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The Arduin Adventure
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The Arduin Adventure
The Arduin Adventure is a 1981 role-playing game published by Grimoire Games. Although previous publications by Grimoire used the rules from the fantasy role-playing game Dungeons & Dragons, The Arduin Adventure attempted to create a new rules system.
The Arduin Adventure is a role-playing game that serves as an introduction to both fantasy role-playing and adventure gaming, that presents a simpler version of the previously published Arduin Grimoire trilogy using the 2nd-edition game rules.
Starting in 1977, David A. Hargrave published several volumes of the Arduin Grimoires, a fantasy RPG setting based on the rules for Dungeons & Dragons. In 1980, Hargrave created The Arduin Adventure, a game system designed as "an alternative to Dungeons and Dragons for veteran players" that used the setting Hargrave had created in the Arduin Grimoires. It was originally scheduled to be released for Christmas of 1980, but a setback was caused when the typesetters refused to do all the lay out the many tables in the game, so it was not until early 1981 that the game was published as a boxed set with cover art by Greg Espinoza containing a 64-page book, three cardstock artifact sheets, three character sheets, and dice; the 64-page book was also sold separately.
While the Arduin Grimoires had used the original Dungeons & Dragons game to build the foundation for its own game mechanics, The Arduin Adventure allowed Arduin to be a fully standalone role-playing game system, written to help explain role-playing to inexperienced gamers.
Clayton Miner reviewed The Arduin Adventure for Pegasus magazine #3 (1981), and stated that "The Arduin Adventure is a project that shows a lot of thought and effort before production, and is definitely a useful item for any gamer who is brand new to role player. This item may even be useful for more experienced gamers who are interested in using the Arduin Trilogy, but are having problems understanding new rules."
John T. Sapienza Jr. reviewed The Arduin Adventure for Different Worlds magazine and stated that "it supplies good ideas on how to role-play and how to GM, and that plus the elaborate scenario of the wizard's tower make this a good buy for those who have already been exposed to adventure gaming, and are looking for more gaming aids to help them get started at it themselves."
Mike Kardos reviewed The Arduin Adventure in The Space Gamer No. 52. Kardos commented that "I would recommend Arduin to those who would like to add some of the rules to their campaign. For a few more dollars, you could buy a better and more complete fantasy role-playing game."
In Issue 13 of Abyss, Dave Nalle thought that Character Creation, Magic and Combat were strengths of the game and liked the sample adventure, but found the section on Experience "weak." Nalle also noted "At points the rules are a bit sloppy, especially towards the end." Nalle concluded, "If I were running a D&D campaign and wanted to introduce new players to D&D, I would use this system. The system is more believable and more sensible, but close enough to D&D for hard-core types."
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The Arduin Adventure AI simulator
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The Arduin Adventure
The Arduin Adventure is a 1981 role-playing game published by Grimoire Games. Although previous publications by Grimoire used the rules from the fantasy role-playing game Dungeons & Dragons, The Arduin Adventure attempted to create a new rules system.
The Arduin Adventure is a role-playing game that serves as an introduction to both fantasy role-playing and adventure gaming, that presents a simpler version of the previously published Arduin Grimoire trilogy using the 2nd-edition game rules.
Starting in 1977, David A. Hargrave published several volumes of the Arduin Grimoires, a fantasy RPG setting based on the rules for Dungeons & Dragons. In 1980, Hargrave created The Arduin Adventure, a game system designed as "an alternative to Dungeons and Dragons for veteran players" that used the setting Hargrave had created in the Arduin Grimoires. It was originally scheduled to be released for Christmas of 1980, but a setback was caused when the typesetters refused to do all the lay out the many tables in the game, so it was not until early 1981 that the game was published as a boxed set with cover art by Greg Espinoza containing a 64-page book, three cardstock artifact sheets, three character sheets, and dice; the 64-page book was also sold separately.
While the Arduin Grimoires had used the original Dungeons & Dragons game to build the foundation for its own game mechanics, The Arduin Adventure allowed Arduin to be a fully standalone role-playing game system, written to help explain role-playing to inexperienced gamers.
Clayton Miner reviewed The Arduin Adventure for Pegasus magazine #3 (1981), and stated that "The Arduin Adventure is a project that shows a lot of thought and effort before production, and is definitely a useful item for any gamer who is brand new to role player. This item may even be useful for more experienced gamers who are interested in using the Arduin Trilogy, but are having problems understanding new rules."
John T. Sapienza Jr. reviewed The Arduin Adventure for Different Worlds magazine and stated that "it supplies good ideas on how to role-play and how to GM, and that plus the elaborate scenario of the wizard's tower make this a good buy for those who have already been exposed to adventure gaming, and are looking for more gaming aids to help them get started at it themselves."
Mike Kardos reviewed The Arduin Adventure in The Space Gamer No. 52. Kardos commented that "I would recommend Arduin to those who would like to add some of the rules to their campaign. For a few more dollars, you could buy a better and more complete fantasy role-playing game."
In Issue 13 of Abyss, Dave Nalle thought that Character Creation, Magic and Combat were strengths of the game and liked the sample adventure, but found the section on Experience "weak." Nalle also noted "At points the rules are a bit sloppy, especially towards the end." Nalle concluded, "If I were running a D&D campaign and wanted to introduce new players to D&D, I would use this system. The system is more believable and more sensible, but close enough to D&D for hard-core types."