Showing posts with label dave arneson. Show all posts
Showing posts with label dave arneson. Show all posts

Friday, 26 January 2024

Happy 50th Birthday to DUNGEONS & DRAGONS, and the tabletop roleplaying genre

Dungeons & Dragons turns 50 years old today, or at least today-ish. The first few copies of the original release of the game hit the wild in late January and early February 1974, although the ad hoc nature of the game's development and release means there's always been ambiguity over the precise date.

D&D was co-developed by Gary Gygax and Dave Arneson, two wargamers from Wisconsin. Since the 1960s they'd been playing and designing wargames, starting off in traditional arenas like Civil War and Napoleonic War games, as well as naval titles (including their first co-designed game, Don't Give Up the Ship!). By the end of the decade they had developed an interest in fantasy fiction, with Gygax particularly driven by his love of the works of Jack Vance, Fritz Leiber, Poul Anderson, Michael Moorcock and Robert E. Howard. Arneson and some of their friends were also fans of The Lord of the Rings, which had recently blown up big time (Gygax was cooler on Rings, which he considered boring, preferring the shorter, more focused adventuring of The Hobbit).

Merging fantasy with wargaming seemed an obvious move, and as early as the late 1960s Gygax was organising a play-by-mail campaign set in a fantasy land called "the Great Kingdom." However, assembling a large army of elves, orcs and goblins was difficult, forcing players to substitute models of, say, French line infantry or Prussian hussars. In 1971 Gygax and Jeff Perren collaborated to create a wargame, which they named Chainmail. Drawing on 1968 wargame Siege of Bodenburg for inspiration, the game focused on medieval battles but also had a "fantasy supplement" with rules on incorporating elves, dwarves and magic into the game.

Arneson was a fan of Chainmail but had also been working on a fantasy variation of Braunstein, an experimental rules system allowing for the control of individual characters on the battlefield. As he developed the project, Arneson added elements including character classes and levels, experience points and armour class, as well as a background setting, which he called "Blackmoor." Arneson invited Gygax to play the game and Gygax immediately saw the potential for it. He developed many of the ideas in greater detail and play-tested the first variations at home with his wife and children. He and Arneson agreed to develop the game as a commercial project; according to legend, Gygax's then-two-year-old daughter picked the title "Dungeons & Dragons" from a list Gygax had been mulling over.

The original Dungeons & Dragons "white box" set from January 1974.

Arneson and Gygax set up the company Tactical Studies Rules (TSR) in October 1973 to handle the project. Their budget for the project was just $2,000 (about $12,450 in today's money), with only around $100 budgeted for artwork. With the budget limited, they were only able to print 1,000 copies, which they sold through local conventions and mail order ads in magazines and fanzines. Arneson and Gygax did not expect big success, but all 1,000 copies were sold within a few months and they rushed through a reprint; more than 3,000 copies were sold in 1975.

To Gygax and Arneson's surprise, they quickly had interest from overseas. In mid-1975 they were contacted by Ian Livingstone and Steven Jackson, who had set up a London-based company called Games Workshop, which was designing boards for popular games like Backgammon and Go. GW became the exclusive European importer of Dungeons & Dragons, which drove the success of both companies. GW later invested in miniatures, co-founding Citadel Miniatures in 1978 and developing a generic line of high-quality (for the time) fantasy figures for use with D&D and other fantasy games like Runequest and Middle-earth Roleplaying. When Games Workshop lost the exclusive distribution licence for D&D, they decided to create their own tabletop wargame using their fantasy figures...although that is a different story.

The popularity of D&D rapidly grew. Arneson and Gygax published several supplements and expanded TSR, launching a tie-in magazine (called The Dragon, later shorted to Dragon) and incorporating new rules and ideas. Notably, D&D did not launch with an established setting or world, instead encouraging Dungeon Masters to create their own world. Gygax and Arneson eventually detailed their home campaign worlds, named the World of Greyhawk and Blackmoor respectively, for supplements, but these remained optional.

The encouragement was well-taken, however, with a young Canadian teenager named Ed Greenwood converting a world he'd created as a little kid for short stories into a D&D campaign world, which he dubbed Forgotten Realms, and started writing Dragon articles in the setting. A very young British writer, Charles Stross, was also encouraged to create his own monsters, "borrowing" the name "githyanki" from an obscure novel called Dying of the Light (by an ultra-obscure writer called George R.R. Martin) for a memorable species for the Fiend Folio tome. Meanwhile, a writer in South Carolina called Oliver Rigney, Jr. agreed to run D&D campaigns for his young stepson and started pondering his own ideas for a fantasy world. In California, the Abrams Brothers were inspired to create their own D&D world, which they called Midkemia. They quickly moved beyond D&D to other rules systems and developed the world further; when a friend from university called Ray Feist asked if he could write a novel called Magician based on the same world, they said okay. Over in the UK a press officer working for a nuclear power plant, named T. Pratchett, invited his co-workers to a D&D night at the local pub and was dismayed when they went totally off the rails and trashed the campaign; he was at least satisfied with one of his creations for the game, an ambulatory chest which ran around on tons of little legs, carrying the adventurers' gear.

Up north in Canada, two archaeology students started playing a D&D game. They quickly tired of the focus on killing monsters and looting their stuff, but became intrigued by applying archaeological principles to the game: who are the monsters, who built these dungeons, and what history led to these events? In 1986 they switched their gaming to the newly-released GURPS system and developed what became known as the Malazan world, with Ian Esslemont penning the first proto-Malazan novel, Night of Knives in 1986 and Steve Lundin (aka Steven Erikson) writing a film script in the same world called Gardens of the Moon; with zero interest from Hollywood he redeveloped it into a novel in 1991, and the rest was, as they say, history.

The AD&D Player's Handbook, 1st Edition, 1978.

Back in the late 1970s, Arneson was not hugely interested in working in a corporate environment and bailed on the game, instead happy to collect his royalties as the game's success began to explode exponentially. This irked Gygax, who continued to work in the trenches of game development, writing and making new business deals. According to some theories, Gygax began development of a new D&D derivative which Arneson which would not be involved in, allowing Gygax to claim sole copyright (and thus royalties) over. This resulted in Advanced Dungeons & Dragons, aka D&D 1st Edition, which appeared in 1978. Arneson's lawyers were unhappy with Gygax's argument, and later legal deals were settled in both parties' favour. However, the existence of "Advanced" D&D kind of required the continued existence of a "Basic" D&D, which appeared in 1981 (after a prototypical version was tested in 1977). The Basic D&D line eventually became the biggest-selling line of D&D projects, shifting over six million copies.

In 1983, TSR shifted strategies by planning a "multimedia event," one of the first of its kind, with a major new campaign set in a brand new world focusing on dragons. This resulted in the Dragonlance setting, spearheaded by a 16-volume adventure series and a novel trilogy, The Dragonlance Chronicles, by Margaret Weis and Tracy Hickman. The novels became bestsellers, shifting four million copies before the end of the decade. 

In the early 1980s, Gygax decamped to Hollywood to work on a D&D movie and TV show, eventually resulting in the release of a Dungeons & Dragons animated series, but no movie. With Gygax apparently distracted by partying at the Playboy Mansion (as you do), TSR recalled him and manoeuvred him out of the company in 1985.

With Gygax gone, designers felt uncomfortable carrying on using his Greyhawk setting. With Dragonlance featuring many deviations from "core" D&D rules, it was decided to develop a new campaign world. TSR called on Ed Greenwood, who'd been contributing to Dragon Magazine for a decade with articles set in the Forgotten Realms, and bought the setting from him, publishing it in 1987. Tie-in novels also appeared, with the third novel published, The Crystal Shard by R.A. Salvatore (featuring a dark elf protagonist, Drizzt Do'Urden), becoming an immediate big hit. The success of the Realms encouraged a whole slew of new campaign settings, although none became as big as the Realms or the earlier setting: Spelljammer (1989), Dark Sun (1991), Al-Qadim (1992), Planescape (1994) and Birthright (1995).

The 2nd Edition D&D Player's Handbook, 1989.

The 2nd Edition of Dungeons & Dragons launched in 1989, but the game started dropping sales in the early 1990s. D&D had effectively created the entire tabletop roleplaying game industry, resulting in a bunch of other games soon appearing: Empire of the Petal Throne (1975), Boot Hill (1975), Traveller (1977), RuneQuest (1978), Gamma World (1978), Call of Cthulhu (1981), Champions (1981), Star Trek (1982), Palladium (1983), Heroes Unlimited (1984), Paranoia (1984), Doctor Who (1985), Teenage Mutant Ninja Turtles (1985), MechWarrior (1985), Robotech (1986), GURPS (1986), Star Wars (1987), Cyberpunk (1988) and Shadowrun (1989), among many others.

Hugely important was Vampire: The Masquerade, which appeared in 1991. With a streamlined rules system and a cool setting with a ton of deep lore, the game quickly became hugely popular, eclipsing D&D in sales. Weird Western Deadlands, which launched in 1996, was also hugely successful in a similar vein. D&D was increasingly seen as old-fashioned and old-hat, with its rules system feeling archaic (with many core features largely unchanged since 1974, despite three distinct versions of the game having existed) and its overwhelming focus on combat over the social side of roleplaying feeling dated. Unbeknown to fans and players, TSR was also in financial trouble, trouble that continued to expand through bizarre business decisions and the policy of creating more product to push through publishers to create churn, even though the products were not selling.

In 1997 TSR effectively collapsed and had to be rescued by Seattle-based Wizards of the Coast, the company founded just a few years earlier to sell the Magic: The Gathering card game. Magic: The Gathering was a colossal, ludicrous sales success and it was easily able to buy TSR and settle its immense debts. Goodwill towards D&D was starting to build again, thanks to the success of the tie-in video games from BioWare and Black Isle Studios, including Baldur's Gate (1998), Planescape: Torment (1999) and Icewind Dale (2000), along with the various sequels. Wizards of the Coast released Dungeons & Dragons 3rd Edition in 2000 to immediate success and acclaim, reasserting the game's position as the market-leading roleplaying game. The d20 rules system pioneered by 3E soon spawned a whole host of other games.

The D&D 3rd Edition Player's Handbook (2000), the first recognisably "modern" iteration of the game.

However, 3rd Edition lacked the long tail of earlier versions of the game, something the release of a "3.5 Edition" in 2003 seemed to exacerbate rather than solve (fans angered by the release of new rulebooks barely three years after the last). Faced with dwindling sales, WotC released the 4th Edition of the game years ahead of schedule in 2008, but the game saw a huge move away from D&D's original rules, resulting in a lot more anger from fans. Many decamped to rival fantasy game Pathfinder, established in 2009 and carrying on the 3rd Edition line of rules. D&D went through a nadir of sales and popularity in the early 2010s, with WotC rumoured to be considering cancelling the game outright. The 5th Edition, released in 2014, was a big improvement, at least in the eyes of the game-buying public, and livestreams of games over the Internet (particularly the Critical Role webseries) soon triggered high sales. The game also got a boost from the major role it played in Netflix series Stranger Things (2016-present). 5th Edition's sales became the healthiest seen for the game since the early 1980s. A revision of 5th Edition is due for release later this year.

It's not always been plain sailing. WotC have been criticised in recent years for ambiguity over AI artwork, trying to cancel the Open Game Licence (allowing third parties to produce compatible material) and a lacklustre approach to D&D's heritage, with very few novels or decent setting material being published. An overzealous approach to copyright protection (resulting in private detectives storming a YouTuber's house after he received a product before its review date) has also proven controversial.

In its fifty years on sale, D&D has shifted around 20 million core rulebooks and sourcebooks, over 100 million spin-off novels and around 30 million video games. A minimum of 50 million people are believed to have played D&D. It spawned the entire tabletop roleplaying industry and played a key role in the development of video games. At least dozens and likely hundreds (maybe even thousands) of published fantasy authors have played the game. Its impact on fantasy, especially secondary world, epic fantasy, might be second only to that of The Lord of the Rings. Hopefully it can enjoy at least fifty more years of success.

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Friday, 4 September 2015

A History of Epic Fantasy - Part 7

For many writers of epic fantasy, the primary reference point is J.R.R. Tolkien and The Lord of the Rings. However, in the 1970s another way of enjoying fantastic fiction arose. This was in the form of roleplaying, pen-and-paper games that allowed players to create characters and take part in narrative adventures of their own.



Roleplaying can be defined as a meeting of spontaneous improvisation - where people have to play a character and react to rapidly changing situations as their character would, not themselves - and board games. Americans Gary Gygax (b. 1939) and David Arneson (b. 1947) were avid players of board games and wargames, elaborate recreations of historical battles using miniature figures. The two gamers met in 1969 at the second Gen Con gaming convention in Lake Geneva, Wisconsin. Their shared love of naval combat games led to them creating their own naval wargame, Don't Give Up the Ship!

The two gamers were still working with miniatures but were slowly moving towards what would become the more familiar form of roleplaying. Arneson had created a board game without a (permanent) board called Blackmoor, in which the players created characters who used medieval technology in a fictional realm, initially highly fantastical but then drawing on science fiction ideas. In 1971 Gygax had created a miniature game called Chainmail which recreated medieval combat and featured rules for armour and weapons. He also produced a fantasy supplement, which added monsters, elves and a small number of magical spells.

In 1972 the two designers met again and compared notes. Gygax saw the appeal of welding miniatures-style combat rules to Arenson's free-flowing Blackmoor idea and experimented with this himself, beginning a series of nascent roleplaying adventures in a land called Greyhawk. Seeing the potential, they collaborated on a rule set. This became the very first edition of Dungeons and Dragons, released in January 1974.

In D&D, players create characters who belong to one of several races (humans, elves, dwarves, gnomes and halflings are the standard races; optional rules allow players to control everything from fairies to dragons) and who also play one of several classes or occupations (warrior, barbarian, monk, paladin, wizard, priest, druid and bard are among the most typical classes). The players then have to roleplay their characters, explaining how and why they have joined forces to form a party of adventurers. Another player, the Dungeon Master, then runs the adventure, describing the scenery and adversaries the party has to face and playing all of the other parts in the game. In return for achieving successes, the players gain experience points and can "level up", gaining additional abilities and bonuses to attack and defence. There is no board, with the players and DM instead describing what is happening orally and the game being dependent on communication. Early D&D focused on exploring underground dungeons and ruined castles in search of treasure. However, the game rapidly expanded to include adventures in cities, on the high seas and everywhere players could conceive of.

The generic fantasy backdrop to D&D is often said to have been ripped off from Tolkien. However, Gygax always denied this. Although he'd been a fan of The Hobbit and had included halflings in the game as tip of the hat to it, he disliked Lord of the Rings. Instead, he drew on other sources such as Fritz Leiber (whose Lankhmar setting Gygax later licensed as a D&D setting; he paid Leiber so much money for it that Leiber was able to live off the deal for several years) and, most notably, Jack Vance. D&D's magic system is in fact pretty much identical to that in the Dying Earth series of novels, even down to some of the spell names. Other writers such as Robert E. Howard were cited as inspirations.



Gygax as depicted in Futurama.

A modest success at first, D&D exploded into a wider form of popularity with the release of Advanced Dungeons and Dragons in 1977, which dispensed with the previous box set design and emphasised play using just the rulebooks and dice, with no miniatures necessary (although optional rules for their use remained). The game was rebooted with new editions in 1989, 2000, 2008 and 2014. As of last year, Hasbro (the current owners of the game) had estimated that a conservative minimum of 20 million people had played D&D and the game had sold more than $1 billion worth of materials.

Other roleplaying games followed, such as Marc Miller's  Traveller (1977), Steve Perrin's RuneQuest (1978) and Superworld (1983), Steve Jackson's GURPS (1986), Mike Pondsmith's Cyberpunk (1988), and a series of highly influential RPGs from Jordan Weisman: MechWarrior (1986), Shadowrun (1989) and Earthdawn (1992). There was also the Star Wars title from West End Games (1987) which was important in establishing the now-defunct Expanded Universe and pinning down names and terminology for a lot of the worlds, races and technology in the setting. However, Dungeons and Dragons remained by far the biggest of them all.


The impact of D&D on fantasy was notable. Studying at San Diego University in the late 1970s, Raymond E. Feist was introduced to the game by his friends. Unimpressed with the existing rules and settings, they began changing things around and developing their own setting. Steve Abrams did a lot of work in the creation of this world, which was dubbed Midkemia. In 1977 Feist asked if he could try writing a novel set in that world, to which his colleagues agreed. This became the seminal novel Magician, eventually published in 1982.


In 1981 two young Canadians named Steve Lundin and Ian Esslemont started playing a game of D&D with a group of friends and began developing their own fantasy world. However, they found the rules limiting and became more interested in narrative roleplay, focusing on tragedy rather than heroism. The release of GURPS (Generic Universal Role Playing System) in 1986, which encouraged a more freeform style of play, saw them add a lot of weight and colour to their world. Shortly afterwards Esslemont wrote very early versions of novels he called Night of Knives and Return of the Crimson Guard (published, after many delays, in 2004 and 2008 respectively). Around the same time Lundin wrote a film script he called Gardens of the Moon. Unable to interest anyone in it, he re-tooled the script as a novel in 1991; eventually (under the pen-name Steven Erikson) it was released in 1999 as the first volume of The Malazan Book of the Fallen.


Even more established writers got in on the act. In the late 1970s a writer named James Oliver Rigney started running games of D&D for his stepson Will. Shortly afterwards he was contracted to write a series of new Conan novels under the pen-name Robert Jordan. He was also just beginning to come up with an idea about a fantasy world where only women could use magic and where magic had a precise set of guiding rules, much like the D&D magic system. The influnce of D&D on The Wheel of Time is debatable (Jordan never cited it as a major inspiration), but it is interesting that the biggest epic fantasy author after Tolkien (so far) at least dabbled with the game.

Around this time George R.R. Martin, recently moved to Santa Fe, New Mexico, discovered roleplaying. He enjoyed it as a pastime, but it didn't really grab his attention until he was given a copy of Superworld in 1983, which allowed the players to become superheroes. Martin soon began running an epic adventure for his players and collaborators. After a couple of years of focusing on the game rather than his novel-writing career (which had stalled with the failure of The Armageddon Rag), Martin hit on the idea of using the game as a source for fiction. The result was the Wild Cards anthology series, which began in 1987 and is still running today.

Dungeons and Dragons itself did not initially inspire much in the way of fiction directly based on it, despite the release of several different campaign worlds or settings for the game. The first proper D&D novel was Quag Keep (1979), written by none other than the highly-regarded Andre Norton, but fiction deriving directly from the game was not particularly successful until 1984. In that year Margaret Weis and Tracy Hickman released Dragons of Autumn Twilight, the first novel in The Dragonlance Chronicles, which went on to become one of the biggest-selling epic fantasy series of all time. In 1988 R.A. Salvatore released the Forgotten Realms novel The Crystal Shard, the first novel featuring his dark elf hero Drizzt Do'Urden, a series which went on to be even bigger and more successful.

Dungeons and Dragons had a big impact on the field of fantasy. It consolidated a lot of ideas (some previously originating with Tolkien and other authors) that would become important in the subgenre as it developed, such as worldbuilding, magic, the various races and the idea of a "party" of disparate individuals coming together for a common cause, as well as both inspiring epic fantasy authors and, through its spin-off novels, directly starting the careers of numerous others.

But the modern fantasy genre hadn't quite come into being yet. The groundwork for that was laid at the very end of 1976 when a successful science fiction author and editor named Lester del Rey established a new imprint for Ballantine Books and started looking for authors to kick the line off memorably.

Wednesday, 8 April 2009

Dave Arneson has passed away

Last year we lost Gary Gygax, co-creator of Dungeons and Dragons. Sadly, his colleague and co-creator Dave Arneson has also passed away at the too-young age of 61.


Dave Arneson was born in 1947 and took up military wargaming in the early 1960s. During his wargames he took to 'acting out' certain confrontations and scenes, and enjoyed games which deviated from the historical record. By the late 1960s he was working on miniatures games with non-combat objectives and which focused on the players interacting with one another and even working cooperatively. He met Gary Gygax in 1969 at a gaming convention and the two developed a friendship based on their mutual interest in wargames, particularly of the naval variety (they coauthored a naval wargame, Don't Give Up the Ship!, which was published in 1972).

In 1970 Arneson created a game utilising a mash-up of his wargame rules with Gary Gygax's in-development Chainmail system. This game focused on dungeon crawls, combat and experience, and utilised rules for hit points and armour class. The game was named after its setting, Blackmoor, and campaigns in this setting were run for the remainder of Arneson's life. Arneson demonstrated the game to Gygax in late 1971 and they collaborated on expanding the game into a full rules system. With financing from a colleague, Brian Blume, this rules system developed into Dungeons and Dragons, the first version of which was published in 1974. Blackmoor became the first campaign supplement for the setting and was published in 1975. The company they founded became known as TSR and Arneson and Gygax collaborated for the next few years. Unfortunately, Arneson was unhappy that he was not credited for his work on the original D&D when the 1st Edition of the Advanced Dungeons and Dragons game appeared in 1979 and filed a lawsuit against TSR and Gygax to ensure he was properly credited on all later iterations of the game. He later returned to TSR in the mid-1980s but left during the buy-out that also say Gygax leave the company permanently. During this time Blackmoor had become an integral part of the Mystara world setting, but Arneson retained control of it.


Arneson moved into computing and teaching. In the early 2000s, with the advent of the Open Gaming Licence, he published a fresh series of Blackmoor gaming materials based on the 3rd Edition of D&D, and continued to attend roleplaying conventions and events. He passed away last night after an illness, and had previously suffered a stroke in 2002.

This is a sad day for roleplaying. Arneson was a quiet guy whose role in creating D&D has sometimes been overlooked in favour of the far more outspoken and larger-than-life Gygax, but his contribution to the game was absolutely critical, and he remains credited for the game on the latest, 4th edition of the game. Roleplaying designer Monte Cook has a few brief words to say about him here. Certainly the world of roleplaying is a poorer place today.