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Dungeons & Dragons | - | Dragon magazine | - | The Dragon #7 |
The most frequently asked question at seminars
which I have given
on DUNGEONS
& DRAGONS is: “How did the game originate?”.
Because of the frequency of this question,
and the involved nature of the reply required, I thought it a good idea
to once again put it in writing.
The Forward in DUNGEONS
& DRAGONS contains most of
what follows, but I will go into greater
detail here.
When the International Federation of Wargaming
was at its peak,
it contained many special interest groups.
I founded one of these, the
“Castle & Crusade Society”. All members
of this sub-group were
interested in things medieval and I began
publishing a magazine for
them entitled Domesday Book. In
an early issue, I drew up a map of the
“Great Kingdon”. Members of the society
could then establish their
holdings on the map, and we planned to
sponsor campaign-type gaming
at some point. Dave Arneson was a member
of the C&C Society,
and he established a barony, Blackmoor,
to the northeast of the map,
just above the Great Kingdom. He began
a local medieval campaign for
the Twin Cities gamers and used this area.
The medieval rules, CHAINMAIL (Gygax and
Perren) were published
in Domesday Book prior to publication by
Guidon Games. Of
course, they were in a less developed state,
and were only for a 1:20 figure
scale. Between the time they appeared in
Domesday
Book and their
publication by Guidon Games, I revised
and expanded the rules for
1:20 and added 1:1 scale games, jousting,
and fantasy. Rob Kuntz and I
had acquired a large number of 40mm figures,
and many of them were
so heroic looking that it seemed a good
idea to play some games which
would reflect the action of the great swords
and sorcery yarns. So I devised
such rules, and the Lake Geneva Tactical
Studies Association proceeded
to play-test them. When the whole appeared
as CHAINMAIL,
Dave began using the fantasy rules for
his campaign, and he reported a
number of these actions to the C&C
Society by way of articles.
I thought that this usage was quite interesting,
and a few months
later when Dave came down to visit me we
played a game of his amended
CHAINMAIL fantasy campaign. Dave had taken
the man-to-man
and fantasy rules and modified them for
his campaign. Players began
as Heroes or Wizards. With sufficient success
they could become Superheroes.
In a similar fashion, Wizards could become
more powerful.
Additionally, he had added equipment for
players to purchase and expanded
the characters descriptions considerably
— even adding several
new monsters to the rather short CHAINMAIL
line-up.
The idea of measured progression (experience
points) and the addition
of games taking place in a dungeon maze
struck me as being very
desireable. However, that did not really
fit in the framework of
CHAINMAIL. I asked Dave to please send
me his rules additions, for I
thought a whole new system should be developed.
A few weeks after his
visit I received 18 or so handwritten pages
of rules and notes pertaining
to his campaign, and I immediately began
work on a brand new manuscript.
“Greyhawk” campaign started —the first
D&D campaign!
About three weeks later, I had some 100
typewritten pages, and we
began serious play-testing in Lake Geneva,
while copies were sent to the
Twin Cities and to several other groups
for comment. DUNGEONS
& DRAGONS had been born. Its final
form came over a year later and
consisted of nearly 300 manuscript pages
which I wrote during the wee
hours of many a morning and on weekends.
The first D&D (as opposed to variant
CHAINMAIL) dungeon adventurers
were: Ernie Gygax, Don Kaye, Rob Kuntz
and Terry Kuntz.
They were soon joined by Don Arndt, Brian
Blume, Tom Champeny,
Bill Corey, Bob Dale, Mary Dale, Chip Mornard,
Mike Mornard, and
Tim Wilson. All of these gamers — as well
as the other play-testers —
contributed to the final form of the game.
There were then three character classes,
with players beginning at
first level (rather than as 4th level Hero-types
or relatively powerful
Wizards), and each level was given a heroic
or otherwise descriptive
name. The actions that they could follow
were outlined. Spells were expanded.
The list of monsters was broadened again,
and a complete listing
of magical items and treasures was given.
The reaction to the manuscript
was instant enthusiasm. DUNGEONS &
DRAGONS differed
considerably from Dave’s “Blackmoor” campaign,
just as the latter
differed from CHAINMAIL: but, based on
the reception given to the
game by the others testing it, he had to
agree that it was acceptable. Although D&D was not Dave’s game system
by any form or measure, he
was given co-billing as author for his
valuable idea kernels. He complained
bitterly that the game wasn’t right, but
the other readers/players
loved it. In fact, the fellows playing
the manuscript version were so
enthusiastic that they demanded publication
of the rules as soon as possible.
Thus, D&D was released long before
I was satisfied that it was actually
ready. I am not sorry that we decided to
publish then instead of
later, even though I’ve often been taken
to task about it since, and I
hope all of you feel the same way too.
You can, however, rest assured
that work on a complete revision of the
game is in progress, and I
promise a far better product.