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Mike Carr (game Designer)
Mike Carr (born September 4, 1951) is a writer and game designer. Career Early years While still a teenager living in Saint Paul in 1968, Carr created a game called '' Fight in the Skies'' (also known as ''Dawn Patrol''). He was invited to present and referee the game at the very first Gen Con convention in Lake Geneva, Wisconsin, but had to convince his parents to drive him to Lake Geneva for the weekend. While at Gen Con, he met the convention's organizer, Gary Gygax, and quickly became an acquaintance. Three years later, he co-authored ''Don't Give Up The Ship!'' with Gygax and Dave Arneson. Carr began wargaming with the International Federation of Wargamers as a teenager. After high school, Carr completed a Bachelor of Arts degree in History from Macalester College before going on to work as a restaurant manager with Ground Round in the mid-1970s. TSR and Dungeons & Dragons In 1976, at the invitation of Gygax, he joined TSR, Inc., and wrote an introductory ''Dungeons & Drago ...
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Don't Give Up The Ship!
''Don't Give Up the Ship'' is a set of rules for conducting Napoleonic era naval wargames. The game was published by Guidon Games in 1972 and republished by TSR, Inc. in 1975. The game was developed as a collaboration between Dave Arneson, Gary Gygax, and Mike Carr. It was the first collaboration between Dave Arneson and Gary Gygax, the co-authors of ''Dungeons & Dragons''. Mike Carr edited the rules and researched the historical single ship actions that are included as game scenarios. History The name comes from the dying words of James Lawrence to the crew of his USS ''Chesapeake'', later stitched into an ensign created by Purser Samuel Hambleton and raised by Commodore Oliver Hazard Perry in the Battle of Lake Erie, during the War of 1812. In the foreword, Gygax writes about the genesis of the rules: After they met for the first time at Gen Con, they chose to work together on a new game, ''Don't Give Up the Ship!'' which focused on their mutual interest in naval battl ...
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Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (TSR). It has been published by Wizards of the Coast (now a subsidiary of Hasbro) since 1997. The game was derived from miniature wargames, with a variation of the 1971 game ''Chainmail'' serving as the initial rule system. ''D&D'' publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, and also deeply influenced video games, especially the role-playing video game genre. ''D&D'' departs from traditional wargaming by allowing each player to create their own character to play instead of a military formation. These characters embark upon adventures within a fantasy setting. A Dungeon Master (DM) serves as the game's referee and storyteller, while maintaining the setting in which ...
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Deep Dwarven Delve
''L3 Deep Dwarven Delve'' is a fantasy adventure module or "module" for ''Advanced Dungeons & Dragons'' (1st edition). Plot summary ''Deep Dwarven Delve'' is a straightforward dungeon crawl that leads the players through an abandoned dwarven mine, centering on freeing dwarves in another world from thralldom. Publication history ''Deep Dwarven Delve'' is a sequel to '' L1 The Secret of Bone Hill'' and '' L2 The Assassin's Knot'', and was written as the intended final adventure in the "L" series. Len Lakofka completed the manuscript in 1979 for the 1st Edition AD&D rules, although it was not published and lay forgotten in the TSR design vault for twenty years. The manuscript was eventually recovered, and as part of the ''Dungeons & Dragons'' game's Silver Anniversary celebration, L3 was finally published as one of the modules available as a limited release as part of the Dungeons & Dragons Silver Anniversary Collector's Edition set released in 1999. However, in discussions at ww ...
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Against The Giants
''Against the Giants'' is an adventure module written by Gary Gygax and published by TSR in 1981 for the '' Dungeons & Dragons'' fantasy role-playing game. It combines the G series of modules previously published in 1978: ''Steading of the Hill Giant Chief'', ''Glacial Rift of the Frost Giant Jarl'', and ''Hall of the Fire Giant King''. All three were produced for use with the 1st edition ''Advanced Dungeons & Dragons'' rules. In 1999, to recognize the 25th anniversary of TSR, the company released an updated version, '' Against the Giants: The Liberation of Geoff''. Later in 1999, Wizards of the Coast published a novelization of ''Against the Giants'' by Ru Emerson. The plot of each of the three original modules focuses on a particular type of evil giant. Each can be played as a standalone adventure, or as a series. In ''Steading of the Hill Giant Chief'', a tribe of hill giants have been raiding lands occupied by humans, and the humans hire the player characters to def ...
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Descent Into The Depths Of The Earth
''Descent Into the Depths of the Earth'' is an adventure module for the ''Dungeons & Dragons'' (''D&D'') fantasy roleplaying game coded D1–2. It was written by Gary Gygax, and combines two previously published modules from 1978, the original ''Descent into the Depths of the Earth'' and ''Shrine of the Kuo-Toa''. A sequel to the first two modules, ''Vault of the Drow'', was also published in 1978. All of these D-series modules were produced for use with the 1st edition ''Advanced Dungeons & Dragons'' (''AD&D'') rules. The D-series itself is part of a larger overall campaign of adventures set in the ''World of Greyhawk'' campaign setting. The overall campaign begins with the three modules in the ''Against the Giants'' series, continues through the D-series, and concludes with module Q1 '' Queen of the Demonweb Pits''. The latter segments of the campaign, including the D-series and module Q1, are set in a vast network of caverns and tunnels called the Underdark. Plot summary ...
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The Keep On The Borderlands
''The Keep on the Borderlands'' is a '' Dungeons & Dragons'' adventure module by Gary Gygax, first printed in December 1979. In it, player characters are based at a keep and investigate a nearby series of caves that are filled with a variety of monsters. It was designed to be used with the '' Dungeons & Dragons Basic Set'', and was included in the 1979–1982 editions of the ''Basic Set''. It was designed for people new to ''Dungeons & Dragons''. ''The Keep on the Borderlands'' went out of print in the early 1980s, but has been reprinted twice; a sequel was also made. A novelized version of the adventure was published in 2001. The module received generally positive reviews, and was ranked the 7th greatest Dungeons & Dragons adventure of all time by ''Dungeon'' magazine in 2004. Plot summary Player characters begin by arriving at the keep which they can adopt as a base before investigating the series of caverns in the nearby hills that are teeming with monsters. These ...
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World Of Greyhawk Fantasy Game Setting
''The World of Greyhawk Fantasy Game Setting'' and the ''World of Greyhawk Fantasy World Setting'' are two closely related publications from TSR, Inc. that detail the fictional ''World of Greyhawk'' campaign setting for the ''Dungeons & Dragons'' (''D&D'') fantasy roleplaying game. Both publications were authored by Gary Gygax, and they were the first stand-alone offerings to provide detailed, comprehensive information regarding a ''D&D'' campaign setting. Early development of Greyhawk In 1972, after seeing a demonstration of Dave Arneson's Castle Blackmoor game, Gary Gygax agreed with Arneson to co-develop a set of rules for a game that would eventually become known as ''Dungeons & Dragons''. Gygax liked the idea of a castle and dungeon that players could explore, and created his own imaginary place called Castle Greyhawk, which he used to test and develop the game. With almost continuous play during the years 1972–1975, Gygax, and later his co- Dungeon Master (co-DM), Rob Ku ...
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The Village Of Hommlet
''The Temple of Elemental Evil'' is an adventure module for the fantasy role-playing game ''Dungeons & Dragons'', set in the game's ''World of Greyhawk'' campaign setting. The module was published by TSR, Inc. in 1985 for the first edition ''Advanced Dungeons & Dragons'' rules. It was written by Gary Gygax and Frank Mentzer, and is an expansion of an earlier Gygax module, ''The Village of Hommlet'' (TSR, 1979). ''The Temple of Elemental Evil'' is also the title of a related 2001 Thomas M. Reid novel and an Atari computer game. ''The Temple of Elemental Evil'' was ranked the 4th greatest Dungeons & Dragons adventure of all time by ''Dungeon'' magazine in 2004, on the 30th anniversary of the Dungeons & Dragons game. Plot summary In the module T1 ''The Village of Hommlet'', the player characters must defeat the raiders operating out of a ruined fort nearby, and thereafter the characters can use Hommlet as a base for their adventures. The adventure begins in the eponymous villa ...
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White Plume Mountain
''White Plume Mountain'' is an adventure module for the ''Advanced Dungeons & Dragons'' fantasy role-playing game, written by Lawrence Schick and published by TSR in 1979. The 16-page adventure bears the code "S2" ("S" for "special"). The adventure is a dungeon crawl where the players' characters are hired to retrieve three "notorious" magical weapons, each possessing its own intelligence. The adventure contains art by Erol Otus, and a cover by Jeff Dee. A sequel, ''Return to White Plume Mountain'', was published in 1999, and an updated version conforming to v3.5 rules was released online in 2005. The original was again updated for the 5th edition in 2017 as the fourth part of ''Tales from the Yawning Portal''. ''White Plume Mountain'' was well received by critics. It was ranked the 9th greatest ''Dungeons & Dragons'' adventure of all time by ''Dungeon'' magazine in 2004. One judge, commenting on the ingenuity required to complete the adventure, described it as "the puzzle ...
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Vault Of The Drow
Vault may refer to: * Jumping, the act of propelling oneself upwards Architecture * Vault (architecture), an arched form above an enclosed space * Bank vault, a reinforced room or compartment where valuables are stored * Burial vault (enclosure), a protective coffin enclosure * Burial vault (tomb), an underground tomb * Utility vault, an underground storage area accessed by a maintenance hole * Film vault, in film preservation, a climate-controlled storage facility for films * Pub vault, a working men's bar in northern England pubs Arts, entertainment, and media * Vault (Marvel Comics), a prison for super-villains in the Marvel Comics universe * Vaults (Fallout), underground nuclear blast shelters in the Fallout video game series * ''Vault'' (sculpture), a sculpture by Ron Robertson-Swann * Vault, former drummer for the band Dark Lunacy * "Vault", a song by Pendulum * '' Vault: Def Leppard Greatest Hits (1980–1995)'', an album * Vaults (band), a music group from London * ...
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Players Handbook
The ''Player's Handbook'' (spelled ''Players Handbook'' in first edition ''Advanced Dungeons & Dragons'' (''AD&D'')) is a book of rules for the fantasy role-playing game ''Dungeons & Dragons'' (''D&D''). It does not contain the complete set of rules for the game, and only includes rules for use by players of the game. Additional rules, for use by Dungeon Masters (DMs), who referee the game, can be found in the ''Dungeon Master's Guide''. Many optional rules, such as those governing extremely high-level players, and some of the more obscure spells, are found in other sources. Since the first edition, the ''Player's Handbook'' has contained tables and rules for creating characters, lists of the abilities of the different character classes, the properties and costs of equipment, descriptions of spells that magic-using character classes (such as wizards or clerics) can cast, and numerous other rules governing gameplay. Both the ''Dungeon Master's Guide'' and the ''Player's Handboo ...
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Dungeon Masters Guide
The ''Dungeon Master's Guide'' (''DMG'' or ''DM's Guide''; in some printings, the ''Dungeon Masters Guide'' or ''Dungeon Master Guide'') is a book of rules for the fantasy role-playing game ''Dungeons & Dragons''. The ''Dungeon Master's Guide'' contains rules concerning the arbitration and administration of a game, and is intended for use by the game's Dungeon Master. It is a companion book to the ''Player's Handbook'', which contains all of the basic rules of gameplay, and the ''Monster Manual'', which is a reference book of statistics for various animals and monsters. The ''Player's Handbook'', ''Dungeon Master's Guide'', and ''Monster Manual'' are collectively referred to as the "core rules" of the ''Dungeons & Dragons'' game. Both the ''Dungeon Master's Guide'' and the ''Player's Handbook'' give advice, tips, and suggestions for various styles of play. While all players, including the Dungeon Master, are expected to have at their disposal a copy of the ''Player's Handbook' ...
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