|
1 The Internet Home for Independent Role-Playing Games |
|
2 [1]The [2]About the Forge | [3]Support The Forge | [4]Articles | |
|
3 Forge [5]Reviews | [6]Resource Library | [7]Forums |
|
4 |
|
5 |
|
6 A Hard Look at Dungeons and Dragons |
|
7 by [8]Ron Edwards |
|
8 |
|
9 It's time to set aside long-established habits of thought regarding the |
|
10 various versions or even conceivably separate games that go by this |
|
11 name. In the culture of gaming, it's quite the thing to diss D&D, or to |
|
12 toss it backhanded praise like, "Well, it was first, but ...", in order |
|
13 to establish some sort of personal cachet as a real grown-up gamer. |
|
14 Enough, already. What the hell was it, anyway? |
|
15 |
|
16 The following ideas were mainly worked out, for me anyway, on two |
|
17 threads on the Forge: [9]Dungeons & Dragons history - help wanted and |
|
18 [10]Precursors to AD&D2. I am especially indebted to Christopher Pramas, |
|
19 M. J. Young, Julie Stauffer, Paul Czege, and Maurice Forrester, as well |
|
20 as to readers Clinton R. Nixon, Rob MacDougall, Grant Gigee, and Peter |
|
21 Adkison. |
|
22 |
|
23 This essay is limited to the period from the early 1970s to the early |
|
24 1980s. Two later periods deserve analysis and essays of their own: the |
|
25 first, from the mid-1980s to the late-1990s, might best be described as |
|
26 "The corporate bear-trap," and the second, about 1999 to the present, as |
|
27 "Frankenstein's lightning-bolt." Most of these discussions concern |
|
28 economics of the role-playing hobby and are best left until my essay |
|
29 about role-playing business and marketing is available. |
|
30 |
|
31 Textual history |
|
32 The following is much less detailed or explanatory than many accounts of |
|
33 these developments available on the internet. My goal is not to provide |
|
34 the Real & Complete Official History, but rather to make a specific |
|
35 point about the origins of role-playing as a hobby. The point is that |
|
36 modern references to earlier "editions" or "Basic/Advanced" versions of |
|
37 Dungeons & Dragons are extremely misleading. There was no "first |
|
38 edition." There is no single "old D&D." |
|
39 |
|
40 Texts do not equal play, and the origins of role-playing and the origins |
|
41 of D&D are two separate things. No one seems to be able to discuss the |
|
42 history in modulated tones, but I know what I think - that Dave Arneson |
|
43 and a variety of other wargame hobbyists around the country had found |
|
44 that people liked playing characters in the wargaming-worlds, and they |
|
45 even enjoyed the development of those characters through adventures. |
|
46 Chainmail (1971, by Gary Gygax & Jeff Perren) was not a role-playing |
|
47 game. In my view, Arneson (and as I say, he was not unique in the |
|
48 activity) found a system to conduct this new imaginative activity, and |
|
49 Chainmail just happened to be it. His experiences are summarized to some |
|
50 extent in The First Fantasy Campaign (see also the [11]Castle Blackmoor |
|
51 website and associated links). |
|
52 |
|
53 Chainmail's second and third editions contained supplemental |
|
54 fantasy-setting rules, as well as alternate rules that show similarities |
|
55 to later D&D rules. However, the most memorable published result of the |
|
56 Arneson-Gygax hobby crossover appeared at GenCon, 1974, in a |
|
57 thousand-copy print run, as Dungeons & Dragons, 1974, by Gary Gygax and |
|
58 Dave Arneson. It consisted of three roughly digest-sized brown pamphlets |
|
59 in a deepish brown box with white labels. (People are often confused |
|
60 because a very-nearly identical product, marked with "Original |
|
61 Collector's Edition," was released in 1978 in a white cardboard box, |
|
62 hence the mistaken name "white box D&D" to refer to the 1974 product.) |
|
63 |
|
64 Word about this "new game" spread mainly through hobby store culture and |
|
65 the usual mysterious pop-culture grapevine that seems to require no |
|
66 medium but aether. A larger culture began to develop as well, within |
|
67 certain societal strictures. Wargaming was already a favored hobby among |
|
68 American enlisted men, and many Army bases developed long-running D&D |
|
69 games. Also, APAs (a kind of fanzine that operated like a modern |
|
70 internet forum) began to appear, such as Alarums & Excursions and The |
|
71 Wild Hunt. People were meeting, talking, comparing, and theorizing about |
|
72 play. |
|
73 |
|
74 One unifying or at least visible factor was tournament play; this new |
|
75 (or new-ish) activity was called "fantasy wargaming," after all, and had |
|
76 first been released and understood as a modification of wargaming. So |
|
77 tournaments were held, and people ran characters in squads against |
|
78 referee-directed dangers. Imagine, if you will, fifty tables of eight |
|
79 players apiece, each one presided over by a single referee. At the end |
|
80 of the set time period, who had survived? Which group had collected the |
|
81 most treasure? Which had killed the most opponents, and how tough were |
|
82 those opponents? If this all sounds odd to the modern role-player, |
|
83 you'll have to put up with knowing, patronizing looks from us old guys. |
|
84 Where do you think Experience Points came from, anyway? |
|
85 |
|
86 As the culture spread and developed, secondary texts began to appear. |
|
87 Many, many rules and play ideas proliferated in TSR's magazine The |
|
88 Dragon, renamed from its precursor The Strategic Review. A company |
|
89 called the Judges Guild, associated mainly with the tournament scene, |
|
90 published a slew of adventure modules and other support material largely |
|
91 taken from tournaments. The RPGA became active, including their magazine |
|
92 Polyhedron. Dave Hargrave published the first of a nine-volume series of |
|
93 supplements beginning with the Arduin Grimoire, introducing such things |
|
94 as barbarians and critical hits. I cannot over-stress the impact of |
|
95 these publications on the text-hungry culture. These became the texts of |
|
96 play, far more so than any "rules-set" that anyone could actually pick |
|
97 up and read. Soon, they operated as constraints (and some say, as raw |
|
98 material) for the eventual rules that would follow. |
|
99 |
|
100 Dungeons & Dragons, 1977 (listed copyright in the text included 1974 |
|
101 and, in later printings, 1979), by Gary Gygax and Dave Arneson, edited |
|
102 by Eric Holmes - a full-sized saddle-stitched blue-cover booklet, |
|
103 contained in a box with a color cover, including chits to be used in |
|
104 place of dice. Significantly, "Advanced Dungeons & Dragons" was already |
|
105 in development by Gygax, and this product was written by Holmes mainly |
|
106 as an intentional introduction and commercial intermediary to the |
|
107 forthcoming text. |
|
108 |
|
109 Speaking of an actual rulebook, as all of this was occurring like |
|
110 wildfire, Gary Gygax's own version of the Dungeons & Dragons book was |
|
111 under way, now referred to as "Advanced." About the sources for this |
|
112 writing, I can (but will not) speculate, but its eventual content |
|
113 clearly deviates from Arneson's play as observed from his |
|
114 later-published The First Fantasy Campaign. Not to put too fine a point |
|
115 on it, Gygax's Simulationist priorities did not blend well with |
|
116 Arneson's goals, which to my possibly biased eyes smack of Narrativism, |
|
117 or with the parallel development of a lively, even fierce competitive |
|
118 Gamist culture. Regarding this new text, Gygax had to deal with the |
|
119 latter as a commercial constraint; the former, frankly, was drowned |
|
120 nearly at birth. Dave Arneson, in the first of very many complex and |
|
121 not-especially pleasant ownership conflicts with the property, was |
|
122 significantly absent from the new version's authorship. |
|
123 |
|
124 The eventual release of the hardback Advanced Dungeons & Dragons in |
|
125 three volumes (Monster Manual, Player's Handbook, and Dungeon Master's |
|
126 Guide) was a very big deal in the hobby culture, not the least because |
|
127 they were sold in places like Waldenbooks instead of Sid's Train Model |
|
128 and Army Miniatures Hobby Shop. It provided a centralized textual |
|
129 authority for play for the first time. However, nothing changed - the |
|
130 local and widely varying standards and procedures for play were |
|
131 established, more coherent competitor games (e.g. Tunnels & Trolls, |
|
132 RuneQuest, DragonQuest, Traveller, The Fantasy Trip) had already |
|
133 appeared, and these books, frankly, simply added to the raw material for |
|
134 the existing role-players. To newcomers, indeed, things were different: |
|
135 here are the books, hence here is the game, and now let's use the book |
|
136 to play. But that came later. |
|
137 |
|
138 Oh, just to be clear about some textual issues: in 1983, a series of |
|
139 boxed sets was released from TSR called "Basic Dungeons & Dragons," |
|
140 which some people mistakenly believe to precede "Advanced Dungeons & |
|
141 Dragons." It was re-released at least once more in later years. This |
|
142 series was written mainly by Tom Moldvay and is best understood to be a |
|
143 completely separate role-playing game. All references to "red-box" and |
|
144 "blue-box" D&D, and similar, should be limited to this game alone. |
|
145 |
|
146 To repeat my point, the concept that Dungeons & Dragons "invented |
|
147 role-playing" is patently false. Rather, D&D was the first publishing |
|
148 epiphenomenon of role-playing as a hobby, intertwined with its |
|
149 development but providing, itself, only raw material, not procedure. It |
|
150 provided the first official role-playing texts, but those texts |
|
151 themselves invented very little; rather they provided patchy stuff that |
|
152 had to be shaped into role-playing at the local level. |
|
153 |
|
154 Following the appearance of further hard-back supplements, and |
|
155 concordant yet further ownership disputes and editorial leadership, |
|
156 further TSR products were mainly Simulationist in nature, most |
|
157 especially Oriental Adventures, The Wilderness Survival Guide, and the |
|
158 Dragonlance adventure modules, culminating in Advanced Dungeons & |
|
159 Dragons Second Edition (AD&D2). The game, and its radically-changed |
|
160 relationship of text to play, had changed so much that it passes out of |
|
161 this essay. |
|
162 |
|
163 Early D&D as hobby culture |
|
164 I think that the available discussions, interesting as they are, about |
|
165 Arneson's and Gygax's relative contributions (a) to the hobby activity |
|
166 and (b) to the actual publication of Dungeons & Dragons is overlooking a |
|
167 crucial issue regarding late 1970s role-playing. Prior to AD&D2, the |
|
168 available texts were reflective, not prescriptive, of actual play. Their |
|
169 content was filtered through authors' priorities which were very |
|
170 diverse. Furthermore, any particular area or group had only piecemeal |
|
171 combinations of the texts. In 1978, one might find a group with |
|
172 Chainmail, ten issues of Dragon, and a copy of the Monster Manual; as |
|
173 well as a group with the 1977 boxed set and three or four volumes of |
|
174 Arduin's Grimoire. No one, or very few people, had all of it, and as I |
|
175 recall anyway, hardly anyone knew much about what books "went" when, or |
|
176 made much distinction between TSR products and anything else. |
|
177 |
|
178 Rob MacDougall stated it best: we are talking about Cargo Cults. |
|
179 Everyone knew about "this new great game." Everyone had on hand a |
|
180 hodgepodge of several texts, which in retrospect seem to me to be almost |
|
181 archeological in their fragmentary, semi-compatible but not-quite, |
|
182 layered-in-time-of-publication nature. Also, although newly-available |
|
183 texts obviously modified local oral traditions, they also arose from |
|
184 them, generating a seething hotbed of how-to-play instructions in print |
|
185 in other locations. Everyone had to shape, socially and procedurally, |
|
186 just what the hell you did such that "role-playing" happened. How did |
|
187 you know it worked? What did you do it for? All of it, from Social |
|
188 Contract right down to Stance, had to be created in the faith that it |
|
189 worked "out there" somewhere, and somehow, some way, it was supposed to |
|
190 work here. |
|
191 |
|
192 So everyone just did it locally. I consider role-playing to have been |
|
193 constructed independently in a vast number of instances across the |
|
194 landscape, sometimes in parallel, sometimes very differently. Over time, |
|
195 further unifications or contact-compromises occurred, whether through |
|
196 tournament standards, military bases, conventions, or APAs, or simply by |
|
197 people meeting when they converged on college campuses. Full unification |
|
198 never occurred. There never existed a single, original D&D. |
|
199 |
|
200 During this time, what was established about role-playing per se? Even |
|
201 if there was no actual, single D&D, the perception that some such thing |
|
202 existed was widespread, and ultimately it became a (partly) |
|
203 self-fulfilling perception. So what was it? |
|
204 |
|
205 * Players fell into categories of the team member, the rules-lawyer, |
|
206 and the advancer/powergamer. |
|
207 * Character creation was conceptually locked into the Column A, Column |
|
208 B method of Class + Race, to the extent that different combinations |
|
209 were playing by almost-completely different rules sets. |
|
210 * Character behavior fell into two categories - (1) Strict |
|
211 alignment-based parameters, taken essentially as Social Contract for |
|
212 any and all play of characters; and (2) complete laissez-faire based |
|
213 on metagame priorities of the moment, using alignment, if at all, |
|
214 merely for Color. |
|
215 * The process of long-term play focused on the Gamble to start, |
|
216 evolving into Crunch-heavy play as character effectiveness and |
|
217 survival-probabilities increased, and eventually into a Powergamer |
|
218 phase. |
|
219 * A certain degree of rules-customizing was forced to be standard, |
|
220 particularly regarding magic systems and anything else pertaining to |
|
221 fantastical elements. |
|
222 |
|
223 What happened to the subject matter, which is to say, the Explorative |
|
224 content? |
|
225 "D&D fantasy" became an actual genre of pop culture, later to be |
|
226 reflected in actual bookstore-book fantasy. It's often characterized as |
|
227 high fantasy, epic fantasy, or Tolkienesque fantasy, but it is, was, and |
|
228 is only composed of D&D. My articles [12]Fantasy Heartbreakers and |
|
229 [13]More Fantasy Heartbreakers address some of the resulting effects on |
|
230 role-playing game design. |
|
231 |
|
232 One cannot properly say "D&D does this," or that a game "plays like |
|
233 D&D," without specifying exactly which D&D one means. It's likely that |
|
234 what's being referenced is far more based on local practices and |
|
235 interpretations than on any actual game text. |
|
236 An astounding diversity existed regarding role-playing goals and |
|
237 practices all the way from the very beginning of the hobby. It's badly |
|
238 mistaken to characterize early role-playing as Gamist, based on the |
|
239 texts alone. |
|
240 |
|
241 What characterized specifically-Gamist role-player culture, arising from |
|
242 this subcultural cauldron? |
|
243 |
|
244 * Arguing about "what happened" or "what would happen" became |
|
245 entrenched into play, such that rules-agreements, rules-debriefing |
|
246 or fairness-negotiating was part and parcel of characters moving |
|
247 around in the imaginary space. |
|
248 * Calvinball tactics were therefore entrenched as well, leading much |
|
249 play straight into the Hard Core. |
|
250 * Role-playing as a hobby became socially isolated, a venue for people |
|
251 who were unsuccessful at socializing in other activities rather than |
|
252 one of many activities. |
|
253 |
|
254 No wonder people either idealize or vilify their youthful experiences |
|
255 playing D&D. On the one hand, it was you and your best-est friends, |
|
256 working something out together and arriving at (quite possibly) your |
|
257 first-ever Social Contract with other people, completely isolated from |
|
258 adults-approved activities. In other words, you remember it fondly not |
|
259 because the game itself was good, but because it wasn't - you remember |
|
260 your repair of it at the Step On Up and Challenge levels, and the good |
|
261 moments, however common or few they were, were all triumphs. |
|
262 |
|
263 On the other hand, it may have been a horrific degeneration into the |
|
264 worst moments of social breakdown, on a par with any other form of |
|
265 social abuse, and consequently it's reserved in the cellars of your mind |
|
266 with being beaten up in locker rooms, confronted by older kids on the |
|
267 way home from school, or humiliated by siblings. |
|
268 |
|
269 Hip to geek |
|
270 The following is strictly a personal reflection from my own experiences |
|
271 of late 1970s and early-1980s role-playing, as a hobby culture. I was |
|
272 13-14 years old in 1977-79 when I discovered the hobby, and through the |
|
273 age of, roughly, sixteen, I battered my head against (A)D&D in a variety |
|
274 of groups. They fell into the following categories: |
|
275 |
|
276 * Mainly older people with a sprinkling of teens who tried to do adult |
|
277 things as much as possible. The adults were usually Army guys, with |
|
278 some hip types who ran kids' groups or community-course programs. |
|
279 The latter ran some damn good games, as I recall. |
|
280 * Fellow teens - these get-togethers were often the least satisfying, |
|
281 on the one hand due to individuals who owned "special" rules that no |
|
282 one else did (brrrr ... what one guy armed with an Arduin Grimoire |
|
283 can do to a Social Contract ...), and on the other because of the |
|
284 perfectly reasonable assessment by many that the textual game itself |
|
285 wasn't particularly fun. |
|
286 * I also knew of several college groups during this time, up through |
|
287 the early 1980s, mainly playing RuneQuest. I burned with jealousy |
|
288 and desperately wanted to be in college and to play with folks like |
|
289 that. |
|
290 |
|
291 Significantly, many groups, even the teen ones, included women in their |
|
292 late twenties who were interested in role-playing and not at all |
|
293 concerned about the propriety of hanging out with boys ten years |
|
294 younger. This was the late 1970s, after all. I remember quite a few such |
|
295 individuals. |
|
296 |
|
297 By 1983, things had changed drastically; in some ways, it mirrored a |
|
298 general subcultural shift across the entire country (see the film Boogie |
|
299 Nights if you didn't live through it). I'd realized that D&D had become |
|
300 a "pube" activity, meaning 10-13-year-olds exclusively, most of whom |
|
301 played once and then walked. |
|
302 |
|
303 The content resembled video games of the time: lives, levels, and |
|
304 skyrocketing success scores, with no real loss at all. It was utterly |
|
305 divorced from fantasy or mythic literature, and the comics and fantasy |
|
306 authors of the day disavowed the hobby en masse. Successful play became |
|
307 more and more a matter of who could break the game fastest, and the |
|
308 social gamer became more and more consistently the social-outcast gamer. |
|
309 Gaming communities weren't an edifying bunch, actually; they'd been |
|
310 transformed socially and procedurally by the Cargo Cult context into a |
|
311 rabidly-abusive, nitpicky bunch, in which the Social Contract actually |
|
312 included making others upset. |
|
313 |
|
314 It had lost its cool factor entirely, just in time for me to go to |
|
315 college in the fall of that year. The aforementioned Willing Female |
|
316 Factor had vanished like smoke, and, my priorities firmly in place, I |
|
317 swore off the hobby. The oath didn't last long, of course. I did find a |
|
318 lot of people to role-play with, including women my own age, but always |
|
319 on the basis that we "weren't like those gamers." Conversations about |
|
320 role-playing ceased instantly if anyone nearby evinced interest in D&D. |
|
321 We played Champions and Stormbringer, and looked forward to the buzz of |
|
322 GURPS. |
|
323 |
|
324 Conclusion |
|
325 The honeymoon was over long ago. Even in terms of this first phase of |
|
326 D&D history alone, I suggest that we all would do well to recognize that |
|
327 role-playing as an activity did not stem from a single game text, or |
|
328 most importantly, from a single most-common mode or priority of play. |
|
329 Judgments aren't the issue; whether all this was a good or bad thing is |
|
330 completely beside the point. What matters are the consequences of this |
|
331 recognition, including: |
|
332 |
|
333 * No one role-playing technique may be cited as "the original" way. |
|
334 * No single combination of rules and presentation formats may be |
|
335 considered archetypal. |
|
336 * "D&D" as a term cannot be taken to indicate any particular form of |
|
337 play, especially in reference to the origins of the hobby. |
|
338 |
|
339 I don't know whether I'll ever get to further discussion of the history |
|
340 of D&D; in many ways, it's out of my sphere of interest except in |
|
341 strictly marketing and industry terms, and I don't have much personal |
|
342 history either as player or professional to draw upon. |
|
343 The Forge created and administrated by [14]Clinton R. Nixon and [15]Ron |
|
344 Edwards. |
|
345 All articles, reviews, and posts on this site are copyright their |
|
346 designated author. |
|
347 |
|
348 References |
|
349 |
|
350 Visible links |
|
351 1. file:/// |
|
352 2. file:///about/ |
|
353 3. file:///donate.php |
|
354 4. file:///articles/ |
|
355 5. file:///reviews/ |
|
356 6. file:///resources/ |
|
357 7. file:/// |
|
358 8. mailto:sorcerer@sorcerer-rpg.com |
|
359 9. http://www.indie-rpgs.com/viewtopic.php?t=4983 |
|
360 10. http://www.indie-rpgs.com/viewtopic.php?t=4991 |
|
361 11. http://www.blackmoor.com/ |
|
362 12. http://www.indie-rpgs.com/articles/9/ |
|
363 13. http://www.indie-rpgs.com/articles/10/ |
|
364 14. mailto:webmaster@indie-rpgs.com |
|
365 15. mailto:sorcerer@sorcerer-rpg.com |