, they can be ready to go in an amount of time shorter than it would take to read this section of this blog entry.  Games can therefore start quickly.

The Keep on the Borderlands

The second module of the Basic Series, B2: The Keep on the Borderlands, was included in the last printings of the Holmes Basic Set and all printings of the Moldvay Basic Set.  The module was originally designed by one of the fathers of D&D himself, Gary Gygax.  This module was one of the few direct contributions he made to classic D&D.


Like Gygax's only other introductory module, the AD&D module T1: The Village of Hommlet, the module details a "friendly" area and "monster" areas.  In T1, the friendly area is the Village of Hommlet; in B2 it is the Keep.  Gygax gave a lot more detail to Hommlet than the Keep, primarily because Hommlet was intended as the base for a series of modules, whereas the Keep was only intended for a one-off adventure.  The player is invited to create some Keep NPCs and floor plans for the Keep's minor structures.  B2 has a larger page count than T1, and it is not just because there is a fair amount of redundant information from the Basic Rules in B2.  The dungeon in B2 is larger at 64 rooms than T1 at 35 rooms.

Gygax put a lot of effort into describing the "friendly", base areas in his modules.  People are given sufficient stats and equipment to allow them to fight, if necessary.  Since the human characters at the base are generally more powerful than the monster characters in the dungeons, it would be quite the challenge for an evil beginning party to try to use the friendly areas as their dungeons.  However, this is only out of bounds if the DM says so.  In B2 you could conceivably unite the monsters in an alliance and try to storm the Keep.

Its precessor, B1: In Search of the Unknown, did not have predefined encounters or treasure, but allowed the dungeon master the freedom to place monsters and treasures in rooms and provided him lists to choose from.  However, a DM could stock too many or few rooms with monsters or treasure, thereby making the module too difficult or too much monty-haul.  B2's set encounters should give a model of balance for a beginning game.  Additionally, the use of monster lairs (kobolds, orcs, goblins, hobgoblins, bugbears and gnolls) demonstrates that there was some thought given to monster ecology in writing this module.  Even though just about every low-level semi-human monster shows up here, there are still skeletons and zombies for a Cleric to turn undead later in the module.

Influence of the Set

The most important function of a beginner's game is to draw the new player in, keep him interested in the game and want play more of it.  That way the company can get him to want to buy more of its RPG products.  A beginner's game must strike the balance between being sufficiently interesting to keep the new player's interest without overwhelming him with options and rules and complicated procedures.  When there was no separate D&D for beginners in the 21st Century, this is something D&D struggled with.  Holmes was too Basic, Moldvay's gave a better representation of what a more rigorous system could accomplish.

With Moldvay's Basic Rules and the accompanying Expert Rules by David Cook with Steve Marsh, the Classic D&D edition of rules had pretty much been established.  From 1983-1985, Frank Metzner authored new five rulebook sets, and in addition to new books for the Basic and Expert Rules, he covered levels 15-25 in the Companion Set, 26-36 in the Master Set and even advanced the game to immortality in the Immortals Set.  However, outside a few minor tweaks, the Moldvay/Cook/Marsh rules had been adopted wholesale without changes.  With the exception of the Expert Set, Metzner required two rulebooks and substantially more pages to cover the same material.  His Basic Set focused more on teaching the game through lengthy individual role-playing scenarios, introducing concepts as they progressed.  His Basic Rules (in two volumes) are not nearly as easy to reference as Moldvay Basic.

The character record sheets for these editions of D&D, (available separately), are a model of simplicity.  Everything you need to know about your character can be contained on one page.  New sheets may need to be used as your characters progress in levels.

The next, final major issuance of the Classic D&D rules came with the 1991 Rules Cyclopedia, edited by Aaron Allston.  For the first time, the rules for all mortal levels, 1-36, were included in one hardcover, bound book.  The rules were tweaked some more, and more information from the various world supplements and a few AD&D 2nd Edition-inspired additions like skills.  A few sections from Metzner's rules like Artifacts and Jousting were not included.  A companion boxed set by Allston, called Wrath of the Immortals, replaced Metzner's Immortals Rules.  There was a further compilation of the Basic Rules, styled the New, Easy to Master Dungeons & Dragons Game and later, the Classic Dungeons & Dragons Game covering levels 1-5, to accompany the Rules Cyclopedia.

Classic D&D was the longest lasting complete edition of D&D that TSR ever published.  If you consider that the system was essentially laid down with Moldvay's Basic Rules, this edition was continually in print and remained relatively unchanged for at least fifteen years (1981-1996).  Further, with the Expert Rules of Cook & Marsh, the D&D game was essentially complete for most players.  From my experience, relatively few people continued campaigns until their characters reached the highest levels, whether they were D&D or AD&D.  At very high levels, (above 14), the game is much less challenging than at lower levels.  If the campaign started characters at the first level, by the time the characters were around the 14th level many players would prefer to go onto new campaigns.  D&D characters achieve a rough level of power equivalent to their AD&D counterparts just a few levels above 14, so much of the potential of the Companion and later Rules went unused.

One thing I definitely want to mention about Moldvay Basic and Cook/Marsh Expert is the truly striking cover design to the these Sets by Erol Otus.  My favorite TSR artwork was before the company hired professional, oil-on-canvas artists like Larry Elmore and Clyde Caldwell (although I do appreciate their artwork when it comes to the fairer sex).  Among the period prior 1983, Otus's work was undoubtedly the weirdest of the bunch, especially his color work.  Other great Otus' color illustrations around this time can be seen for the covers of Deities and Demigods, I1: Dwellers of the Forbidden City, A2: Secret of the Slaver's Stockade (rear only), A3: Assault on the Aerie of the Slave Lords (rear only), A4: In the Dungeons of the Slave Lords, B2: The Keep on the Borderlands, B3: Palace of the Silver Princess, C1: The Hidden Shrine of Tomoachan (monochrome and color versions both), D3: Vault of the Drow (later printing), L1: The Secret of Bone Hill (rear only), S1: Tomb of Horrors (rear only, later printings), S3: Expedition to the Barrier Peaks (including illustrations booklet), S4 : The Lost Caverns of Tsojcanth, X2: Castle Amber, the AD&D Monster Cards, AD&D Dungeon Master's Screen (after first printing), Vampire : Game for the Hunt for Dracula, Alma Mater, Gamma World Referee's Screen and Mini-Module, the High School Role-Playing Game,  and Dragon Magazine, including his only cover, issue #55.  His illustrations had an organic, even "slimy" feel not seen in other artist's D&D artwork.  His illustrations often seemed like something out a nightmare, specifically of the H.P. Lovecraft variety.  His style would fall out of favor and his work would not be seen again on a TSR or WotC product again after 1982.

There is a lot going on in the illustration for Moldvay's Basic Set.  You have a female magic-user and a male fighter fighting some kind of dragon which rose up from an underground lake.  The magic-user has a type of torch in one hand and a green ball of magic spell in the other, while the fighter is armed with a wooden sheild and a gold-tipped spear.  There is an open treasure chest between the human characters.  The characters are clearly in a cave-like dungeon with carved steps leading up to a constructed door flanked by columns.  That cover was parodied more than once, including by Otus himself.  It presents a more dynamic image than on the Holmes Box Set, and there is more going on than in later cover illustrations of later Basic Sets.

Saturday, July 13, 2013

How to Destroy a Great Game Series - Eye of the Beholder

SSI will forever have a place in the hearts of computer RPG fans for bringing the Advanced Dungeons and Dragons ruleset to personal computers, beginning in the form of the Gold Box games.  The Gold Box engine was originally designed for the Commodore 64, and its top-down tactical turn based combat was one approach to interacting with a game world, other approaches existed.  The game Dungeon Master was very popular in the late 1980s on the Atari ST and Amiga.  Its real-time first person 3D perspective was innovative, even if you could only turn 90 degrees.  A port of this popular game to the IBM PC platform was slow in coming, so SSI commissioned Westwood Studios to make a game in the same style using the AD&D license it had.

Dungeon Master, the original 1st Person Dungeon Crawler
Eye of the Beholder, of course they didn't copy everything about Dungeon Master, as you can see
The result was Eye of the Beholder, which was slightly simplified or streamlined compared with its inspiration.  One feature that EOB had over DM was that the player could create four player characters from scratch, adjust (or max out) their stats, and choose their character class.  The graphics supported 256-color MCGA/VGA, an improvement over the 16 colors of DM.  The sound of EOB was fairly simple, supporting the PC Speaker, Tandy 3-voice chip or the Adlib.

This game was all about slaying monsters, solving puzzles and trying to avoid traps.  Since fights occurred in real time, fast maneuvers became important, especially with tough enemies.  You can attack enemies on their flanks, but they can attack yours as well.  Being surrounded meant that you could not move and unless you killed your enemies quickly, you were doomed.  Only the front rows could attack with melee weapons, the second and third rows could only use thrown weapons or spells.  Since this was a first person perspective game, all characters could only attack one way.  Automapping was not a feature in the original DOS version, but was available in some of the later ports.  Like DM, the EOB series required the player to find food for the party to eat, either in the form of rations or with a Create Food spell.

You will encounter many of these in your travels
The style of the game meant that the actual implementation of the AD&D, 2nd Edition system was simplified. Classes were basic, but the game engine imposed limits on the more unusual classes like the Bard and the Druid.  Item manipulation on the main window required the use of a mouse, just like DM.  Spells were generally limited to attack, defense and healing spells.  Magical items concentrated heavily on weapons, armor and wands.  Attribute bonuses, saving throws, THAC0 and Armor Class were all present. Alignments were generally not important to the game.  Your party is good, the monsters you fight are evil, and that is as morally complex as it gets.

This being 1990, and not 1987, players expected a bit more than to just read the manual and then thrust themselves into the game.  There was an opening cinematic outlining the plot and music (until you entered the game).  The plot was thin, even by 1990's standards, but if people wanted a good plot in a computer RPG, they would play Ultima VI.  The various levels of the dungeon had different designs, from the red brick and slime of the sewers to the stone work of the dwarven levels and the onyx designs of the drow.  Sound effects were especially important, as the various noises could tell you how close enemies were.  There was a special portal system to allow your party to warp to various levels in the dungeon.

Drow architecture, ornate yet oppressive
The game was a big success, and successes equal sequels.  The next game in the series, 1991's Eye of the Beholder II : The Legend of Darkmoon, used the exact same engine but made several improvements to the gameplay. The opening cinematic was pretty spectacular when people first saw it.  Outdoor areas were added, and the game was far larger than its precessor.  There was an ending cinematic, which was sadly absent from the MS-DOS version of Eye of the Beholder.  The monsters were more varied and more devious.  The game was more difficult and could at times be cruel to the player.  Items were not quite as nice as the first game.

From the EOB2 Intro : Look into my eyes, you will accept my quest!
The starting level for characters began just about where EOB left off.  Westwood Studios took inspiration from the Gold Box games and allowed you to import your characters from EOB.  Imported characters retained virtually all of their equipment, unlike the Gold Box games which generally found a way to nerf your characters almost every time you imported them from the previous game.  Even with your high-powered and over-developed characters from the first game, it was still hardly a cakewalk.  Perhaps due to the increase in difficulty, the game offered multiple save slots whereas the original game only supported one save.
Do you really have a choice?
Even without support for digitized sound, the second game was successful and improved on the weaknesses of the first game without alienating the fans of the first.  Both games ran pretty well on modest (386SX) hardware, and did not require EMS other types of exotic memory management.  For 1991, this was acceptable.

Priestly discipline at Temple Darkmoon
Dungeon Master was finally ported to the MS-DOS platform in 1992, and it was starting to look really creaky as it was the same game people had played on their ST and Amiga in 1987 and 1988.  Its Expansion Pack, Chaos Strikes Back, was never released for MS-DOS.  However, with 1993's Eye of the Beholder III : Assault on Myth Drannor, everything took a turn for the worse, a really bad turn.  Playing the port of Dungeon Master, going back to go through EOB 1 & 2 again or trying Ultima Underworld suddenly seemed very attractive

Westwood Studios was not involved in the development of EOB3.  Instead they used the engine to make the well-regarded game Lands of Lore : The Throne of Chaos.  SSI chiefly wanted to add digitized sound support to the EOB engine.  To do that, they hired John Miles, later famous for his middleware Miles Sound Drivers, to revise the engine.  The original EOB1/2 engine was strictly meant for real mode and 640KB of RAM.  Instead of just requiring EMS, which would have solved the problem of storage for sound samples, Miles rewrote the engine, called AESOP, to use the 16-bit protected CPU mode.

From the EOB3 Intro : Seriously, would you accept a quest from this guy?
16-bit protected mode was supported by the 286 and above processors.  By contrast, DOOM used a 32-bit protected mode and only worked on a 386 or better CPU.  By the time the game was released in 1993, nobody cared about the 286 and SSI did not even state that the game worked with a 286 on the box.  The engine's performance on anything but high end hardware was dreadful.  There is a patch to convert the game to use a 32-bit version of the engine, but it has issues with sound stuttering with real hardware and current versions of DOSBox, (it works in DOSBox 0.73) but apparently plays more smoothly than the original 16-bit engine.  Regardless of engine, loading a save game takes far longer than it should especially compared to EOB 1 or 2.

EOB 1 and 2 shared a connected plot.  EOB had no connection to the previous games other than it occurs after your party returns victorious from Darkmoon.  The plot is not particularly developed in the game, and the story in the manual has, at best, only a thematic connection to the game's plot.  The opening cinematic for EOB3 is nowhere near as impressive as EOB2's was.

The digitized sound that SSI and Miles were so keen to incorporate into the game detracts from the immersion instead of adding to it.  The ghosts in the opening level and the undead warriors in the mausoleum make machine-like noises.  The sound is extremely loud, usually unpleasant and it never seems to stop.  Turn down your speakers or your significant other will make you turn them down or order you to put on your headphones.  On lower end machines, the game will pause at times for the sound samples to load off the hard disk and into memory.  Playing with the digitized sound on on these machines can make for a really choppy playing experience.  In addition to FM music, the Roland MT-32 and compatibles is also supported, but outside the introduction music is heard so infrequently in the game that it does not really add to the game.

Eye of the Beholder : Lumberjacking Simulator
The greatest innovation this game could boast is the All-Attack Button, which let all party members selected attack at the same time.  There are some new portraits for your characters this time around.  Characters with polearms could attack from the second row, but that is it for the positive innovations.

The difficulty in this game was all over the map.  The first level of the mausoleum, which is usually the second level you encounter in the game, is almost certainly the hardest level in the game.  Most of the rest of the game is comparatively easy, even the final level.  There is a very difficult part just before you meet the Lich, however.  Other than that, the game is easier than its predecessor.  The Lich himself, who is supposedly the main antagonist in the game, is a pushover.  The game is (eventually) generous with items, but your mage will have a difficult time gaining the levels needed to memorize all the high level spells in the game.

These guys will make you wet your pants, but they are the third monster you encounter in the game
The opening level in the graveyard is extremely tedious due to all the time you spend hacking away at trees to find hidden alcoves and eventually the exit to the forest path to Myth Drannor.  Its also almost an entirely open space, and with no automap it is difficult to figure out where you are and where you need to go.  Import axes with your characters from Darkmoon.  As a result of EOB3, SSI declined to make more games in the series and it is now fondly remembered by its fans as the last of the great games from SSI's AD&D license.  It did release a tool called Dungeon Hack to allow players to make their own levels using the EOB engine, but it was not as successful as the similarly featured Gold Box engine tool Forgotten Realms: Unlimited Adventures.  SSI would make more AD&D games in the first person format, but none of them garnered the critical acclaim or sales figures of the Gold Box or the first two Eye of the Beholder games.  Westwood Studios would go on to make Dune 2 and the Command and Conquer series.  FTL only made one more Dungeon Master game before going out of business.