Showing posts with label genre. Show all posts
Showing posts with label genre. Show all posts

Sunday, July 25, 2010

The Spirit of the Matter

The Spirit of the Matter, not the Subject nor the Sound.

It's nice to enjoy the musical tastes shared by other bloggers out there who have been encouraged by my short lived but inspirational Friday Flashbacks series. Sharing music vids seemed natch to me when I started doing so a couple years back. Now it seems rather ordinary to find Youtube vids along side D&D posts. Who woulda thunk it?

Recently my ears have been treated to pure audio gold thanks to the Music Genome Project at Pandora Radio. As I type this I am rocking out and alternating between my Stiv Bators and Johnny Thunders stations. Chew on that three-chord madness. It's both enlightening and scary as hell when you discover bands that are awesome as all get out yet were formed and disbanded before you ever heard of them. Argh.

Nevertheless, the internet once more proves to be mana from the gods, by Crom.

Anyway, all of this reminded me of a time when the "so-called OSR" (I have always loved that semi-derogatory term) was represented (there were countless others involed) by but a handful of bloggers (discounting the other forms of OSR types). Ha! Disclaimers abound.

To my knowledge I was the first fool to tie D&D to Punk Rock. It really stirred me up last year when some moron linked "fatbeards" with "punk" and old school D&D guys in general. Let me tell you that absolutely NO ONE ever related Punk and D&D back in the day and the very notion was downright silly. I was there in the late 70's/early 80's, D&D and Punk simply did not co-exist outside of my off-beat leanings. Perhaps that is why I eventually linked up with another self-proclaimed Punk in Amityville Mike. To see the opinions that I had spread across the blogosphere reduced to random uninformed insults almost made me delete my web log.

In many ways I should have been flattered. Ah well. To this day I am often surprised by what insults me, and that was certainly a weaker moment. But Ye Auld Grog & Blog survived.

Back to the point. Here's a proto-OSR post (yeah I know it's not even three years old yet) with comments from some important old school types who used to read my ramblings. The definitive OD&D-Punk post which at the time flew in the face of the accepted OD&D-Metal philosophy.

All of that floated out there, I am still taking the non-formulaic DIY approach to D&D. Maybe this post and older link will convince others to do the same.

Oh, and I highly recommend both Johnny Thunders and Stiv Bators for your own Pandora stations. More on those two at a later date.

~Sham, Quixotic Referee

Sunday, August 9, 2009

Much Ado 'bout Ol' Schoo' part 3

9. The Great Unknown and The Great Unwashed: One of the early lessons I learned with D&D is, I think, still true to this day. There is a correlation between how good the game is, and how much unpleasantness one can stand. A pleasant, inviting and friendly DM might run a crappy game of D&D, but one will play in it week after week because of friendship, respect or just the social aspect and the rest of the players with which to mingle. At the other end of the spectrum is the altogether weird, antisocial mess of a DM who runs the most enthralling game of D&D ever. Games move back and forth between these two extremes, sometimes meeting at that sweet spot where you find a DM you might actually hang out with outside of the game who also happens to run the best games of D&D you've ever played in. Once that sweet spot is found, you'll probably have a gaming crew for many, many years. You might even chase off newcomers that you find seated at your table in order to protect the traditional balance of the group. In order to find the right balance, though, you need to experience as many different DM's styles and approaches as you can. Even if it means politely finishing a game when you would rather stick your pencil through your eye.

10. Writ by the Finger of God: I'm not sure this is true any longer, but at one time, early on, the entire collection of various groups I mingled with waited with baited breath for anything new offered by TSR. The Dragon was our regular fix, and the modules were our irregular binges of gaming goodness. By the time Monster Manual 2 came out, this feeling was waning. Before then, however, it felt like we were a wild-eyed, crazed pack of Gygax-addicted junkies. We'd arrive at the after-school club hoping we were the first ones to have this vital new information. Man was it cool to be the first to show up with Dragon 83 and tell the players that today they would be entering Roger Moore's The Dancing Hut. Yep, I did that. It was new, it was from TSR, and I had to limit the number of participants for fear that they might steamroll the adventure. At the time it seemed like it was impossible for TSR or anyone else to publish too much material. We were ripping through all of it and asking for more.

11. The Radiant Egg: By the time we graduated in 1984, things had turned quickly from TSR-worship to Gygax-bashing. I suppose we had devoured everything we could, and found ourselves wanting. There were some new, interesting non-D&D titles on the shelves that took the Gygax & Arneson concept, and offered fresh new themes and settings. Perhaps it was a time for change. I do think the TSR marketing at the time had a lot to do with this. D&D ads were in comic books, and there was a Saturday morning D&D cartoon that made us cringe. Only a year later Gary was actually gone from TSR. We turned upon TSR and ridiculed Gary and Greyhawk. We stopped accepting and playing everything from TSR. We started homebrewing a lot as we had done in the earliest days. I created an alien planet in my campaign called the Radiant Egg; a parody of Elves, Dwarves, Hobbits and the high fantasy of Gary's efforts, all ruled under the iron fist of a ruthless tyrant. We all had a good laugh for a number of years and settled in to a customized/kitchen sink hybrid one would loosely call D&D now. The years passed and people stopped talking about Gary. AD&D 2E was out, but by then we didn't even pay attention. Our regular games weren't quite as frequent. We had sealed ourselves off from the industry. To this day I look back and realize that the Radiant Egg was some sort of misguided pent up frustration stemming from our own reliance on TSR. Along the way we had learned enough about D&D and its concept to continue playing in perpetuity without any outside source of gaming material. In just six years we had seen it all, and come full circle back to taking pencil and paper and making the game our own. I miss Gary, I miss the old TSR, and the Radiant Egg will never be a part of any of my games in the future.

12. Winter of our Discontent: Not long after the heady days of twice a week play, after college saw many of us scatter and eventually reform, we found ourselves in something of a transformed state. Interestingly enough, our state of mind also coincided somewhat with the state of affairs at TSR. The great 80's fad of D&D was on a major downswing. Gary Gygax himself had been ousted from the company. None of us gave a damn about AD&D 2E. The guys were settling down; some engaged, others already entering the careers which they would still be in nearly 20 years later. I'm not sure if it was the gang getting older and facing real responsibilities, a loss of teenage gusto, or the game not being as fresh to us at is once was. I think it was a combination of all of these factors. We had separated and reunited after some very formative and influential years. Sure we gamed a lot during college as well, but it was never like the marathon Saturday games of the early 80's. Something happened, though. The games became more serious, more realistic, more grounded, more mundane. We had entered the long winter of our discontent, and slowly over the course of the following years the group drifted apart. Again, was this families, careers and kids, or a lack of interest in this more mature version of the game? Whatever the case may be, I have shed such unnecessary and burdensome concerns and returned to my roots; what matters now is the concept which once united us, best enjoyed in its undiluted form.

So what is old school? I'm just a Proto-New School Neo-Grognard, why the hell are you asking me? I know for a fact, based on the divergent styles I experienced in the first six years, that many readers who played during that era will offer entirely different memories and observations from the period of 1979-1985. The fact is that D&D exploded onto the scene in those years, and very soon after nearly went bankrupt. From the penthouse to the outhouse, as they say.

If hard pressed my only answer is that old school embodies the free form approach of the first decade of D&D. The one unifying element at the time was that there was no right or wrong way to play, and that everyone did so differently.

Thanks for reading, even if you only skimmed the initial summary in part one.

~Sham, Quixotic Referee

Saturday, August 8, 2009

Much Ado 'bout Ol' Schoo' part 2

3. Wet Behind the Ears: Additionally there were already, in these early days, various divisions in the fan base. Not only did I experience the normal school boy underclassmen – upperclassmen prejudices, but there were D&D prejudices at every turn. These opinions had little to do with whether one was playing original, basic or advanced D&D. In fact, pretty much everyone was, by that time, playing AD&D. The Dungeon Master's Guide was the latest addition to AD&D, and by then it was basically old news. I owned all three volumes shortly after I joined the D&D Club. Few of the groups I played in, in retrospect, played the game in the manner envisioned by Gygax and TSR, but your street cred was established by using the AD&D books. Only a silly Freshman, like me, would show up with the basic D&D box. Most of the time us underclassmen had to make our own games, and they were, shall we say, probably what you might expect from a bunch of 14 and 15 year olds. I suppose you could say we were the Proto-New School of the time, and our games were somewhat unconventional. The only defining aspect of our Proto-New School was that we definitely ad-libbed and made rulings on the fly much more often than the older players, and we were all just fine with that.

4. A Spork in the Road: It wasn't long before us Proto-New Schoolers were the upperclassmen of the club. By then I had developed something of a reputation as one of the go-to DM's, and my regular group was expanding quickly. Soon it grew to include weekly gatherings on Saturdays at the Rec Center. So I was averaging 12 to 14 hours playing twice a week by then. I watched as the hobby grew. I witnessed the various media stories, and how preconceived notions of the game spun out of control. We were undaunted, and luckily our parents, with a few exceptions, had open minds. Especially my own, as I was consumed with the hobby. DM'ing that many hours a week meant I was spending a lot of free time in game prep. I watched as the non wargamers came onto the scene. Thesbians, Ren Fair folks, comic book guys, burn outs, the occasional jock or two, and the curious older siblings. None of which had any idea what they were getting into, and had never rolled dice except to move past Go and collect $200.00. The game was changing; the second revision of basic D&D was out. It was the first time that I felt uncomfortable with the way I saw the game being played, and was probably when I began running into Rules Lawyers more than ever before. Suddenly I was being told I was doing it wrong. The AD&D 1E Rules Lawyers caused us to become insular and selective, and from there we departed down a narrow path that would eventually seal us into an early 80's time capsule.

5. Because It's There: One of the things that many of us took great pleasure in accomplishing was a result of what was in print at the time. If Experience Tables went out to Level 29, so did we. Grandfather of Assassins? Check. Grand Master of Flowers? Check. Sword of Kas? Check. And so forth. I even recall one game that actually rubbed me the wrong way; I had a Dwarf who discovered all the pieces of the Rod of Seven Parts in the first game session. Now that's a really bad example of what I mean, the point is that we explored all the aspects of AD&D, including taking on various gods from the Deities & Demi-Gods hardcover. I mean come on, they had Hit Points. We had god-like PC's. Who says we shouldn't or couldn't? We did. And we talked about it for years afterwards. While my own campaigns ended up being of an extremely high power scale, the side effect was that I was forced to home brew a lot in order to keep things challenging. My players were crafty and shrewd. They were, and still are, meta-gamers. The game is a challenge, and they use every tool in their arsenal to persevere. After all, we were wargamers and we approach D&D with the same mentality; winning was more important than role-playing for us. If you print it we conquer it because it is there. Gamers will be Gamers.

6. Nebulous Stirrings: Obscure inspirations and unconventional themes always scored plenty of style points back in the day. At the time it was much easier to impress players than it is now, of course. There is very little new under the RPG Sun nearly 30 years later. Now we are often left with theorizing, philosophizing and waxing poetically about the old days. The concept is what was being explored. Mechanics and rules were secondary. Things worked, players understood the game, and the creative energy was spent on coming up with these unusual challenges or settings. Back then there was only one dungeon with aliens, mutants and robots. Yeah, that was old hat. You had to be much more original than that. The thing is that while the boundaries of the game were being pushed as far as themes and weird settings, no one, not a soul, even had the time nor inclination to worry about the rules themselves. The days of nebulous stirrings are long gone, and now it seems that mechanics and style are keeping everyone occupied. It was much more interesting when good ideas and interesting themes weren't simply rehashed ideas, and when the technical side took a backseat to the creative side.

7. Fire Burn and Cauldron Bubble: The mindset of the average D&D enthusiast during that ascent to TSR's peak was one which was likely forged by the fellows at Lake Geneva themselves. AD&D 1E had been foisted upon the masses in what was a stroke of marketing genius. First of all it was “advanced”, and second of all those hardcover books were, for their time, glorious and overflowing with Gygax's gushing descriptions. We ate it up. The thing is, we had been trained, by TSR no less, to essentially pick and choose the bits we liked, and change or ignore the rest. This of course left plenty of room for throwing the veritable kitchen sink into our games. Not only did we have OD&D and its supplements, Holmes D&D, AD&D and The Dragon magazine, we also had tons of Judges Guild material, and oddball “unofficial” publications galore. You never knew what to expect from one DM to the next. The mechanics themselves were nearly always the same across the board, but the options were never limited to AD&D. If you pulled out the Critical Hit table from the Arduin Grimoire, nobody blinked twice. If you used some strange monsters from the White Dwarf magazine, you were outwitting the players. That was part and parcel in the wild and woolly games of the day; the cauldron was bubbling over with material from a seemingly unlimited amount of resources. Even if you never once took up pen and paper and designed custom monsters or magic items, the scene was bloated with offerings in print from countless sources; and they were never out of place in anyone's campaign.

8. Under the Big Top: While this may have been more or less a reflection of the scene at the time, I have never since witnessed it again. In both our D&D Club and our Rec Center games one would find players who arrived at the game table with one or more “traveling PC's”. I've shared a story of one such famous Paladin in our club who met his demise in the then infamous Tomb of Horrors. Traveling PC's were almost expected. Very rarely did someone simply create a high level PC in order to join into a game. In such a case the DM awarded the new player with an exisiting NPC, who for one or more sessions went from Henchman to Hero, or the new guy rolled up a 1st level character and hoped that the other players would have mercy on him and keep him safe until he could contribute. Short of those options the player would show the DM his traveling character, and after possible alterations said character would be introduced to the party. I had some fun with this too many times, to the point that my players would essentially tie up and interrogate all newcomers. I had hardened them through the long campaigns. What I took from this over the years was that there was a unique sense of community amongst all of us; we were sharing in this hobby and marveling at one another's accomplishments at the same time. Even if said traveling PC's bit the dust in one of my dungeons.

~Sham Quixotic Referee

Friday, August 7, 2009

Much Ado 'bout Ol' Schoo' part I

A dozen observations from the front lines by a Proto-New School, Neo-Grognardian Dungeonista.

What follows is a collection of thoughts and observations that I recall from my own experiences in what many now call the old school era. Ranging from 1979 to 1985, these were my peak D&D playing years. All 6 of them, yet it feels like a landmark event in retrospect. Very little changed in fact after 1985; that is until 2007 when I embraced OD&D. But that is not the topic at hand.

My motivation for sitting down and collecting these memories is to tackle the oft asked question, what is old school? I'm part of something dubbed the Old School Renaissance. I'm not sure what the rest of the members of the OSR think old school is, or what they believe the OSR represents, so I cannot speak for anyone else other than to say that I support the OSR because I'm a fan of TSR era D&D. Plain and simple.

I was unaware until recently that many believe the OSR has a doctrine, or some unifying philosophy. As far as I'm concerned we're a collection of vastly different fans of D&D. In that regard I do not think anything has changed since 1985, when Gary Gygax left TSR.

In the effort of keeping this easy to digest, I have broken the post into three parts, and will offer up a summary that was initially going to be included at the end.

So what are the salient points for those not wishing to dredge through the sordid details of a 40-something's recollections? I will attempt to highlight them below and hope that they form some sort of understanding and not just the realization that I'm a crusty old stick-in-the-mud.

1. A wargames background that helped us form a game simulation approach to D&D, as opposed to some desire for or notion of realism.

2. There is no right or wrong way to play D&D, and each DM did it his or her way.

3. The only defining aspect of our Proto-New School was that we definitely ad-libbed and made rulings on the fly much more often than the older players.

4. The AD&D 1E Rules Lawyers caused us to become insular and selective, and from there we departed down a narrow path that would eventually seal us into an early 80's time capsule.

5. Winning was more important than role-playing for us. If you print it we conquer it because it is there.

6. It was much more interesting when good ideas and interesting themes weren't simply rehashed ideas, and when the technical side took a backseat to the creative side.

7. The scene was bloated with offerings in print from countless sources, and they were never out of place in anyone's campaign.

8. There was a unique sense of community amongst all of us; we were sharing in this hobby and marveling at one another's accomplishments at the same time.

9. In order to find the right balance you need to experience as many different DM's styles and approaches as you can.

10. At the time it seemed like it was impossible for TSR or anyone else to publish too much material. We were ripping through all of it and asking for more.

11. In just six years we had seen it all, and come full circle back to taking pencil and paper and making the game our own.

12. What matters now is the concept which once united us, best enjoyed in its undiluted form.


1. Gamers will be Gamers: I discovered D&D on my own in 1979. No one told me about it, nor taught me how to play. The thing was, though, back then, thanks to an older brother, I had already played numerous Avalon Hill and SPI table-top wargames. My older brother didn't like D&D, but he never gave it a chance. I suppose it was because his little brother had “discovered” it. None of his die-hard Diplomacy buddies knew anything about it. I grew tired of Diplomacy; it had swept away the other wargames I enjoyed before then, like Panzerblitz and Afrika Korps. I eventually discovered other D&D players. Like me, every one of them was also a fan of wargaming. Table top wargaming to be precise, miniature wargaming was still as foreign to them as it was to me at the time. We were arriving at D&D from a wargames background that helped us form a game simulation approach to D&D, as opposed to some desire for or notion of realism.

2. Unbridled Ambition: As my circle of fellow D&D enthusiasts grew beyond the first meager gatherings, I realized that this thing was bigger than I had ever imagined. By the time I was plunged into the Wargaming Club and the D&D Club in High School, there was a palpable feeling of excitement in the air. D&D was still expanding in popularity, and would continue to do so for years afterwards. Although we didn't know it, we were riding the waves of enthusiasm that were to herald in a new era in gaming and popular culture. I arrived on this scene thinking I knew all about both wargames and D&D. I was dead wrong. It was in this atmosphere that I discovered the many different approaches and playstyles popular amongst the various groups there. The gamers were exploring many different possibilities, not simply the Tolkienesque games I had experienced prior to High School. What I learned first and something I have never forgotten since; there is no right or wrong way to play D&D, and each DM did it his way.

~Sham, Quixotic Referee

Thursday, June 4, 2009

Quotable Arneson


During my recent research into Blackmoor, I saved a number of tidbits which I found interesting along the way. Of particular note are quotes from a few different interviews with Blackmoor's creator, Dave Arneson, dating from 1981, 1999 and 2004.

Dave Arneson Quotes

On Blackmoor's origins:
We established in our historical campaigns the principal of having a Judge who everyone listened to and who set up the battle or campaign. That’s where we were coming from, traditional wargaming.

On Blackmoor's best feature:
To me, what made it unique and different was that a lot of what made up Blackmoor was input from the players and the way they were seeing the world, and what they were doing in it. I just kept notes. I built the framework, and would occasionally throw in a few storylines, but it was the players getting involved in filling in a lot of the gaps that made a difference.

On TSR:
I was doing a lot of work for them but they weren’t doing anything with it. I got tired of waiting a year and a half to get something published so we parted.

On Homebrew:
We ask people to use their imaginations and when you do that, they tend to have their own ideas of how things should be done. Any group that sets up a dungeon will eventually have their own rules.

On Role-Playing:
When I do my games, I give roleplaying points for people staying within their character. If they want to go out and kill things, that's easy to do, and a lot of referees that's all they do, but there's more to it. The richness is not in just rolling dice, the richness is in the characters and becoming part of this fantasy world.

On Player involvement:
...when a character gets killed, I let the player run the monsters that the party encounters. This way he or she stays involved, rather than becoming a spectator or leaving. When the party encounters intelligent monsters, I brief them on what that monster’s life goals are (usually "Guard this room, don’t let anyone in"). Then if the party wants to negotiate, they negotiate with him rather than me. That system also takes a little pressure off of me as a Judge.

On 25 years of RPGs:
Sitting down and reading boxed dialog, going through seven or eight volumes of rules, is a long way from the scribbled notes I started off with...It just got very, very complicated and, in the efforts to simplify things, they just lost whatever creativity was left...I think what you lost there was the spontaneity of the whole operation...Too many of them try to do everything, or they follow the official line of "You can't change anything or you'll destroy the rules."...That's not the way things started, that's not the way things should be. If something doesn't work, get rid of it. If something works in another set of rules and you want to put it in your game, go for it. The [rules'] job is to make the referee's life easier, so he can referee, not harder.

The above copyright Judges Guild, 1981 and 1999.

On Blackmoor Castle, the first Dungeon:
Well, dungeon crawls were, I think, the easiest things to set up because all you had to do was draw a grid map and didn't have to worry about the great outdoors and setting up trees and stuff. People also couldn't go wandering off where you didn't have a map because it was solid rock.

On Rules:
Most of the rules are only between my ears and they're constantly changing.

The above, including image, copyright IGN Entertainment, 2004.

~Sham, Quixotic Referee

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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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

Saturday, May 30, 2009

Q&A with Greg Svenson

With Dave Arneson's recent passing, our hobby lost one of the most important links to its earliest, formative days. Arneson & Gygax will be forever remembered as the coauthors and founders of Dungeons & Dragons, but there is so much more to Mr. Arneson that we were never truly allowed to learn while growing up in the 70s, 80s and beyond while playing the game that his Blackmoor campaign spawned. I've read with wonder the stories that Greg “Svenny” Svenson shared with readers at his website before it was taken down*. As a player in the original Blackmoor campaign, Greg is one of only a handful of gamers who were present to witness the fledgling game sessions which eventually gave rise to the entire table top role-playing genre (and beyond).

I believe that remembering the magnitude of Dave Arneson's concept, and his Blackmoor campaign, is perhaps more timely now than ever before. As someone who is interested in the influences and inspirations that went into Mr. Arneson's Blackmoor campaign, I felt that being able to pose some questions to the Great Svenny himself might be an opportunity I couldn't pass up. I wasn't sure that my random email to his site's address would even be answered, let alone read considering that it was sent not long after Dave Arneson's passing. I had no idea that Greg had attended Dave's funeral, nor that he had delivered the eulogy. I was wary about pursuing this Q&A considering the nature of its less than appropriate timing, but Greg assured me that he would be happy to take a look at what I had drafted up and let me know what he thought of the idea.

During our various correspondences I learned that at the funeral Greg had seen another Blackmoor player from the early days, Stephen “Rocky” Rocheford**. Greg was able to later email Stephen and have him look over the answers below. Stephen was kind enough to confirm Greg's recollections of those events from the early 70s in the Twin Cities, before Dave Arneson had taken a position with TSR in Lake Geneva, WI in 1975.

My reasons for this Q&A were multiple, and I will let the answers speak for themselves. I think that Greg did an outstanding job in answering these questions considering that nearly four decades have transpired since that very first Blackmoor game in 1971.

---Start Q&A---

Greg: I haven't really been interviewed like this before, so I shared my answers with one of the other guys who was one of the players on that original dungeon adventure in Dave Arneson's basement back in 1971, Stephen Rocheford (later known as St. Stephen from the Temple of the Frog adventure). He was probably just as active as a player as I was though the early years of the Blackmoor campaign and D&D. I saw him for the first time in over 25 years at Dave Arneson's funeral. He agreed with my answers to all of your questions except for the date when Dave Wesely got home from the Army which I have corrected in my answer.

Sham: First of all I’d like to thank Greg for taking the time to read and consider these questions, and allow me to share his responses for the readers of my web log. Greg, when did Dave Arneson actually begin his Blackmoor games, to the best of your knowledge? When and how were you introduced to Blackmoor?

Greg: You are welcome; hopefully I will be able to answer your questions. Nobody is really sure when we started playing Blackmoor. My recollection was that we played the first adventure over the Christmas holidays during the winter of 1970-1971; but, I am not really sure. The first documented Blackmoor game was on May 21, 1971. Dave Arneson found that in an old “Corner of the Table” newsletter article a few months ago. The “Corner of the Table” was Dave’s newsletter for our Napoleonics campaign. Dave recently came across a complete set of them.

Sham: Were you around for Dave Wesely’s Braunsteins that helped introduce the concept of role-playing and a referee? Was Dave Wesely a player in any of the Blackmoor sessions you were a part of?


Greg: No, I was not part of that. Wesely was in the Army Reserves and was activated and sent to Fort Leavenworth, Kansas and later to Alaska during the early years of the Blackmoor campaign. He came home in the October/November 1973 timeframe. We did play together at least a few times when he was on leave as well as after he came home.

Sham: I’ve theorized that the concept which Dave Arneson formulated was based on a combination of wargame combat simulation, the ongoing wargame style campaign, the role-play/referee idea that Wesely introduced, and fantasy/medieval inspiration. In other words, wargaming meets role-play meets fantasy. Do you have any thoughts to offer on this assessment?

Greg: Well, that’s basically true, but it really isn’t that simple. The fantasy/medieval elements of Blackmoor were totally new to me at the time (although, I had read Tolkien and some other fantasy literature). However, in the Napoleonic campaign that we had been playing before that first adventure was a combination of miniatures and diplomacy. Dave Arneson was the referee and each of the players represented the sovereign, a political faction, a general and/or an admiral in their respective countries. So, for the campaign we would try to correspond player to player and write battle reports “in character”. We were responsible for our nation’s diplomacy and even the national budget down to buying food, forage, powder and shot, as well as running the military campaigns and fighting the battles that came about as a result of our actions...We had also been playing “Fight in the Skies” where each player was a WWI fighter pilot tracking his missions and kills and getting better with experience. Before I joined Dave Arneson’s gaming group my home gaming group in Excelsior, Minnesota had been playing Korns*** for several years. Korns was a set of WWII rules where each player was a single soldier and we had a referee keeping track of both sides and resolving actions as the game progressed, at least that was the way we played it. I am sure that others in the group had similar gaming background experiences to mine.

Sham: Your character rose to great prominence in Dave’s Blackmoor campaign. Your character, The Great Svenny, is now a full fledged legendary NPC in published Blackmoor games. What would be the Great Svenny’s proudest moment during those many Blackmoor sessions? Aside from the Great Svenny’s accomplishments, what are some of your favorite memories from Dave’s Blackmoor games?

Greg: Yes, I have been startled to surf the internet and find web sites where they described how the Great Svenny was involved with that gaming groups adventures. That was a really weird experience for me...The two greatest moments that stick out in my memory are the two adventures I described on my website; surviving the first dungeon adventure and the raid on the lair of Fred Funk’s Orc tribe on the 10th level of Blackmoor dungeon. I participated in literally hundreds of adventures between early 1971 and 1975, but those are the two I have the clearest memories of. I hardly even remember the famous “Temple of the Frog” and “Valley of the Ancients” adventures. I know I was there, but they were not as memorable for me.

Sham: For how many years did you play as The Great Svenny in Blackmoor, and what exactly is the Great Svenny up to at this very moment?

Greg: I was actively playing Svenny from the beginning up until when Dave Arneson moved to Lake Geneva to work for TSR in 1975. I played with him again at GenCon in 1976 and at a reunion game in 1991. When I started gaming with Dave again in Orlando in 1999, I played Svenny’s son, Sol, although I called him Svenny Junior at first, until I put together Svenny's family history. I am currently playing Sol in an online play by post game (the Tomb of Rahotep in honor of Gary Gygax on the Wayfarer's Inn website). I have also been playing one of his grandchildren, Sven, in another play by post game (the Grim Winter campaign on the Zeitgeist Games MMRPG website)...Svenny is currently the Lord High Regent of the Regency Council of the Kingdom of Blackmoor in the D&D 3.5 Edition version of the Blackmoor campaign. I am currently working out what Svenny’s family would look like for the D&D 4th Edition Blackmoor campaign which is set some 270 years later.

Sham: In reading your stories of those early Blackmoor days, I learned that certain important monsters or villains were often controlled by other players. Was there ever a point in Dave’s Blackmoor games where the emphasis became the adventuring group, or was it usually adversarial between the players who mostly pursued their own individual goals?

Greg: We switched from the good guys versus the bad guys sessions to just one adventuring group fairly quickly. We realized that it was more fun if everyone was on one team working together. There were still people playing the bad guys, but that was usually in their own gaming sessions separate from the ones I was in; although, sometimes Dave would still ask for a volunteer to play the monster during a battle.

Sham: I’m aware that Blackmoor was much more than simply a dungeon crawl, but I enjoyed your telling of the First Dungeon Adventure and how your character survived it. After that adventure did the dungeon setting become a major focus of the campaign?

Greg: Well, we stopped making dungeon maps when the group realized that I had much of the dungeon memorized. Of course, that led to problems when Svenny was incapacitated and unable to tell everyone how to get back out of the dungeon. It was the major emphasis for a while, but we quickly moved out into the wilderness. We also had a period of several months, after some of us read the “Tarnsman of Gor” books, where we were traveling around on tarns (think of Rocs in the “Lord of the Rings”). That was after Gary Gygax had started his campaign because one of our adventures was to travel to Grayhawk on tarnback to rescue Gary’s players who had gotten into trouble.

Sham: I understand that as you gained knowledge and experience playing in Dave’s game you also took some turns behind the referee’s screen, running Blackmoor adventures for other players. What was that like? And do you ever have the opportunity to play or run Blackmoor these days?

Greg: In the fall of 1972 Dave Arneson gave me some of his notes and let me referee a couple of times when he was busy with other things. Dave tells me that I was the third DM ever. Later I developed a town called Tonisborg, complete with two dungeons. I didn’t think that I was very good at it. I guess I was comparing myself to Dave. At any rate, I didn’t DM very often; although, I must have DMed more often than I remember from what Bob Meyer has told me about the days when we were roommates in 1973 & 1974. Unfortunately, I loaned my Tonisborg materials to a friend to use for a game day and he never returned them, which was around 1980 or so when I lived in Boston. I have not run any Blackmoor (or other D&D) games since the early 1980's when I ran games for my church's youth group.

Sham: Would you say that Blackmoor evolved, in both rules content and as a campaign world, as a result of the player/character courses of action?

Greg: Of course, it evolved and very quickly. Using Chainmail rules on the first adventure, when you got hit the first time you were dead. We didn’t like that much, so the next time we played we had hit points. Within a month Dave introduced armor classes. There were many changes over time. One time when we were off adventuring the bad guys attacked and captured the then defenseless town of Blackmoor, leveling Zvenzen’s Freehold among other things. We all got banished to the swamps of Loc Gloomin for that one…

Sham: While refereeing Blackmoor for other players, how did you handle actions by the characters which were not covered by the rules? Was referee ad-libbing a vital aspect of the Blackmoor games?

Greg: I quickly came up with what the possibilities might be and either had the players roll dice against a related character attribute for success or on a table I made up in my head on the fly. This was an area that I felt I was not very good at, however, because Dave would just tell us to roll the dice and he then told us what happened.

Sham: You were playing in Blackmoor before D&D was published, and again afterwards. What impact did the release of that version of the rules have upon Dave’s personal campaign?

Greg: As soon as a draft was available we started play testing with them, but I don’t think it really changed how the game went when Dave was the DM. That’s just my opinion. The big difference was that others (like me) were more easily able to DM. All of the sessions I DMed were part of the same Blackmoor campaign that Dave was running. Often I was helping players get to a higher level so they could survive with the other higher level players.

Sham: What was Dave’s early opinion of TSR’s 1974 D&D game? For that matter, what was the general opinion of you and the other players in Blackmoor when you finally saw the original D&D game?

Greg: Dave was excited about it, but I am not sure what he actually thought about it, I don’t remember him ever talking to me about it in that way. I thought it was one and the same thing with what we had already been doing for several years. So, I didn’t really see much of a difference.

Sham: I’ve developed great respect for Dave’s impact to the gaming world. In my opinion he is often unfairly discredited in certain quarters for his lack of actual input to D&D. If you can recall, what were the major differences between Dave’s Blackmoor, and D&D in 1974?

Greg: Like I just said, I thought they were one and the same. They had just been organized, to make it easier for other people to use to run games. The individual levels and things like that were new, but the way we played we didn’t really notice the difference. Attributes were different, we had used two d6’s to get a number from 1 to 10, where we changed to three d6’s and a range from 3 to 18, but most were just changes in mechanics...We were not keeping our own records or character sheets as they are called now. Dave had an index card on each of the players (and NPCs) with their attributes, HP, possessions and other useful notes. I only remember seeing Svenny’s character card a couple of times. Unfortunately, it never occurred to me to copy the information off of it for my own records. Dave told me a few months ago that he had been going though one of his boxes and discovered what he thought were all of our original character cards. I don’t know what happened to them after that, however.

Sham: From what I gather Dave’s major accomplishment was combining the essential elements of what was to become fantasy role-playing with Blackmoor, the same elements that were subsequently found in D&D. Would you agree that each of the essential elements was present in pre-D&D Blackmoor?

1. Characters

Greg: Yes, of course.

2. Ability Scores

Greg: Yes. I am not sure when Dave added them since he kept our character cards, but we were definitely using them during the spring of 1972, because I have definite memories involving ability scores that happened before I went away for the summer of 1972.

3. Hit Points

Greg: Yes, within the first month.

4. Experience/Levels

Greg: Yes, although handled differently. Fighters went from flunky to hero to superhero. We didn’t track our experience points as is done now. Dave simply told us when we had transitioned from one level to another. I do not know if wizards and clerics had different levels of ability or not.

5. Mechanics/Randomization

Greg: Yes, but again handled differently. Sometimes, we would roll against our related ability to resolve a task. Other times Dave would just say we were successful or not after we had described what we intended to do (he might have made a roll at the time, it may or may not have had any bearing in what happened).

6. Adventuring Groups

Greg: Yes, the first adventure involved two groups.

7. Exploration

Greg: Yes, we didn’t have maps of the area. Anytime we traveled we had to find our way, even just leaving the town of Blackmoor itself and going into the nearby countryside was a major adventure. Part of the adventure was getting lost. Sometimes that was the adventure.

8. Hazards/Challenges

Greg: Yes, problem solving was a big part of our gaming sessions, really the major part.

9. Treasure

Greg: Yes, we found money, stuff and magic items in the lairs of the monsters we killed.

10. Fantasy Setting

Greg: Yes

Sham: I’d also like to specifically ask about certain D&D features and whether or not they were present in the early Blackmoor games, to the best of your recollection.

1. Saving Throws


Greg: Yes, maybe with different mechanics. Dave just told us to roll and he would tell us what happened…

2. Clerics vs. Undead (Turning Undead)

Greg: Mike Carr**** played the Bishop of Blackmoor pretty much from the beginning. I think of him as being able to heal and on one or two occasions resurrect the dead. I do not recall when turning the undead came into it, but it was not a concept that was unfamiliar to me, either. I have to say that I am not sure.

3. Wandering Monsters

Greg: They were there from the first adventure on. We could see Dave rolling before he would announce an encounter.

4. Alignment

Greg: Absolutely, we had good and evil characters in the very first dungeon adventure; if fact, Dave’s perception of our alignment, as it is called now, affected whether we were able to hold the magic sword we found during that first adventure. Several of the players were injured when they picked it up. In fact, I was the only player who didn’t try to pick it up. I was afraid to try after seeing what happened to the other unsuccessful players. When I was the last one standing and the battle was over, I picked it up and wrapped it using a piece of leather, so that I would not come in contact with it and then carried it out of the dungeon and immediately sold it to the baron of Blackmoor for a whopping 150 GP.

5. Spell Levels

Greg: I was never a magic user in the original campaign, so I don’t really know the mechanics of how spells were handled. Pete Gaylord, Kurt Krey or Richard Snider would have a much better idea of how that worked.

6. Henchmen/Hirelings

Greg: Yes, after Svenny became a “super hero” I was able to hire soldiers and servants. That was how we were able to staff Zvenzen’s Freehold, for example. Slavery was also an option, at least initially. Svenny bought a slave once.

Sham: What was it about D&D that made it such a smashing success, in your opinion?

Greg: The limitless options for the players made it so much fun that it was hard not to enjoy yourself even when your character died in the adventure.

Sham: What other role-playing games have you had the chance to run or play in? Do you have a favorite role-playing game besides Blackmoor?

Greg: Blackmoor is the only D&D setting I have ever run a game in. I have especially enjoyed “Space: 1889” and “Traveller” (CT, MT and T4). I have played many others, including “Powers and Perils”, “Adventures in Fantasy”, “Shadowrun”, “Star Wars”, “GURPS” (fantasy, Traveller & WW2) and “Twilight: 2000”.

Sham: What do you feel Dave Arneson’s legacy to the hobby will be? Furthermore, what do you feel Dave Arneson’s legacy to the hobby should be?

Greg: To me, Dave Arneson is the father of modern role-playing games. They didn’t really exist before we played Blackmoor. They were a new concept at the time and he is the person who put it all together.

Sham: Have you ever worked in the role-playing field, or has it always been simply an entertaining diversion? What details can you tell the readers about yourself since those days playing in Blackmoor with Dave Arneson?

Greg: Not really, I made an attempt to edit John Snider’s “Star Empires” RPG rules back in 1983 for Adventure Games while I was working for 4D Interactive Systems (both companies were primarily owned by Dave Arneson) as a video game programmer, but it never got published. John had written it back in the mid-1970s and it had languished at TSR for years. By the time I looked at it, it was really out dated, although, in my opinion, if it had come out before or at the same time as “Traveller” it would have taken the Sci-Fi RPG market hands down...As for me, I am a computer geek. I have been in Information Systems/Technology for over thirty-two years. I spent a year and a half writing video games for 4D Interactive Systems back in ‘83 and ‘84. The rest of the time I have been with large companies, mostly in the aerospace industry. I am a Christian. The Lord has been very good to me. I am married to a wonderful woman, Paula. We have five children and two grandchildren.

Sham: Greg, thank you for taking the time to answer my questions, including the many D&D related inquiries. My goal has been to not only learn more about the early Blackmoor games, and your role in helping shape that famous campaign, but to also further the legacy of Dave Arneson and remind readers of his impact on our hobby. Are there any details about Dave Arneson that you would like to share with the readers?

Greg: You are welcome. I am glad that I was able to answer most of your questions. With Dave’s passing, I have had lots of chances to think about him. His daughter asked me to do the eulogy at his funeral service, so I have thought a lot about his life. Dave was a humble man. I never saw him push his agenda at someone else’s expense or put himself ahead of others. He was always concerned about other peoples well being. He wanted everyone to be happy and have fun. He was generous and thoughtful, both with me and my family. My wife thought of him as a kind and gallant gentleman. He wanted to live at peace with everyone. I know that in the last few years he attempted to reconcile with those who had issues with him, including Gary Gygax and Tim Kask.


I hope you and your readers are edified by reading this.

---End Q&A---

I'd like to thank Greg, as well as Stephen, for taking the time to answer these questions about not only Blackmoor, but also about their good friend Dave Arneson who sadly left us far too early. It was very touching to read Greg's heartfelt answer to my last question, and I hope that readers can come away from this Q&A with a better appreciation of not only Dave Arneson's legacy, but also of the man himself.

* - Per an email from Greg, his early Blackmoor stories will once again be available as they are to be hosted at Havard's Blackmoor site in the near future. Stephen and Greg have just started collaborating on the First Dungeon Adventure story in order to bring back even more of the details. In the meantime you can read Greg Svenson's First Dungeon Adventure in Fight On! Issue 2.

** - Stephen Rocheford had the perhaps singular honor of actually reviewing Dave Arneson's original manuscript, detailing Blackmoor, before it was sent off to TSR and transformed into Dungeons & Dragons.

*** - Michael F. Korns Modern War in Miniature, 1966.

**** - Mike Carr, designer of Fight in the Skies, author of B1: In Search of the Unknown, Editor of AD&D Monster Manual, Player's Handbook, and Dungeon Master's Guide.

~Sham, Quixotic Referee

Wednesday, May 27, 2009

Never Would've Guessed...Gene Wolfe

Thanks to Matt for sharing this one. I took the HelloQuizzy Which Fantasy Writer are You? test last night.

Your result for Which fantasy writer are you?...

Gene Wolfe (b. 1931)

1 High-Brow, 19 Violent, 3 Experimental and -3 Cynical!


Congratulations! You are High-Brow, Violent, Experimental and Romantic! These concepts are defined below.


US author Gene Wolfe is a very typical example of the kind of writer who is more appreciated by critics and, above all, other writers, than by the wider public. Science fiction writer Michael Swanwick has, for example, dubbed Gene Wolfe the greatest writer in the English language alive today. However, Wolfe's novel in four parts, The Book of the New Sun (1980-83), is widely known and considered a classic within both fantasy and science fiction (the book is generally considered fantasy although it is actually set in a distant future, where some technology may seem like magic to the novel's characters).


Wolfe, a veteran of the Korean war, is un-afraid of describing the fear and violence caused by warfare and the protagonist of his most well-known piece of fiction is a torturer, who at one time openly defends the importance of his work.


Wolfe is well-known for his stylistic excellence, often using first person narration in a masterful way. His narrators are often unreliable, for different reasons, sometimes leaving it up to the reader to read between the lines and figure out what's really going on.


Being a "literary" author, one of those few writers whose books it's worth the time and effort of reading more than once, does not stop Wolfe from being a great storyteller who is quite able to create all the magic and page-turning suspence of a typical best-selling writer. Much of this might stem from Wolfe's empathy with his characters and his almost religious commitment to his worlds. Several critics have pointed out the influence of Wolfe's strong Roman Catholic faith to his fiction.


No fantasy fan should go through life without having at least tried to read Wolfe. There are few writers who manage to put imagination back into the word fantasy like he does.


You are also a lot like Mary Gentle.


If you want something more gentle, try Tove Jansson.


If you'd like a challenge, try your exact opposite, Robert Jordan.


Your score


This is how to interpret your score: Your attitudes have been measured on four different scales, called 1) High-Brow vs. Low-Brow, 2) Violent vs. Peaceful, 3) Experimental vs. Traditional and 4) Cynical vs. Romantic. Imagine that when you were born, you were in a state of innocence, a tabula rasa who would have scored zero on each scale. Since then, a number of circumstances (including genetical, cultural and environmental factors) have pushed you towards either end of these scales. If you're at 45 or -45 you would be almost entirely cynical, low-brow or whatever. The closer to zero you are, the less extreme your attitude. However, you should always be more of either (eg more romantic than cynical). Please note that even though High-Brow, Violent, Experimental and Cynical have positive numbers (1 through 45) and their opposites negative numbers (-1 through -45), this doesn't mean that either quality is better. All attitudes have their positive and negative sides, as explained below.


High-Brow vs. Low-Brow


You received 1 points, making you more High-Brow than Low-Brow. Being high-browed in this context refers to being more fascinated with the sort of art that critics and scholars tend to favour, rather than the best-selling kind. At their best, high-brows are cultured, able to appreciate the finer nuances of literature and not content with simplifications. At their worst they are, well, snobs.


Violent vs. Peaceful


You received 19 points, making you more Violent than Peaceful. Please note that violent in this context does not mean that you, personally, are prone to violence. This scale is a measurement of a) if you are tolerant to violence in fiction and b) whether you see violence as a means that can be used to achieve a good end. If you are, and you do, then you are violent as defined here. At their best, violent people are the heroes who don't hesitate to stop the villain threatening innocents by means of a good kick. At their worst, they are the villains themselves.


Experimental vs. Traditional


You received 3 points, making you more Experimental than Traditional. Your position on this scale indicates if you're more likely to seek out the new and unexpected or if you are more comfortable with the familiar, especially in regards to culture. Note that traditional as defined here does not equal conservative, in the political sense. At their best, experimental people are the ones who show humanity the way forward. At their worst, they provoke for the sake of provocation only.


Cynical vs. Romantic


You received -3 points, making you more Romantic than Cynical. Your position on this scale indicates if you are more likely to be wary, suspicious and skeptical to people around you and the world at large, or if you are more likely to believe in grand schemes, happy endings and the basic goodness of humankind. It is by far the most vaguely defined scale, which is why you'll find the sentence "you are also a lot like x" above. If you feel that your position on this scale is wrong, then you are probably more like author x. At their best, romantic people are optimistic, willing to work for a good cause and an inspiration to their peers. At their worst, they are easily fooled and too easily lead.


Author picture from http://en.wikipedia.org/wiki/File:Genewolf1.png Click the link for license info.


Take Which fantasy writer are you?
at HelloQuizzy



High-Brow 1: Yep, just barely. I'd guess this is true in many things, not just fiction. At my best, cultured and at my worst, a snob. Probably not too far off, honestly. A score of 1 indicates that I am the "lowest brow" High-Brow possible. Sort of like being the last gentleman initiated into the Gentlemen's Club. I'd like to think I can rub elbows with both sides of the fence.

Violent 19: No surprise here. I'd suspect that most D&D fans lean to this side of the Violent vs Peaceful scale. At my best, the vengeful Hero and at my worst, the Villian. A score of 19 on this scale is my strongest lean of the test. I do indeed prefer a story involving the Hero kickin' arse.

Experimental 3: Readers might be surprised based on my preference for all things downright ancient in this day and age (classic D&D, 70s Punk), but I'd think anyone with these sorts of tastes would have an Experimental lean, even if mine is a slight one. I know I've progressed in Traditional values as I have in years. At my best, forward thinking and at my worst, a provocateur.

Romantic 3 (Cynic -3): At my best, optimistic and at my worst, gullible. This is dead-on for me. Just ask Mrs. Sham who thinks I'm a terrible bargain hunter. I do trust in the greater good of mankind, and believe in the human spirit; that despite the odds we shall persevere. Again, just a slight lean here. Like the Experimental vs Traditional scale, I know my leaning has changed as I've matured. I was far less Cynical as a youth.

The fact that my test result was Gene Wolfe was a bit of a surprise. I truly enjoyed Wolfe's New Sun books, and thanks to this quiz I'll likely dust them off and read them again. It's been far too long since I've followed the exploits of Severian, former torturer and future Autarch of Urth. Gene Wolfe's novels are considered a part of the Dying Earth subgenre named after one of my favorite author's works, Jack Vance. Per the New Sun wiki:

The New Sun series belongs to the Dying Earth subgenre, a kind of science fiction/fantasy set in a distant future when the Sun is dying, set against a background of mysterious and obscure powers and events.

So again, thanks to Matt for leading me to this thought provoking test!

~Sham, Quixotic Referee

Sunday, May 10, 2009

Of Wombats and Zipper Arms

Three decades after the fact, I find myself often looking back with dismay at some of the…shall we say “gonzo”…stuff that I devised for my (A)D&D games of yore. Sure many of us used the AD&D hard covers, but the electricity in the air was still the anything goes feel of the original three volumes. In hindsight it might have been Dave Hargrave’s Arduin that kept that link alive during the long night of AD&D for my particular gaming generation. We were often a house divided; Gygaxian devotees and guys who appreciated Hargrave and such other non-TSR things as the supplements by Fantasy Art Enterprises (Erol Otus and friends). I suppose you could simply say the Realists and the Dreamers. I never began playing this game in an effort to pursue realism. In those days, D&D was a way for me to explore the fantastic, not to quibble about such perceived non sequiturs as Dungeon Ecology. As I’ve written in other forums, the notion of ecology in a multi-level subterranean construction is akin to explaining exactly how Bugs could’ve possibly taken a wrong turn in Albuquerque; to fret about such details is entirely missing the point. It’s Fantasy. The free play of creative imagination, so extreme as to challenge belief.

It was many gaming sessions later that one of my players asked that fateful question, “What do these Monsters eat down here?”. The simple answer was obvious, “Why, YOU, of course!”, but I understood the line of thinking. It was a subject I had already encountered in an issue of The Dragon, a notion which at the time I found to be the antithesis of what I had come to expect from D&D. This is not to say that my dungeons at the time were simply an endless series of rooms with random monsters waiting patiently for the adventurers to open their locked or stuck doors, no. I don’t rightly think I ever designed such a dungeon, even in the earliest days. Nonetheless, the concept of Dungeon Ecology to this day rubs me the wrong way. It’s like Jumbo Shrimp.

All of this said, I did indeed fall into the Dungeon Ecology trap as my games and campaigns progressed through the years. Careful consideration was given to such things as food, air and light. Worst of all, the dreaded notion of Reason was beginning to guide my hand. During this long period, most of the more outlandish things I had hand written and gleefully unleashed upon my players in prior years began to gather dust in my gaming closet. Things were becoming, dare I say, decidedly sensible. I was still able to be imaginative and push the envelope in limitless directions, but in the end I think my adventures became less inspired and more restricted by the laws of logic. Reason was taking root, and diminishing the free flow of boundless creativity.

2008 was the year I folded up my tent and returned to the Dreamers camp, that of Unreason. Now, for whatever reasons, I remember why 30 years ago I never liked that Let There Be a Method to your Madness article in The Dragon. Logic, Reason and Dungeon Ecology had elbowed their way into my games, bringing perhaps a bit too much realism to the fantastic. I suppose you could say I’ve evolved, as do all old hands at Dungeon Mastering. These days I restrict the truly fantastic to the Underworld, while things in the Light of Day on the surface remain somewhat logical. The Wilderness is that grey area betwixt the Underworld and the Light of Day where little bits of Night’s Chaos might still be encountered without warning. So here I find myself now, having come nearly full cycle in my gaming sensibilities.

But what of those aforementioned teenage creations I had written so fervently all those years ago, the ones which I slowly expunged from my later games? I’ve already shared quite a bit in regard to what I did with Hargrave’s Whimsey idea. I still shudder when I read most of that. Would such things entertain my gaming group as it now stands? A few nostalgic laughs at best, methinks. I speak of the other off the wall creations that are slowly fading alongside those Whimsey Tables in my gaming closet. Things like Wombats as a playable race, and the infamous Zipper Arm that each and every player was willing to risk his character’s life for. Here’s a smattering of the possible classes which a character could pursue in those campaigns:

Celestial Crusader
Knight of Liberty
Mystic Knight
Beastmaster
Kilnsmen
Death Dealer
Dimension Dancer
Engineer
Corzan Warrior
Nesdeon Mage
Knight of Radiant Glory
Dies Iraen Gladiaor
Mar-Vexian Mage
Mar-Vexian Super Soldier
Witch Doctor
Justiciar
Rhythm Walker
Pit Fighter
Stonebinder
Cabalist
Inmatarou
Chirurgeon
Zealot
Hexmaster


That’s two dozen, and there were more. Someone, at sometime, played each and every class I devised along the way. Some were created from suggestions by players. I embraced the entire notion that in D&D, the players can be whatever they want to be. One such player wanted to run a multi-classed Phraint Ninja/Engineer which we subsequently dubbed the Ninjaneer. As ludicrous as it might seem now, these are some of the idiosyncrasies which I remember best. Being the nebbish that I was, I was compelled to write up a full description for each such class. There are stories of older D&D games from other DM's in which players were allowed to run anything, but these are mostly in regard to controlling a Monster. We never did that, except with a few notable exceptions in which participants attempted to thwart the other players while incognito, normally as part of the unfolding campaign flow. The above is a list of 24 examples of how I let the players play whatever they wanted to in my early games. I read these homemade classes in the same way I now read my Whimsey Tables; with what I’m afraid might be a jaded eye.

Whatever I think of these reams of notes NOW they certainly worked back THEN. I’m just not sure if what worked was the creations, the way I ran my games, or the chemistry of the assembled gaming crew and our anything goes mentality. No one told us how to play, only showed us possibilities. We were determined to explore the concept to its fullest extent.

One of these days I’ll tell you about Floid the Mongoloyd, Kaledron Kaleidoscope, and the now infamous Zipper Arms; a story which involves the Dark Side of the Moon, Hans the Uber Nazi, an army of Daemon Ducks, and the Seven Lords of Time. Gonzo nothing. More like Double Live Gonzo.

~Sham, Quixotic Referee

Saturday, April 11, 2009

Shameless Self Link


I wrote this five months ago and in the wake of Dave Arneson's passing I'm going to copy and paste it below.

What If?

Remember that old Marvel Comics series? No? That’s OK. I’m playing it today anyway here at Ye Auld Grog and Blog. What If…Dave Arneson, rather than Gary Gygax, had wrested control of D&D? What If, by some strange twist of fate, Gary had returned to the insurance business, and left the direction of D&D to Blackmoor’s creator, Dave Arneson?

Less prose and more punch

Less realism and more free wheelin’

Less medieval and more alien invasion

Less tables and more what the f**k just happened

Less concern about standardized tournament rules and more kung-fu theatre

Less D&D is fantasy, and more D&D is anything you can imagine…D&D is a concept; not a place or time in history or mythology

I love me some Gygax ‘purple prose’ as James M calls it. On the other hand, I wonder…What If?

~Sham, Quixotic Referee

Wednesday, April 1, 2009

Sham's Proposal: A Major Announcement

This past October, on a whim, I decided to write a letter to the offices of Wizards of the Coast (WotC) in regard to their plans for Dungeons & Dragons as published in 1974 by the now defunct Tactical Studies Rules (TSR). Specifically, the first boxed volumes better known as the Little Brown Books (LBB). The publication which is known 'round these parts as OD&D.

My motivation for this initial contact was to encourage WotC to release a 35th Anniversary Edition of White Box D&D that so many fans of the game never really got to experience, let alone see in printed form. If WotC had never been so generous to make these volumes available in PDF to begin with, I doubt I would have ever become so driven. As longtime readers know, I became enamoured with OD&D a little over a year ago thanks to my rediscovery of those innocent little booklets from 1974.

My initial plan was to gather a petition of sorts, a letter with the signatures of many devoted fans who would hopefully be able to convince WotC of the viability of such a release. But where to address such a letter? I began with a fairly generic correspondence to WotC offices in Renton, WA which included my name and email address in an effort to find out exactly how to go about such an inquiry.

I was convinced, at the time, that a slick, fancy reproduction of the White Box, along with some intelligent marketing efforts, would ensure WotC would get a return for their investment. Afterall, there was nothing to write except for an advertising strategy. It seemed fairly straightforward. Design a professional package, call it the "Collector's 35th Anniversary Boxed Set", have some luminary write up a brief introduction and dedication, and watch the boxes sell around the world.

Sometimes you just have to test the waters. Well, much to my surprise, someone in WotC's Sales & Marketing Division actually recognized my name. That my initial inquiry wasn't simply put into the shredder without so much as a "Thanks but No Thanks" form letter is a miracle in and of itself. Sidd Finch was the first to contact me via email, relating to me the fact that he had personally placed my idea in the agenda list for an upcoming D&D Strategic Marketing Meeting. Sidd even addressed me as Sham in the email. "Keep this under wraps for now!" was the last line of that email.

While I was mildly pleased that my little blog here had reached out as far as Renton, WA, I assumed at this point that this was no more than a friendly gesture put forth to appease a fan of D&D whose name had been recognized by the individual finding my letter on his desk one fateful Monday morning.

I had nearly forgotten about the so-called D&D Strategic Marketing Meeting, that is until I received another email (I guess WotC is striving to go green) from Mr. Finch. I was informed that I was being forwarded an electronic Non-Disclosure Agreement and that once signed I would be informed of the results of said agenda topic in that meeting (Don't worry, as of yesterday at 5 PM Pacific Time, I am no longer bound by that NDA). My little idea probably fell flat on the proverbial meeting table, but at least Sidd was willing to share the results with me.

Validating the electronic legalease was undertaken forthwith by yours truly. Days passed, turning into weeks, and it was all I could do to not send Mr. Finch another email. But I waited patiently. Good things and all that, I kept telling myself. It took an agonizingly long 10 weeks, but I finally received a somewhat cryptic email from Sidd.

"Things have hit a snag. Some people that should have kept their noses out of the idea got involved. As of right now the project is still in the Think Tank, being delayed by two factions, the "By The Book Guys" and the "This Isn't WotC Material Guys". I'll keep you posted. Your idea grew some legs, but might die before it gets any farther."

I thought long and hard about this. You mean some of them are actually considering this? Even a faint glimmer of hope was all I needed. Yet I was still under the NDA. Taking a few bold steps, and talking out of my ass, I sent another letter, this time addressed to Sidd's boss, Olaf Priol, Senior Director of Sales & Marketing. What the hell, I thought. Perhaps a slight nudge would push this thing out of the WotC Think Tank and into drafting stages.

I related to Olaf Priol that not only would I be able to have an introduction and dedication professionally written, but I could, through various contacts, amass enough gratis labor from the internet fanbase to formulate a sound advertising and distribution network for the 35th Anniversary Collector's Edition of Dungeons & Dragons. The catch would of course be that I would require a lifting of that NDA I had signed in regard to such a publication.

Fast forward to March 18th. Apparently my suggestion was just the kind of nudge I had been hoping for. Mr. Priol informed me that the only solution was to hand this project over to capable individuals outside of the Renton, WA corporate offices. WotC was willing to budget an initial investment of $15,000.00 towards this 35th anniversary box. Sales would determine whether the box would become a single printing, or be included in their D&D line for the months of June through December 2009. The NDA I signed was to be lifted on March 31st at 5 PM Pacific Time. All I had to do was sign another electronic document which bound me to follow the WotC copyrights and NOT CHANGE A THING in regard to original D&D.

I am currently recruiting professionals from around the internet to help with advertising, writing an introduction, designing a new box, printing and then distributing these facsimile copies of the White Box under the contractor label which has been formed with the signing of the copyright and hold harmless legal document. The temporary subcontractor division beholden to WotC, named Sham's Campaign (or Sham's Cam for short) will see to the spending of the initial 15K investment to get this thing to a draft state by the April 30th deadline. WotC will then step in to "dress things up" as Olaf puts it. This entails assigning the box a product code, bar code, and holding the rights to last minute artistic box changes.

Sham's Cam is then charged with investing its own capital to see the box printed and distributed. WotC is demanding exactly $7.56 from the sale of each box. I'm not sure how they came up with that figure, but who cares at this point. I've done some initial leg work, and I think the box will be a bit pricey, but it just might be doable with the right number of D&D fan volunteers.

I'll need professionals who can work quickly with very little direction, and are willing to invest their own money in Sham's Cam. This seed money will cover costs which surpass the WotC investment of $15K, and will likely be needed for such things as contracting a printing company capable of producing boxes and booklets, as well as distribution costs. DO NOT send money without first contacting me via email, as Sham's Cam will have a seperate temporary Bahamian off shore bank account set up this week. If the initial limited print run of 500 boxes sells before July 15th, WotC will step in and add more limited runs to carry the project through 2009.

There's one other caveat. We have to name the publication D&D for Dummies.

Oh well, you can't have everything.

~Sham, Quixotic Referee