Skip to main content

Charm Person

This post at Toa of D&D got me thinking about the history of Charm Person. This post has nothing to do with the substance of his, very interesting, post. It was just inspired by the opening discussion. In Men & Magic the spell is described:


This spell applies to all two-legged, generally mammalian figures near to or less than man-size, excluding all monsters in the "Undead" class but including Sprites, Pixies, Nixies, Kobolds, Goblins, Orcs, Hobgoblins and Gnolls. If the spell is successful it will cause the charmed entity to come completely under the influence of the Magic-User until such a time as the "charm" is dispelled (Dispel Magic). Range: 12"



In OD&D there was no limitation as to what the MU could make his victim do. He could force him to commit suicide, or commit acts against his alignment. This situation remained unchanged in Holmes, where the only changes have to do with the duration. It is not until the PHB and Moldvay that there are restrictions (suicide and alignment) on what the MU can force his victim to do. While, as Alexis points out, the debate around Charm Person tends to center on if it would be too powerful to allow suicide, I cannot help but wonder if the real reason that these changes were made involved PR instead of play balance.

In the '70s and early '80s the American public became very concerned about cults. There was a decade of incidents bookended by the Manson Family and Jonestown involving charismatic leaders convincing their followers to do horrible things. Jonestown was in November and the PHB was in June (I think) of 1978 so obviously that event had not happened yet, but the issue had been growing in the American consciousness since the late '60s. While not strictly a cult, the bizarre events surrounding the Patty Hearst kidnapping have a Charm Person feel to them.

While there is no doubt that the debate around Charm Person has mainly been about power level, I wonder if the initial reason for the change had more to do with distancing themselves from cult incidents in the news. This is all speculation on my part, and may be groundless.

Comments

  1. A very good point. I'm sorry I didn't think of it myself.

    For the record, those of us here at the Toa of D&D would prefer not to be associated with that bastard Alexis that you quote in this post. If you could please correct this, we here at Toa would be most pleased.

    Yours faithfully,

    A regular reader

    ReplyDelete

Post a Comment

Popular posts from this blog

Traveller : Session 53

    This session was run on January 18, 2024.   220-1118   In the morning, they decided to take the Gerald Masters interview job. Marvin was still too hung over from the night before and had to beg off for the day. They spread out through the station looking for prospective interviewees. Simmi was fairly successful, finding three people willing to be interviewed. She was surprised to learn that most of them were worried that having the fleet there would attract violent attention from the Solomoni instead of providing protection. Aryanna found two people willing to be interviewed, both of which seemed resentful of the large numbers of Navy personnel wandering around the station. M'han was unable to find anyone who would let him interview them.   Zarf attempted to interview a few men in a bar and almost caused a fight because he was asking too many questions. Another patron stepped in at the last minute and started talking about the ...

Wilderlands: Dabber

 Below is my adaptation of the Dabber race from Gamma World for my Castles & Crusades Wilderlands game. I believe that the picture is from the Alternity version of Gamma World. This adaptation has not been subjected to any significant playtesting yet. 

Harn: AW Session Recap

Last Saturday, I had the pleasure of being a player in a one-shot set in Harn's Orbaal region using the  Apocalypse World rules. While I have been reading up on Harn for a while, this was my first chance to actually participate in a game set on Harn. I have never played core Apocalypse World before, but I have run Dungeon World several times, so I was familiar with the basic rules concepts. The characters were: Taebaal: the Valkhar Bjaal: One of Taebaal's trusted men Molvid: An extremely mercenary viking (Me) Waede: A Jorin rebel against the Ivinian occupiers Fester: A healer Mycroft: An orphan who seems connected to Waede Molvid's adventure started while out on a boar hunt with Taebaal and Bjaal. While walking in the woods, he came across Waede, Fester, and Mycroft standing over a dead body laying in the snow. They were armed and there was a crate of swords next to the body. When questioned, they told Molvid that the dead man had jumped them and that the c...