David Wesely added to the comments section of the lengthy Q&A with Greg Svenson with insight into polyhedral dice, the co-founding of RPGs, and other tidbits which will be of interest to many readers. Thanks again, David!
~Sham, Quixotic Referee
Showing posts with label gary. Show all posts
Showing posts with label gary. Show all posts
Friday, July 24, 2009
Tuesday, June 2, 2009
ORIGINS of a HOBBY
A chronological study of some of the most important events leading to the first published modern RPG, TSR's Dungeons & Dragons, 1974.
ORIGINS of a HOBBY: from LONDON to LAKE GENEVA
1893: William Britain, Jr. invents hollow casting in lead.
Wm. Britain, Jr's new hollow casting technique uses less lead which revolutionizes the toy soldier market. The result is little lead men which are less expensive to both produce and ship, making the collectibles more affordable and available in large quantities. Competitors soon followed suit and toy soldiers were being mass produced for the first time in history. Amazingly enough it all started with little Billy who had just inherited the toy company and didn't know the difference between dry measure and liquid measure. Junior went on to sell his toy soldiers across the globe, often delivering them by hand to such remote regions as Paris, France and nearby French Indochina.
1910: The Great War Game, Hanks.
Possibly the first published wargame designed for use with toy soldiers. Date not verified. Marketed in the U.K. as a game for Boy Scouts, it apparently did not prepare them for Tanks, Machine Guns, Mustard Gas or Barbed Wire. Unfortunately the supplement, The Great Dig a Trench War Game, never made it to publication. Interestingly enough, the game predated The Great War itself by four years. That's World War I in case you haven't been paying attention...ever.
1913: Little Wars, H. G. Wells.
Widely considered the first published wargame for miniature figures. By renaming the toy soldiers “miniature figures” and adding serious rules for shooting a toy cannon at them, adults could continue behaving like children in dignity. According to observers, Mr. Wells was notorious for making up house rules on the spot while playing Little Wars. Herbert would later use some of these personal house rules as inspiration for his most famous novels: The Time Machine (take an extra turn), The Invisible Man (add new troops mid game), War of the Worlds (bring random objects such as colanders to the field), and The Sleeper Awakes (enemy soldiers knocked over by Kipper the family Corgi were “dead”).
1929: ShamBattle, Dowdall & Gleason.
1929: ShamBattle, Dowdall & Gleason.
First U.S. Wargame for miniature figures. The major advantage on this side of the pond was access to Lincoln Logs, another toy which adults need a good reason to play with. The game's subtitle, Quixotic Reenactment, is one of gaming's strange, ironic twists. Not really. Entertainment trivia buffs will note that one of the coauthors is better known for his ongoing role as the lovable town drunk Otis in the long running television series The Andy Griffith Show.
1936: Real War threatens.
1936: Real War threatens.
Hints of the struggle soon to come in Europe and across the globe are evident when Germany declares that the first true wargame was the Kriegsspiel, produced by Prussian army lieutenant von Reisswitz in 1824. Seeking to prove to the rest of Europe that England's Little Wars claims were hollow, Germany was gearing up for war. Then a rift in the Kriegsspiel methodology and doctrine divides the military minds into two distinct camps; those insisting on the 1824 von Reisswitz version, and those backing the more modern 1862 von Tschischwitz game. War is averted as die Alte Schule and die Neue Schule create an impasse in the German military machine. That and the imposing Maginot Line had German Officers wringing their hands in frustration for years.
1943: Fletcher Pratt's Naval War Game, Fletcher Pratt.
Perhaps if his pal L. Sprague had been involved the title for Fletcher Pratt's widely famous game would've been more clever, but Mr. de Camp was busy revealing the sordid truth behind the H. G. Wells Little Wars myth. Outrageous claims leveled against H.G. included de Camp insisting that the Little Wars subtitle, “a game for boys from twelve years of age to one hundred and fifty and for the more intelligent sort of girl who likes boy's games and books” was clear evidence that Mr. Wells was an unrepentant male chauvinist. Wellsians to this day have not forgiven the misguided de Camp.
1958: Gettysburg, Avalon Hill.
1943: Fletcher Pratt's Naval War Game, Fletcher Pratt.
Perhaps if his pal L. Sprague had been involved the title for Fletcher Pratt's widely famous game would've been more clever, but Mr. de Camp was busy revealing the sordid truth behind the H. G. Wells Little Wars myth. Outrageous claims leveled against H.G. included de Camp insisting that the Little Wars subtitle, “a game for boys from twelve years of age to one hundred and fifty and for the more intelligent sort of girl who likes boy's games and books” was clear evidence that Mr. Wells was an unrepentant male chauvinist. Wellsians to this day have not forgiven the misguided de Camp.
1958: Gettysburg, Avalon Hill.
Gettysburg, along with other Avalon Hill Adult Games series titles, takes the battle away from miniatures and to the military boardgame. Gettysburg took the miniature figures world head on, redefining wargaming forever. Modern versions of this classic game feature Architecture Buffs defending the Cyclorama Visitor's Center and Gift Shop from History Buffs on a headlong Picket's Charge maneuver.
1959: Diplomacy, Allan B. Calhamer.
1959: Diplomacy, Allan B. Calhamer.
A military boardgame of strategy, negotiation and psychology with no dice and an optional GM/Judge. Optional as in if anyone wants to go home alive after the game you'd better make sure you have one. One of the first games to encourage lying and backstabbing, Diplomacy has established itself as a true classic. The more realistic house ruled version encourages cheating; eavesdropping and hiding, altering or peeking at notes. The game was a popular pastime behind the scenes during the Nixon administration. CAD (Citizens Against Diplomacy) blame the evil game for Richard's inexplicable activities during Watergate, and have been seeking to ban it ever since.
1966: Modern War in Miniature, Michael F. Korns.
1966: Modern War in Miniature, Michael F. Korns.
First wargame with individual player-controlled Characters and a GM/Judge. And now we arrive at the first true RPG. Or is it a wargame? Well, it's both, and Modern War in Miniature includes a GM who sets everything up and can explain exactly why the Panzerkampfwagen VI was actually a better fit for the Wehrmacht than the SdKfz 182 Konigstiger. The original manuscripts for the game were tragically lost when the author used too much lighter fluid while melting plastic soldiers in a miniature flame-thrower encounter and set off a brick of fire-crackers. In perhaps history's first display of GM ad-lib aplomb, Michael declared that the battle was postponed on account of the Brits celebrating Guy Fawkes Night.
1966: Fight in the Skies, Mike Carr.
1966: Fight in the Skies, Mike Carr.
First RPG/wargame with persistent Characters and Experience. Still going strong, this game's newer version is called Dawn Patrol. It is the only game that has been played at every single GENCON since the first, in 1968. Of note is the fact that 2004 was the first GENCON where Mike Carr wasn't the only participant to sign-up for and play the game. Coincidentally, the 2004 convention also marked the end of Mr. Carr's record-setting 35 year run as Top Ace of GENCON. Rumors are that Mike Carr will unveil his “Snoopy Sopwith Gambit” at GENCON 41 this year in one last ditch effort to win back his hard earned title.
1969: Braunstein I, David Wesely.
1969: Braunstein I, David Wesely.
Considered the first Open-Ended RPG/wargame sessions (not published). If it hadn't been for the players clamoring for another, that would have been the last Braunstein, as Wesely considered the whole thing a failure. Truth be told, Wesely had planned to come up with the worst possible game night ever for the club in hopes that they wouldn't ask him to run anything again. Wesely arrived for the game with no preparations, and figured if he just "winged it" all night his goal would be accomplished. When that backfired David was finally able to escape the constant "More Braunstein!" demands by joining the US Army. Wesely is credited with introducing polyhedral dice to gaming, laying the groundwork for the modern RPG, and inventing Thumb Wrestling.
1971: Chainmail, Gygax & Perren.
1971: Chainmail, Gygax & Perren.
First published fantasy wargame for miniature figures. Regardless of which story you believe, Gygax's or Arneson's, it seems quite clear that Chainmail was a vital part of the concept that Dave Arneson formulated the same year with his Blackmoor campaign. Chainmail is an important piece of the puzzle detailing how modern RPGs came to be. Prior to the Fantasy Supplement section, Chainmail was published in two parts in The Domesday Book, the newsletter of the Castles & Crusades Society. Other articles included alongside Chainmail were Fabricating your first Beer Bong, Electric Jello: a How To, Hamms versus Pabst: the Debate Continues, and A Guide to Satisfying the Munchies.
1971: Tractics, Reese & Tucker.
1971: Tractics, Reese & Tucker.
The first wargame to use 20-sided dice. A game of modern tank battles, it required a d20 in order to establish the base 30% (15 or higher) chance to hit another tank. This was before the advent of the 10-sided die. The game borrowed from Michael Korns' Modern War in Miniature in that a GM/Judge was required to adjudicate the fog of war. The rules served to display the greater numeric range and higher level of detail possible with the d20. The game's major drawback was the sheer amount of set-up time involved. The rules were written on a scale of 1:1, meaning real-life tanks had to be employed. Reese and Tucker were last seen trying to secure a refurbished British Comet tank in 2001, near Brighton, Sussex, England. The very first Tractics game should be underway by the end of 2012.
1971: Blackmoor Castle, Dave Arneson.
1971: Blackmoor Castle, Dave Arneson.
Dave Arneson introduces Teamwork, Dungeons and other essential fantasy RPG concepts to his Twin Cities Club. Grows into the first fantasy Campaign, eventually defining the modern RPG (not published). Dave Arneson blended, borrowed, meshed and tested anything and everything while running his early, experimental games. It was the concept that continues, to this day, to shine through, no matter what form it has taken. This was the beginning of the modern RPG. Certain details of Blackmoor found their way into published form in The First Fantasy Campaign from Judges Guild. Notable players in those first Blackmoor sessions included Greg “Svenny” Svenson, Stephen “Rocky” Rocheford, Mike “von Ricthofen” Carr and future professional golfer “Fairway” Freddy Funk. The earliest participants in Blackmoor actually took on the role of their real life personae, except for role-playing pioneer Bill “Three-Dollar” Hastings, who insisted on playing as Annette Funicello's Dee Dee from the uproarious 1965 film, Beach Blanket Bingo.
1972: Castle Greyhawk, Gygax & Kuntz.
1972: Castle Greyhawk, Gygax & Kuntz.
After seeing how Arneson ran a Blackmoor session, Gary Gygax and Rob Kuntz collaborate to create their own version of Blackmoor Castle for their Lake Geneva Club, naming it Castle Greyhawk (not published). Given an outlet for his writing skills, Gary Gygax never looked back. The World of Greyhawk which was born of these early days remains a strong, viable fantasy campaign setting. What really stands out is the passion and verve with which Gary undertook the labor of bringing life to his imaginary world. A world which has seen countless fans and players of Dungeons & Dragons through the decades. It is said the very first expedition into Castle Greyhawk, consisting of Gary as Referee, and his son Ernie, Don Kaye, and the Kuntz brothers Rob and Terry as players, was almost a complete disaster due to Gary's insistence that all participants speak entirely in anagrams. Eventually the session was saved when it turned into an evening of experience point rewards for clever puns and one-liners. Although the dungeon entrance was not discovered on that initial adventure, the characters did happen upon the now infamous Concession Stand of Endless Hot Dogs in the castle ruins.
1972: Don't Give Up the Ship! Arneson, Gygax & Carr.
The first in a long line of collaborations from the creative team of Dave and Gary. Mike Carr contributed research and quite a bit of the writing and design here as well. In fact, he impressed the TSR guys so much that he went on to write the now famous module B1: In Search of the Unknown, and edited the first three AD&D books: Monster Manual, Player's Handbook, and the Dungeon Master's Guide. Now he writes about snowmobiles and pursues his first love, World War I Ace Pilots from his secluded Wisconsin mansion, Quasqueton. Sources say there is indeed a room within full of mysterious pools. You guessed it, I don't have anything to say about Don't Give Up the Ship! at all. I'm sure it's a fine wargame, as Naval wargames go. I only wish that Arneson and Gygax had followed the theme of the game's title and continued working together.
1974: Dungeons & Dragons, Gygax & Arneson.
1972: Don't Give Up the Ship! Arneson, Gygax & Carr.
The first in a long line of collaborations from the creative team of Dave and Gary. Mike Carr contributed research and quite a bit of the writing and design here as well. In fact, he impressed the TSR guys so much that he went on to write the now famous module B1: In Search of the Unknown, and edited the first three AD&D books: Monster Manual, Player's Handbook, and the Dungeon Master's Guide. Now he writes about snowmobiles and pursues his first love, World War I Ace Pilots from his secluded Wisconsin mansion, Quasqueton. Sources say there is indeed a room within full of mysterious pools. You guessed it, I don't have anything to say about Don't Give Up the Ship! at all. I'm sure it's a fine wargame, as Naval wargames go. I only wish that Arneson and Gygax had followed the theme of the game's title and continued working together.
1974: Dungeons & Dragons, Gygax & Arneson.
The first published modern RPG. And thus, here we are at the end of the time line. Sure, some things have changed out there in RPG land, but truly the modern RPG is, at it's core, still the same product we were given in 1974 by Gygax and Arneson. The concept is the thing, the rules are secondary. Whether you prefer rolling dice to role-playing, that's fine. Whether you prefer open-ended sand-box play to story-telling narrative games, that's fine. Don't like dice? They're not needed. This rule or that rule makes no sense? Change it. The critics can lay whatever claims they care to at the feet of 1974's Dungeons & Dragons game, but it's the concept that was conveyed within those three volumes that matters. Whether or not Gygax changed every single mechanic that Arneson had devised is likewise irrelevant. 1974 saw the introduction of a new concept in gaming, and the world stood up and took notice. In one form or another, D&D and the concept it unleashed upon mankind will always be with us...until Domesday that is.
Special thanks to Bob Beattie for his Wargaming Time-Line. I make no claims of ownership of the above titles or affiliation with the parties involved. As to my historical facts, parties wishing to dispute my findings may do so over a cold beer at an undisclosed local watering hole.
~Sham, Quixotic Referee
Tuesday, May 12, 2009
Conceptually Speaking
I spent many hours this past weekend reading Tim Kask’s thread at Dragonsfoot. First of all let me say that in my Essentials & Concepts post last month I shortchanged Mr. Kask’s efforts in compiling Supplement II, Blackmoor. I have no doubt that assembling those random, disorganized notes that he received from Arneson was a Herculean effort. It’s just that aside from the Temple of the Frog, which Kask claims was the only section of Blackmoor actually written by Arneson, I find little use with the book. I’ve never been a big fan of the Monk, the Assassin, Hit Location or of marine adventures. There’s little to get excited about. The book surely reads well, but I’m in it for the options and suggestions, and aside from the aforementioned TotF adventure, I don’t much care for that supplement.
It’s quite clear that Tim Kask and Dave Arneson didn’t work well together. In reading Tim’s posts, one finds it obvious that he had an axe to grind in regard to Arneson. That’s some serious long standing ill will, over thirty years after the fact. I cannot question or dispute his assertions in regard to Arneson, and I have no reason to do so. I do however feel compelled to recognize the yeoman’s work that Mr. Kask apparently performed in taking a jumbled hodge-podge basketful of handwritten notes and transforming them into a published book.
While catching up on Tim’s posts I learned quite a bit about the history of D&D and TSR. Tim Kask has probably forgotten more on the two subjects than many of us will ever learn. Assuming everything within is true, I came away from the often scathing comments with what I feel is essentially confirmation of how I envisioned the Gygax & Arneson co authorship of D&D. I’ll not mince words here. Arneson was not gifted with the written word. Gygax, as everyone already knows, was not merely gifted, but was a master of the language. Furthermore, Gygax was uniquely talented at putting together gaming rules. Arneson, not so much, if at all. Dave’s Blackmoor games used many outside rules which were bolted on to the ongoing campaign, such as Chainmail, naval wargame tables, and Avalon Hill’s Outdoor Survival.
Arneson is quoted as saying that he didn’t write a single word for the original D&D. I don’t doubt this one bit, but I think this fact can be taken out of context. Arneson blended the essential elements that became D&D. I believe this is why Gygax felt obliged to include him as co author. Whether or not Dave actually “wrote” anything in the first three volumes is besides the point. Gygax developed and wrote D&D. You’ll notice I say developed. This, for me, is one of the key points to the entire Gygax & Arneson team, such as it was. Gary did not come up with this concept, Dave did. Gary took Dave’s ideas and formed them into a coherent, comprehensive format that was playable by the masses. Dave couldn’t do that, and was infamous for his disorganized notes and random ideas.
I don’t mean to diminish Gary’s role here. There are certainly major rules differences between D&D’s progenitor Blackmoor, and D&D itself. It was more than a simple compilation and light edit effort. Ideas were nailed down and fleshed out, and made into streamlined playable game features. Grey areas were defined and turned into actual tables and guides. Additional rules from Gary’s Greyhawk were meshed into the system. For example, the concept of Experience, that being the reward for surviving through ongoing game sessions, went from Arneson’s Flunky-Hero-Superhero cycle to Gygax’s actual Class Levels. The idea is the same, but it has been improved immeasurably with Gary’s input. The fact that so much of the Blackmoor game used Chainmail as a basis cannot be dismissed either. Many of Gary’s own conventions introduced therein were a large part of the Blackmoor game.
It seems Arneson was good at coming up with ideas but needed someone else to translate them into a readable and playable format. It strikes me that when Gygax handed that basketful of Arneson’s notes for Blackmoor over to Kask, he knew it was a path he had already traveled. Gygax was confident that Kask could turn them into a Supplement. The components had been there for both D&D and Supplement II, someone just needed to bring them out and make them shine. I’m glad that Mr Kask was able to plunder the Temple of the Frog from those notes, polish it up, and transform it into the first example of a D&D adventure. It was never my intention to belittle his efforts in compiling Supplement II. Considering what Tim apparently had to work with he deserves co authorship on Blackmoor in the same way that Gary did on Dungeons & Dragons.
~Sham, Quixotic Referee
It’s quite clear that Tim Kask and Dave Arneson didn’t work well together. In reading Tim’s posts, one finds it obvious that he had an axe to grind in regard to Arneson. That’s some serious long standing ill will, over thirty years after the fact. I cannot question or dispute his assertions in regard to Arneson, and I have no reason to do so. I do however feel compelled to recognize the yeoman’s work that Mr. Kask apparently performed in taking a jumbled hodge-podge basketful of handwritten notes and transforming them into a published book.
While catching up on Tim’s posts I learned quite a bit about the history of D&D and TSR. Tim Kask has probably forgotten more on the two subjects than many of us will ever learn. Assuming everything within is true, I came away from the often scathing comments with what I feel is essentially confirmation of how I envisioned the Gygax & Arneson co authorship of D&D. I’ll not mince words here. Arneson was not gifted with the written word. Gygax, as everyone already knows, was not merely gifted, but was a master of the language. Furthermore, Gygax was uniquely talented at putting together gaming rules. Arneson, not so much, if at all. Dave’s Blackmoor games used many outside rules which were bolted on to the ongoing campaign, such as Chainmail, naval wargame tables, and Avalon Hill’s Outdoor Survival.
Arneson is quoted as saying that he didn’t write a single word for the original D&D. I don’t doubt this one bit, but I think this fact can be taken out of context. Arneson blended the essential elements that became D&D. I believe this is why Gygax felt obliged to include him as co author. Whether or not Dave actually “wrote” anything in the first three volumes is besides the point. Gygax developed and wrote D&D. You’ll notice I say developed. This, for me, is one of the key points to the entire Gygax & Arneson team, such as it was. Gary did not come up with this concept, Dave did. Gary took Dave’s ideas and formed them into a coherent, comprehensive format that was playable by the masses. Dave couldn’t do that, and was infamous for his disorganized notes and random ideas.
I don’t mean to diminish Gary’s role here. There are certainly major rules differences between D&D’s progenitor Blackmoor, and D&D itself. It was more than a simple compilation and light edit effort. Ideas were nailed down and fleshed out, and made into streamlined playable game features. Grey areas were defined and turned into actual tables and guides. Additional rules from Gary’s Greyhawk were meshed into the system. For example, the concept of Experience, that being the reward for surviving through ongoing game sessions, went from Arneson’s Flunky-Hero-Superhero cycle to Gygax’s actual Class Levels. The idea is the same, but it has been improved immeasurably with Gary’s input. The fact that so much of the Blackmoor game used Chainmail as a basis cannot be dismissed either. Many of Gary’s own conventions introduced therein were a large part of the Blackmoor game.
It seems Arneson was good at coming up with ideas but needed someone else to translate them into a readable and playable format. It strikes me that when Gygax handed that basketful of Arneson’s notes for Blackmoor over to Kask, he knew it was a path he had already traveled. Gygax was confident that Kask could turn them into a Supplement. The components had been there for both D&D and Supplement II, someone just needed to bring them out and make them shine. I’m glad that Mr Kask was able to plunder the Temple of the Frog from those notes, polish it up, and transform it into the first example of a D&D adventure. It was never my intention to belittle his efforts in compiling Supplement II. Considering what Tim apparently had to work with he deserves co authorship on Blackmoor in the same way that Gary did on Dungeons & Dragons.
~Sham, Quixotic Referee
Wednesday, March 4, 2009
Thanks Again, Gary
I began this blog on 2/29/08, just four days before Gary Gygax's passing. I feel then as I do now, that I cannot truly share my feelings in regard to Gary's impact on my life and do them justice at this blog. I need to DM, run a campaign, and let the D&D vibe go into full swing, and then observe "See, that's what Gary means to me."I'll not blather on about why I get so damned pissed off today. I suppose it's part of getting older. As much as I am awash in D&D, I still woke up today and realized that proper pencil and paper (or tabletop, if you prefer) D&D is a fading hobby, and I am destined to be the Last Mohican; or last Do-do Bird, if you prefer.
Perhaps if the mood strikes me I can construct an updated version of one of my earlier posts which speaks to the impact of Dungeons & Dragons. Maybe that would be fitting. I just know if I tried that today I might end up spewing some vitriolic verbage best avoided.
Anyway, four days into the blog, and only my 8th post, came RIP Gary on March 4th, 2008. It was another week before I received my first comment here. This was before many of the old school blogs we all enjoy now had spread their wings, or even started. That said, I doubt too many have seen that post before, so I say it again, Rest In Peace, Gary.
I read someone earlier this morning commenting that time flies and wondering how the past year went by so quickly after Gary's death. In all other things I agree. Family, Work, Entertainment, Sports...the past year did indeed zip by. On the other hand, when I look back at D&D, and at 12 months of blogging and thinking about the hobby since Gary's passing, I feel as though it's been many years. I'm not exactly sure why this is, but it is worth noticing and appreciating. After all, I don't much like it when time flies. Anything that makes us slow down and appreciate the moment or be contemplative is worthy of notoriety, and Dungeons & Dragons certainly does for many of us Do-do Birds.
~Sham, Quixotic Referee
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