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D&D Against M.D.

Back in 1985, I was pretty excited when this dot-matrix printed letter arrived in the mail addressed to me. I was 15, and I had probably attended three such tournaments by this point. I'm sure I called and registered immediately. The Tin Soldier was the only dedicated hobby and game store in Dayton in the late '70s and mid-1980s; it was in a pretty distant southern suburb from where I lived, and we rarely found a reason to go to that part of town. These tournaments were an exception, though, and my dad would drive me and my best pals down to the Tin Soldier to play in them, where we got to experience players and Dungeon Masters with wholly different styles and approaches, and usually parted with some allowance money to pick up a cool new 20-sider or a couple of Ral Partha minis selected carefully from the hundreds hanging from the hooks on the shop's walls. The master of ceremonies at these events was a local TV celebrity (remember those?) named Doctor Creep, who hosted 
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Dungeon Delve: The Crypt of Mighty Lord Thule

For much of my life, my alter egos have spent their time tromping about dungeons in search of fabled artifacts and glorious adventure. It's the setting of some of my fondest imagined memories.

That is, I'm sure, what moved me to try my hand at creating my own miniatures game, Dungeon Delve. The last time I had a chance to play test my home-brew dungeon crawler was March and April 2017 (overview). In the interim I had the chance to play some skirmish games at Historicon and Fall In using a variety of other rules, including the great Ares rule set from 1999, inspiring me to completely revamp my game's core engine, incorporating and blending a variety of mechanics from those other inspiring games. It took a lot more time than I tricked myself into believing to rework all of the cards (about 160+) and multiple tables (magic items, terrain features, etc.). I spent a month restatting dozens of encounter profiles, trap cards, etc. and them rejiggering quick-reference sheets to m…