For the first time since the Leader Board came online more than a year ago, the "high score" character has changed. Calvis Mulroney has been unseated from the top position by Finnan Fitzpatrick. Now, technically, Finnan is 13 days into the future from Calvis, so it's possible, from the characters' timeline perspective, that Finnan never surpassed Calvis. From our perspective as players, however, it has irrevocably already come to pass.
PLAYERS & CHARACTERS
If you took a look at the Leader Board, you probably already noticed that the characters' location and date is now displayed there. The header of the table also indicates the real world date at which those times and places were true. This gives players an easy way to be sure of their characters' current dates. If it was 13 May 1480 for your character on 2 May 2026, then today, 5 May 2026, your character is on 16 May 1480 unless you played that character in-session after 2 May 2026.
[As a side note, you may notice that I am now following Strunk and White's Elements of Style guidelines for date formatting. I strongly believe the world would be a happier place if we all memorized and followed the rules in that little, 85-page book!]
SCHEDULE
With the onset of baseball season, we no longer have anyone defaulting to Saturday play. We also have no players currently defaulting to the Wednesday, online games. As such, the only games that are automatically played right now are the second Tuesday of the month, and the Thursday of the week following that Tuesday game. Our default players for both of those games are Andy O, Barry F, Cole W, and Sterling B.
If you won't be able to join one of your "default" session dates, or would like to join a session you don't normally attend, please let the refs know ASAP.
Please remember that you are invited and encouraged to bring new players to the table with you any time. You are likewise invited and encouraged to request impromptu or ad hoc games at any time. I will always have characters on hand for use and adoption by any player.
TIPS & TRICKS
Character Progression – Part II
Overview
Characters in the game go through a number of stages in their development, and the path they follow will vary, of course by player choice, but also by class. Each of these steps is a sort of "quantum leap" in capability.
Characters hit their middle levels at 4th or 5th level, depending on their class. For example, the fighter’s ability to command troops takes a significant leap from 3rd to 4th, when this increases from 30 men and 3 sergeants to 80 men and 8 sergeants plus 4 lieutenants each of whom could command as many as another 30 men and 3 sergeants. Thus the 4th level fighter could control a force 200 men and 24 officers! On the other hand, a 4th level magic-user isn’t much more powerful than a 3rd level, but at 5th level his newly gained access to spells like fireball, haste, and dispel magic changes the game for him.
Getting Out of the Dungeon
Although dungeon-delving can still offer challenges for mid-level characters, the rewards are proportionally lower for them than when they were low-level characters. As all characters advance in level, the amount of experience points required to advance in level increases geometrically, but the treasure found in deeper levels increases only linearly. The increased number of gems and jewelry that might be found do improve the likelihood of an unusually valuable treasure being found, but the more reliable treasure option (which is still quite chancy) is hunting creatures in their lairs where treasure hoards described by the treasure type table can be found. The dungeon regulates encounters for characters, keeping them in an expected difficulty range and usually providing those challenges in small enough doses that players can pull their characters out of harm’s way when their endurance wanes.
Mid-level characters have more endurance and are able to take more direct control of the challenges they face by employing their improved abilities instead of relying on the structure of the dungeon. Frontal assault with a large force, infiltration by stealth or deception, and magically bypassing defenses are tools that mid-level characters can employ as they see fit in their pursuit of treasure. For players, there is an increased cognitive load in order to plan such things. Players also need to proactively seek out opportunities their characters can exploit. It is possible for players of mid-level characters to simply engage in a “hex crawl” sort of activity, using the wilderness like a dungeon to simply see what’s there. They may in this way happen across a lair, but it is apt to take much more game world time than a “dungeon crawl.” There are only so many encounter checks in a day, and only so much likelihood of such encounters being a lair. Another consideration is that wilderness encounters are not regulated in challenge level like dungeon encounters. The party may find themselves in over their heads quickly, or wasting time on encounters not worth their time.
The Mid-Level Game
Characters generally are well-served by acquiring henchmen early in the middle game. Part of a henchman’s loyalty rating is based on length of service. They are expensive, in that their upkeep (100 gold per level per month) must be paid by the character employing them, and they expect half-shares and occasional magic item gifts, not just “hazard pay.” They are far more durable than mercenaries, however, and can advance in level. Usually only 1st level characters are attracted as henchmen, so gaining their service earlier, rather than later, means that they are more apt to be into the mid-levels themselves by the time their employer reaches “name level.” They can be sent off on independent missions as well.
The middle game is a time of transition for the character, balancing “commando” sorts of operations with a team of other players’ characters and independent activities which in some cases work against some of the interests of the character’s comrades. It’s a time when the player needs to develop a fairly deep familiarity with the specifics of the game setting. The skillful player will be looking forward to the next phase of play when his or her character is building a domain, focusing on finding the character’s physical and political place in the world. In the third part, I’ll share more of my thoughts on that phase of play which may further illuminate the preparatory steps.
Frankly, it is the mid-level play which separates the serious and casual players most clearly. Success in the middle phase will come incredibly slowly to the passive or casual player without a great deal of luck. For the serious player, it will be a longer slog than the lower levels are likely to have been, but also, for this player, that pace allows the development of a deeper connection between the player’s character and the setting itself. It allows the player time to acquaint him or herself with the setting sufficiently to enter the third phase of play as well, if he or she hasn’t yet advanced a character so far.
Because the somewhat generic experience of the dungeon which dominates low level play is a much smaller part of mid-level play, there’s no specific prescription for character success. Player skill is a greater factor and it must be applied more broadly.
Conclusion
In my experience the AD&D mid-level game is much like the middle game of chess. In chess, the middle game is where I’m most apt to fail. I have a pretty good understanding of openings, specific ones as well as general types and approaches. The end game in chess becomes fairly mechanical, but the middle game is where the widest branching of possibilities exist. This is true in AD&D as well.
One has greater freedom of taking the game in any direction between 5th and 8th level than at any other point in the game (with caveats I hope to elaborate upon some day).
The only keys I can see to winning in the early game are giving careful attention to the game world, perhaps checking one’s lower level ambitiousness, and thinking proactively, both cooperatively and independently.