Showing posts with label Gygax. Show all posts
Showing posts with label Gygax. Show all posts
Thursday, July 27, 2017
Happy Gygax Day!
July 27th was Gary Gygax's birthday, and now it's Gary Gygax Day. I think that's a worthy thing for the RPG community; Gary didn't create RPGs but he was for all intents and purposes the first designer to put a rule set together. And as the face of early TSR he certainly put a personal mark on the young days of the RPG industry.
I don't idolize Gary Gygax like I did when I was 18 and thought the 1e Dungeon Masters Guide was the greatest RPG text ever written. But I have to acknowledge that through that book and his other work he helped shape me, particularly my taste in fantasy books. And I still think of Gary's game as a gold standard for what RPGs can be. I've gotten a lot of nuance - Gary the original DM was also Gary the dictator who put out those infamous editorials in Dragon. He took Dave Arneson's name off of AD&D and the hobby's history overlooks Arneson too readily - when it was Dave who created the roleplaying game. (I recommend his own account of the hobby's dawn.)
But Gary did a great thing: he took that original diamond in the rough of a game and made it something that survived and blossomed into a staple of not just gaming but pop culture as a whole. Hit points, classes, levels, armor class - these ideas are ubiquitous throughout games that have only the faintest resemblance to anything that was even envisioned in 1974. People know what "chaotic evil" means who have never rolled a polyhedron in their lives. He made his stamp in a most unique way and is rightfully remembered for it.
We should remember that Gary Gygax was a character, including the weird FBI dossier description from the 1990s or just the reminisces of his family and friends. He was very much "one of us" - and in his later years he embraced that. Gary got to be an elder statesman of sorts and handled that very well.
And Gary had a unique sense of what made a good module. Keep on the Borderlands, Village of Hommlet, and Tomb of Horrors will always be the classics, even if not everyone loves them.
Millions of people have enjoyed Gary's legacy, and it only grows. So roll a d20 for the old man, soon if not tonight.
Friday, May 5, 2017
The "Formula RPG" and the Open Philosophy
Rob Kuntz recently released a book called Dave Arneson's True Genius. It's a frustrating book, because it's written in specialized language of systems thought and references to a further as-yet-unfinished book. While I can't read the next book yet and don't agree with the systems theory parts, there is an assertion core to the first of its three essays that I want to comment on.
The essay, called "From Vision to Vicissitude: The Rise and Reversal of Dave Arneson's RPG Concept," follows what Kuntz sees as the change from 1974 original D&D with its "Why have us do any more of your imagining for you?" ethos to Gygax's 1978 Dragon Magazine editorials that say "Those who insist on altering the framework should design their own game."
Rob summarizes what he sees as the crucial change (emphasis in original):
Kuntz isn't the first person to make this point. Matt Finch's influential A Quick Primer for Old-School Gaming makes a lot of similar points between an open, discursive style of play, and a closed, rule-bound approach. In practice, though, the idea that there was a "great transition" from an open to a closed game system is a hunt that has no real end. Even a definition as strict as Kuntz's could be improved on; OD&D, after all, is an attempt to systematize the open-ended game that Arneson was running.
But more importantly, what we've seen is that just about any RPG can be run with an open/DIY philosophy. Look at the game Microlite20 – that took the system-bound and rules-heavy 3rd edition of D&D and turned it into an elegant, rules-light game for referees who like the basic mechanic but don't want to be bound by thousands of pages of rules bloat. If that can be done in 3.x D&D, it can certainly be done in first edition AD&D.
Short of converting the game into a board game like the Milton Bradley HeroQuest, I don't honestly think that an RPG can truly be "closed form." The players in B2 Keep on the Borderlands can always kill the monsters in the Caves of Chaos, but they can avoid the Caves and sack the Keep instead, or they can wander off down the road, outside the established map, and the DM is then obliged to answer the question - "What now?"
This is the philosophy that animated the Braunstein games, and the Blackmoor campaign, and that made Dungeons & Dragons such a phenomenon. It allowed "What now?" to be the question, the imperative, and opened up the floodgates of imagination. And it's always been the dirty secret of RPGs that you don't need the book at all. A skilled referee can wing more or less anything if they choose to; the books are there to save you work.
It's particularly ironic that Kuntz chooses first edition AD&D as the incarnation of "Formula RPG", because the grognards who have been running AD&D forever (the "orthodox Gygaxians" if you will) have long been the biggest devotees of the GM as the "absolute and omniscient creators of content" for their individual games. In a sense, Rob is saying here that the Pope was insufficiently Catholic.
When Kuntz presents the idea of the "formula RPG" as a betrayal of the basic RPG idea, he disrespects the long tradition of kitbashing in gaming as a hobby. Indeed, the true genius of Dave Arneson was as a kitbasher, taking ideas that had been present in games like Wesley's Braunstein and the Gygax/Perren Chainmail, and creating in them a synthesis that opened up a much richer type of experience than, I expect, anybody thought would be present at the time. And if you read The First Fantasy Campaign, you will find a surprisingly large amount of matter about the fairly "conventional" wargame campaign that Blackmoor became over time.
Once someone understands the open philosophy - which, rather than a creation of Dave Arneson, I would say is present in at least the 1870s free Kriegsspiel - there is no such thing as a truly "closed" system. The referee simply needs to open it up and ask the players, "What do you do next?" Even a game like HeroQuest could be used in a radically new way, as I'm sure it has been. (If you don't know what a free Kriegsspiel is, I'd suggest reading Playing at the World.)
The truth is that dungeon modules are often treated as parts to be kitbashed. You can take them and use parts that you like in your own dungeon, or take the map and restock it, or reskin the whole thing as a completely different affair. Gus L at Dungeon of Signs frequently looks at ways to use modules outside of their original purpose, and if you spend enough time around the OSR you'll find that this is a normal thing. If you look at the great OSR books that I've pushed over the years, like Carcosa or Red and Pleasant Land or Yoon-Suin or Veins of the Earth, most of them contain a lot of ideas and tools (particularly charts and generators) that can be ripped out and used elsewhere.
Of course, there is gaming that is rote and bland. It is not accidental that I am not an enthusiast for Pathfinder or adventure path type gaming in general. But this is not preordained from the system or the existence of modules; it's just a way that people play. Some people just like dungeon bashing, and there is nothing wrong with that. I have a coworker who loves Pathfinder gaming, and carefully planning his PC, and then setting that up against a mission from a module. It's not my fun, but he clearly enjoys it.
But - the open philosophy that animated the Blackmoor campaign is not "lost" in "all but scattered remains." It is a rich idea that continues to animate games.down to this day. The OSR has done a lot for "sandbox" and open world types of games, and I think Kuntz, long distant from the RPG scene, is simply ignorant of the realities of the games people are playing, because open philosophy in gaming is in no way lost and scattered.
The essay, called "From Vision to Vicissitude: The Rise and Reversal of Dave Arneson's RPG Concept," follows what Kuntz sees as the change from 1974 original D&D with its "Why have us do any more of your imagining for you?" ethos to Gygax's 1978 Dragon Magazine editorials that say "Those who insist on altering the framework should design their own game."
Rob summarizes what he sees as the crucial change (emphasis in original):
Moreover, and in summary, this systemic change moved the previous concept (Arneson's, 1971; and as reiterated by Gygax/Arneson in print, 1974) of DMs as absolute and omniscient creators of content for their individualized systems to a demoted position akin to an administrator of TSR's system-and-premade-adventure interface. The reader should be able to parse the two philosophical extremes by way of comparison alone.To try and unpack this, Kuntz is arguing that the philosophical shift between OD&D (which he labels as "classic" D&D) and AD&D is a philosophical shift from an "open form" to a "closed form" system, where in the former there are endless creative possibilities and in the latter there are only rules and prescriptions for what the referee is to do.
In due course the design tenets/philosophy from the original game, now ignored, faded against an immense and growing foreground of TSR doing the imagining and creating of pre-determined/pre-structured scenarios for the consumer. The sustained promulgation of this disposable and repeatable model caused all but scattered remains of the original RPG philosophy as it was then forming to be lost. This 180 degree reversal abruptly issued in the Formula RPG experience that persists to this very day as a strictly closed form expression; and this was (and still is) a direct, and glaring, contradiction to the genius of its original manifestations: First Fantasy Campaign and the commercially successful Classic Dungeons & Dragons.
Kuntz isn't the first person to make this point. Matt Finch's influential A Quick Primer for Old-School Gaming makes a lot of similar points between an open, discursive style of play, and a closed, rule-bound approach. In practice, though, the idea that there was a "great transition" from an open to a closed game system is a hunt that has no real end. Even a definition as strict as Kuntz's could be improved on; OD&D, after all, is an attempt to systematize the open-ended game that Arneson was running.
But more importantly, what we've seen is that just about any RPG can be run with an open/DIY philosophy. Look at the game Microlite20 – that took the system-bound and rules-heavy 3rd edition of D&D and turned it into an elegant, rules-light game for referees who like the basic mechanic but don't want to be bound by thousands of pages of rules bloat. If that can be done in 3.x D&D, it can certainly be done in first edition AD&D.
Short of converting the game into a board game like the Milton Bradley HeroQuest, I don't honestly think that an RPG can truly be "closed form." The players in B2 Keep on the Borderlands can always kill the monsters in the Caves of Chaos, but they can avoid the Caves and sack the Keep instead, or they can wander off down the road, outside the established map, and the DM is then obliged to answer the question - "What now?"
This is the philosophy that animated the Braunstein games, and the Blackmoor campaign, and that made Dungeons & Dragons such a phenomenon. It allowed "What now?" to be the question, the imperative, and opened up the floodgates of imagination. And it's always been the dirty secret of RPGs that you don't need the book at all. A skilled referee can wing more or less anything if they choose to; the books are there to save you work.
It's particularly ironic that Kuntz chooses first edition AD&D as the incarnation of "Formula RPG", because the grognards who have been running AD&D forever (the "orthodox Gygaxians" if you will) have long been the biggest devotees of the GM as the "absolute and omniscient creators of content" for their individual games. In a sense, Rob is saying here that the Pope was insufficiently Catholic.
When Kuntz presents the idea of the "formula RPG" as a betrayal of the basic RPG idea, he disrespects the long tradition of kitbashing in gaming as a hobby. Indeed, the true genius of Dave Arneson was as a kitbasher, taking ideas that had been present in games like Wesley's Braunstein and the Gygax/Perren Chainmail, and creating in them a synthesis that opened up a much richer type of experience than, I expect, anybody thought would be present at the time. And if you read The First Fantasy Campaign, you will find a surprisingly large amount of matter about the fairly "conventional" wargame campaign that Blackmoor became over time.
Once someone understands the open philosophy - which, rather than a creation of Dave Arneson, I would say is present in at least the 1870s free Kriegsspiel - there is no such thing as a truly "closed" system. The referee simply needs to open it up and ask the players, "What do you do next?" Even a game like HeroQuest could be used in a radically new way, as I'm sure it has been. (If you don't know what a free Kriegsspiel is, I'd suggest reading Playing at the World.)
The truth is that dungeon modules are often treated as parts to be kitbashed. You can take them and use parts that you like in your own dungeon, or take the map and restock it, or reskin the whole thing as a completely different affair. Gus L at Dungeon of Signs frequently looks at ways to use modules outside of their original purpose, and if you spend enough time around the OSR you'll find that this is a normal thing. If you look at the great OSR books that I've pushed over the years, like Carcosa or Red and Pleasant Land or Yoon-Suin or Veins of the Earth, most of them contain a lot of ideas and tools (particularly charts and generators) that can be ripped out and used elsewhere.
Of course, there is gaming that is rote and bland. It is not accidental that I am not an enthusiast for Pathfinder or adventure path type gaming in general. But this is not preordained from the system or the existence of modules; it's just a way that people play. Some people just like dungeon bashing, and there is nothing wrong with that. I have a coworker who loves Pathfinder gaming, and carefully planning his PC, and then setting that up against a mission from a module. It's not my fun, but he clearly enjoys it.
But - the open philosophy that animated the Blackmoor campaign is not "lost" in "all but scattered remains." It is a rich idea that continues to animate games.down to this day. The OSR has done a lot for "sandbox" and open world types of games, and I think Kuntz, long distant from the RPG scene, is simply ignorant of the realities of the games people are playing, because open philosophy in gaming is in no way lost and scattered.
Friday, April 21, 2017
A Frequently Missed Point on Saving Throws
For most of my gaming career I've never really cared about the saving throw categories in old school D&D and AD&D. They're not really great for abstracting or expanding the concepts they cover. Well, okay, I've always loved that there is a save against 'Death Ray" in OD&D. But mostly the categories left me cold,
But what I noticed when I was looking at OD&D's saving throw table recently was the general trend of the numbers. Take a look.
Without getting fancy about it, the OD&D chart has a clear tendency to have lower numbers on the left side of the chart. Sure, it's a little backward with high level magic-users, but for the most part the easier saves are further to the left. And at the same time, these are the saves that are more likely to take a PC out of the game. A fighter with decent hit points can take a Fireball or the breath of a smaller dragon on the chin, but poison and Finger of Death are save or die. And polymorph / paralyzation is a remove-from-game save.
The charts in AD&D are surprisingly similar. The categories run: Paralyzation, Poison or Death Magic; Petrification or Polymorph; Rods, Staves, and Wands; Breath Weapon; Spell. Basically Gygax re-shuffled the things that are on the right and left, keeping all of the ideas that take PCs straight out of the game on the left, and ones that mitigate damage to the right, with lower target numbers on the left side of the chart. B/X D&D follows OD&D in the placement of poison and Death Ray saves, but moves paralysis over to the middle with Stone. Still, we see the general pattern at work.
No attempt that I've seen to rationalize saving throws has followed Gygax in this. Saving throws organized by the result of failure seems counter-intuitive and overly fiddly, even though it has the effect that fighters have a 45% chance to save versus poison, as opposed to only a 25% chance to save versus a Charm Person spell thrown by an enemy magic-user. Using, say, the Swords & Wizardry single saving throw, a fighter has a 35% chance of either, even though the fighter's player may well prefer the extra 10% against poison.
This isn't intended to be a deep observation, but I find that it salvages the saving throw categories from the earlier editions. It's certainly changed my opinion, which (before I looked at the chart and noticed the trend) had been in favor of the single saving throw.
Saturday, January 10, 2015
Nuking the Monster Manual
In 1977, TSR released the Monster Manual. This was the first hardcover AD&D manual, and established a number of things. First, TSR became dominant in the market; the Monster Manual quickly outsold its more ecumenical competitor, Chaosium's All the World's Monsters, which had a great number of weird and "gag" monsters. The Monster Manual contains copious statistics for each creature featured, many of them totally useless, such as the dozens of entries reading "SPECIAL ATTACKS: Nil; SPECIAL DEFENSES: Nil; MAGIC RESISTANCE: Standard." Other entries contain lines of questionable utility like "SPECIAL ATTACKS: See below." It is fine to have a template that informs the referee of special attacks, but it's almost never put to use, and even when it is the detail is repeated in the monster's text block below.
The Monster Manual contains many of the classic creatures that are iconic to D&D. James Maliszewski talked at length about the curious sense of naturalism in the book. It seems unfair to beat up on this book, but I think some of the choices made by Gygax had a limiting effect on the evolution of D&D and fantasy gaming in general.
By sticking with hierarchical lists of various types of creatures (demons, devils, dragons, and humanoids), Gygax wound up creating not examples of how to implement a concept, but canonical creatures. D&D's various monster types became a huge part of its current intellectual property, and many have leaked into fantasy more generally. If I could insert my own Monster Manual into history in place of Gygax's, I would have replaced particularly demons, dragons and the humanoid types with baseline examples and tables to create variations from there. For instance, orcs would be just one implementation of humanoids, but many others could be generated. Dragons would no longer be color-coded, and demons would be many and varied.
At the same time, I think the human types are somewhat limited. I like the concept that OD&D's "Evil High Priest" has Finger of Death and other reverse-cleric powers; rather than relying on the spell list I would have preferred a monster book that has human types like Evil Priest, Witch and so on that have more unique powers. Even the leveled NPCs could have made really interesting human encounters.
In OD&D, Balrogs were "boss" monsters. Despite the named demon and devil lords, I don't think AD&D managed to reproduce the feat. They are too remote, too distant, to take that role. You'd never put Orcus on a random encounter list, but the OD&D list had balrogs on it. Re-creating this would have been another goal in changing the Monster Manual.
But the real shame was that the Monster Manual unceremoniously dumped all the science fantasy elements that had been in OD&D. The various Martian creatures are more understandable given the Burroughs estate's tendency to sue over various slights, but the lack of the androids and robots described in Monsters & Treasure is not. By leaving them out, I think the Monster Manual ultimately situated AD&D in "high fantasy" whereas OD&D had been a bit more ambiguous; this not only hurt D&D as a game, but stopped it from becoming a force against that genre of fantasy's rise in the late '70s and through the '80s.
I do wonder if there may be something to an alternate bestiary that is an alternative Monster Manual, as outlined above. I would have to think it would start with the OD&D monsters but rethink the humanoids, and add several categories of creatures that are based on adding elements to a template – dragons, demons, robots, and so on. I think this might be a good compromise between "standard" and "unique" monsters that has been a tension in the OSR.
The Monster Manual contains many of the classic creatures that are iconic to D&D. James Maliszewski talked at length about the curious sense of naturalism in the book. It seems unfair to beat up on this book, but I think some of the choices made by Gygax had a limiting effect on the evolution of D&D and fantasy gaming in general.
By sticking with hierarchical lists of various types of creatures (demons, devils, dragons, and humanoids), Gygax wound up creating not examples of how to implement a concept, but canonical creatures. D&D's various monster types became a huge part of its current intellectual property, and many have leaked into fantasy more generally. If I could insert my own Monster Manual into history in place of Gygax's, I would have replaced particularly demons, dragons and the humanoid types with baseline examples and tables to create variations from there. For instance, orcs would be just one implementation of humanoids, but many others could be generated. Dragons would no longer be color-coded, and demons would be many and varied.
At the same time, I think the human types are somewhat limited. I like the concept that OD&D's "Evil High Priest" has Finger of Death and other reverse-cleric powers; rather than relying on the spell list I would have preferred a monster book that has human types like Evil Priest, Witch and so on that have more unique powers. Even the leveled NPCs could have made really interesting human encounters.
In OD&D, Balrogs were "boss" monsters. Despite the named demon and devil lords, I don't think AD&D managed to reproduce the feat. They are too remote, too distant, to take that role. You'd never put Orcus on a random encounter list, but the OD&D list had balrogs on it. Re-creating this would have been another goal in changing the Monster Manual.
But the real shame was that the Monster Manual unceremoniously dumped all the science fantasy elements that had been in OD&D. The various Martian creatures are more understandable given the Burroughs estate's tendency to sue over various slights, but the lack of the androids and robots described in Monsters & Treasure is not. By leaving them out, I think the Monster Manual ultimately situated AD&D in "high fantasy" whereas OD&D had been a bit more ambiguous; this not only hurt D&D as a game, but stopped it from becoming a force against that genre of fantasy's rise in the late '70s and through the '80s.
I do wonder if there may be something to an alternate bestiary that is an alternative Monster Manual, as outlined above. I would have to think it would start with the OD&D monsters but rethink the humanoids, and add several categories of creatures that are based on adding elements to a template – dragons, demons, robots, and so on. I think this might be a good compromise between "standard" and "unique" monsters that has been a tension in the OSR.
Wednesday, October 8, 2014
Diplomacy, D&D and Roleplaying
If you've never read it, it's worth going through Mike Mornard's question & answer thread on the OD&D forum - Klytus, I'm bored. Not just because I asked a bunch of the questions, but generally because it gives a good feel for how D&D worked when Gary ran it.
When I asked Mike about Diplomacy, he responded with this:
When you consider that many of the pioneering roleplayers were Diplomacy players, their style of roleplaying becomes much clearer. As I said in my last post, negotiation is a key aspect of dungeoneering in early editions as written, but was all too often overlooked in favor of the expedient of simply fighting.
The best evidence of this is B2 Keep on the Borderlands. Here is a scenario right out of the many Diplomacy variants: each humanoid group has its forces, every group can pretty easily kill the PCs, but with careful negotiation they can play one against the other. You could run an interesting Diplomacy-type game where each player takes the role of one of the faction leaders and tries to take on the other groups. There's also the cleric and his followers, who go along with the "backstabbing hireling" motif that we saw in "The Magician's Ring."
There's a tendency, particularly in America, to see diplomacy as something "soft," something you resort to when you can't get your way by brute force. Gygax had a keen sense for it, though, and understood it much better. I'm reminded of a podcast where Dan Carlin talked about how the ancient Romans viewed diplomacy as an offensive weapon. Done properly, you can disorient or even eliminate enemies without fighting them yourself.
I think this view of roleplaying has a lot to offer. If you play old school D&D as written, with the reaction table and hireling loyalty and so on, elements of it will come out naturally. And it offers a fun, playable alternative to people who think of role-playing primarily in terms of melodramatic play-acting.
When I asked Mike about Diplomacy, he responded with this:
I played a bit of Diplomacy. More importantly, though, Gary and some of the others played a LOT. It shows in the role playing system of OD&D. There are those who say "there was no role playing in OD&D because there are no rules for DIPLOMACY or BLUFF or INTIMIDATE," etc. But in fact it was full of role playing and negotiation, just like Diplomacy. And like Diplomacy, if you wanted to Bluff, you BLUFFED. If you wanted to make a deal, you MADE A DEAL. Et cetera.Later in the thread, he describes Gygax's NPCs:
Pretty much everybody. If you search online you can find Gary's story "The Magician's Ring." "Lessnard" is me, and yeah, that happened. That was pretty typical... his NPCs were greedy and opportunisitc to a fault.You can find "The Magician's Ring" at Greyhawk Grognard, and it's as Mike describes. Now, I want to posit that the two quotes above are intimately linked. Diplomacy is a game that is infamous for its maneuvering and treachery, where making deals and then stabbing a partner in the back are the best strategy to win.
Then you had more mundane stuff like blacksmiths covering swords with luminous paint and selling them as magic swords, and "angry villagers" keeping you from getting your money back.
Truthfully, his NPCs went beyond "will screw you if it profits them" to "will screw you unless not doing so profits them a lot."
When you consider that many of the pioneering roleplayers were Diplomacy players, their style of roleplaying becomes much clearer. As I said in my last post, negotiation is a key aspect of dungeoneering in early editions as written, but was all too often overlooked in favor of the expedient of simply fighting.
The best evidence of this is B2 Keep on the Borderlands. Here is a scenario right out of the many Diplomacy variants: each humanoid group has its forces, every group can pretty easily kill the PCs, but with careful negotiation they can play one against the other. You could run an interesting Diplomacy-type game where each player takes the role of one of the faction leaders and tries to take on the other groups. There's also the cleric and his followers, who go along with the "backstabbing hireling" motif that we saw in "The Magician's Ring."
There's a tendency, particularly in America, to see diplomacy as something "soft," something you resort to when you can't get your way by brute force. Gygax had a keen sense for it, though, and understood it much better. I'm reminded of a podcast where Dan Carlin talked about how the ancient Romans viewed diplomacy as an offensive weapon. Done properly, you can disorient or even eliminate enemies without fighting them yourself.
I think this view of roleplaying has a lot to offer. If you play old school D&D as written, with the reaction table and hireling loyalty and so on, elements of it will come out naturally. And it offers a fun, playable alternative to people who think of role-playing primarily in terms of melodramatic play-acting.
Wednesday, July 9, 2014
Rolling the Dice
"Don't ask me what you need to hit. Just roll the die and I will let you know!"One area where I find a surprising amount of diversity in gaming is in how, exactly, the dice are rolled. More specifically, some referees roll the dice in front of their players, or even have the players roll pretty much all the dice.
- Dave Arneson.
This couldn't possibly contrast more with how Gary Gygax and Dave Arneson ran their games. Arneson narrated from behind a screen that physically blocked the players from seeing him. Gygax hid behind a file cabinet. Players didn't know the dice rolls they were making; hell, they didn't know the basic rules of the game. Everything that didn't appear on their character sheets was a mystery.
In my games, I sometimes ask for a specific roll - "roll for initiative" or "roll to hit." But frequently I'll just ask for a d6 or a d20 roll, with no indication of why the player is rolling. I find this works best with the attitude of "rulings not rules," as I may have simply made a determination of a percentage, or a chance in 6, or a roll-under-stat roll, or one of a dozen other simple ways.
During exploration, I roll a few dice per turn, mostly six-siders. The function of these dice vary; sometimes they're the Eye of Sauron that indicates wandering monsters, or rolling to see if the PCs hear anything or notice secret doors; other times I'm rolling on some arbitrary chart or just rolling a die and seeing what comes up if I need to make some random decision. None of this would work with open rolls.
Running this way, I find that the dice – for me as a referee – perform a sort of oracular function. Most of the time they produce a sort of low-level background randomness, but sometimes their results turn out something that combines with PC interaction to be sublime. One die roll can transform a whole evening of play. That's part of why I am very much in the "let the dice fall as they may" camp.
On the other side, I look at it simply: if you get into a situation where we have to roll the dice, your PC's life is in the hands of the dice gods. Again, the dice fall as they may; you may win glory or die in ignominy. Fortuna is not always a lady.
One of the best parts of this approach is that it lets me borrow tons of stuff from different sources. On any given game night, there is a stack of books on my desk (or table on the rare occasions when I get to run in person) ranging from the Ready Ref Sheets and the 1e DMG to a list of 10-20 other books I keep mainly for the charts and tables. Part of my vision of D&D is that I don't have to be bound by any particular edition beyond keeping the rules for PC stuff fairly straightforward and stable. That's part of why I like my current B/X game: I can borrow anything I like, but the players have simple and well defined rules for their characters.
And of course that means killing other games / editions and riffling their pockets for spare change, hence my current project in looking at the clones.
Sunday, June 29, 2014
Actual Play: Gygax, You Magnificent Bastard
Several sessions after I thought my players were done with the Caves of Chaos, a number of low-level PCs added to last night's session brought them to a long-neglected mission into the Shrine of Evil Chaos.
The party composition is pretty mixed; there are two fourth-level fighters, but only one was present last night. There were also a second level cleric and hobbit, and a first level cleric and elf. Figuring that they'd handle the Caves more readily, they went out to Cave K.
Defiling the altar in the Shrine turned out to be a bad idea, and caused the alarm bell in the Temple to sound. Then the PCs ran and locked themselves in the passage to the east - down the stairs.
Exploring for an exit, the party instead promptly found the Medusa, and saving throws combined with lots of running they kept her in the cell room. The hobbit showed a lot of bravery by throwing his shield against the door opening when she slid it open to try and stone the PCs outside. More wandering led to the room with the wight, and a quick flight from there. The PCs wound up going back up and trading blows with the acolytes above. The second level cleric failed his save against cause fear and ran back down below, but the elf Charmed one of the other acolytes.
The fleeing PC wound up in the storage room, blocked in by the gelatinous cube. He used his superior speed and winning initiative to maneuver the cube into the storage room and then outrun it out of the room. Probably the cleverest bit of outright running I've ever seen in a D&D game, and it got him out alive.
Meanwhile the other PCs had run out of the cave. The cleric managed to turn a bunch of skeletons and get out without dying. No treasure, and only a few opponents killed, made this a bust for experience.
Despite that it was proof of the principle that sometimes PCs have to run. There were multiple occasions where I was wondering if there was going to be a TPK; despite the dice landing where they may, they got out of each jam. Nobody leveled, and I had to adjust XP downward for 4th level characters fighting much lower level NPCs. I also noticed that I need good B/X reference sheets; I found myself flipping between the Basic and Expert books a bit too often.
I came out with more appreciation of Gygax. Making a much harder level when you go down stairs is a great switch from most of KotB where, as one player noted, lower is easier. But that medusa was simply a magnificent moment of bastardry.
The party composition is pretty mixed; there are two fourth-level fighters, but only one was present last night. There were also a second level cleric and hobbit, and a first level cleric and elf. Figuring that they'd handle the Caves more readily, they went out to Cave K.
Defiling the altar in the Shrine turned out to be a bad idea, and caused the alarm bell in the Temple to sound. Then the PCs ran and locked themselves in the passage to the east - down the stairs.
Exploring for an exit, the party instead promptly found the Medusa, and saving throws combined with lots of running they kept her in the cell room. The hobbit showed a lot of bravery by throwing his shield against the door opening when she slid it open to try and stone the PCs outside. More wandering led to the room with the wight, and a quick flight from there. The PCs wound up going back up and trading blows with the acolytes above. The second level cleric failed his save against cause fear and ran back down below, but the elf Charmed one of the other acolytes.
The fleeing PC wound up in the storage room, blocked in by the gelatinous cube. He used his superior speed and winning initiative to maneuver the cube into the storage room and then outrun it out of the room. Probably the cleverest bit of outright running I've ever seen in a D&D game, and it got him out alive.
Meanwhile the other PCs had run out of the cave. The cleric managed to turn a bunch of skeletons and get out without dying. No treasure, and only a few opponents killed, made this a bust for experience.
Despite that it was proof of the principle that sometimes PCs have to run. There were multiple occasions where I was wondering if there was going to be a TPK; despite the dice landing where they may, they got out of each jam. Nobody leveled, and I had to adjust XP downward for 4th level characters fighting much lower level NPCs. I also noticed that I need good B/X reference sheets; I found myself flipping between the Basic and Expert books a bit too often.
I came out with more appreciation of Gygax. Making a much harder level when you go down stairs is a great switch from most of KotB where, as one player noted, lower is easier. But that medusa was simply a magnificent moment of bastardry.
Tuesday, June 24, 2014
Unique Monsters: A Challenge to the Imagination
This is a long response to Erik Tenkar's recent question about unique monsters.
Gary Gygax had a letter in the second issue of Alarums & Excursions. There is a version of it online at the Acaeum forums. I definitely have to recommend reading the whole thing, but I just want to put an extract on monsters that I think is very relevant.
My experience has been that unique enemies work best as contrast. This also corresponds to the "weirdness level" of the individual monsters: something that's familiar-ish but odd can then alternate with something really out-there. For instance, various types of beast-men are good substitutes for humanoids if you're bored of orcs, goblins and bandits. If you have a group of goat-men, then they provide a decent backdrop against which something full-bore odd, like a chimeric creature from Geoffrey McKinney's work, can stand out.
Lacking this element of contrast, monsters tend to become more or less similar. If everything is equally weird, nothing is really weird. Lamentations of the Flame Princess has an interesting solution to this dilemma: remove everything except for one big monster (which is really strange and unique), and make everything else humans or animals. But the "monster of the week" is a hyper-focused format, and doesn't fit if you want to do a megadungeon or hexcrawl full of interesting and diverse factions.
An alternate solution that I've been playing with works more or less like this:
I'll have more tweaking on this method as I get to see more of its results in practice, but I'm liking the results so far.
Gary Gygax had a letter in the second issue of Alarums & Excursions. There is a version of it online at the Acaeum forums. I definitely have to recommend reading the whole thing, but I just want to put an extract on monsters that I think is very relevant.
Dave and I disagree on how to handle any number of things, and both of our campaigns differ from the "rules" found in D&D. If the time ever comes when all aspects of fantasy are covered and the vast majority of its players agree on how the game should be played, D&D will have become staid and boring indeed. Sorry, but I don't believe that there is anything desirable in having various campaigns playing similarly to one another. D&D is supposed to offer a challenge to the imagination and to do so in many ways. Perhaps the most important is in regard to what the probabilities of a given situation are. If players know what all of the monster parameters are, what can be expected in a given situation, exactly what will happen to them if they perform thus and so, most of the charm of the game is gone. Frankly, the reason I enjoy playing in Dave Arneson's campaign is that I do not know his treatments of monsters and suchlike, so I must keep thinking and reasoning in order to "survive".I have long had mixed feelings about this. I love monsters. You can't long have read this blog without noticing that. And I love bestiaries — whether it's the extremely "light" format of the Swords & Wizardry Monster Book, or the thoroughness of the AD&D 2nd Edition Monstrous Compendium and its many appendices and annuals. I could go to my shelves and populate a very large dungeon without repetition of a single monster.
My experience has been that unique enemies work best as contrast. This also corresponds to the "weirdness level" of the individual monsters: something that's familiar-ish but odd can then alternate with something really out-there. For instance, various types of beast-men are good substitutes for humanoids if you're bored of orcs, goblins and bandits. If you have a group of goat-men, then they provide a decent backdrop against which something full-bore odd, like a chimeric creature from Geoffrey McKinney's work, can stand out.
Lacking this element of contrast, monsters tend to become more or less similar. If everything is equally weird, nothing is really weird. Lamentations of the Flame Princess has an interesting solution to this dilemma: remove everything except for one big monster (which is really strange and unique), and make everything else humans or animals. But the "monster of the week" is a hyper-focused format, and doesn't fit if you want to do a megadungeon or hexcrawl full of interesting and diverse factions.
An alternate solution that I've been playing with works more or less like this:
- Strip back the bog standard monsters to the very basics: humans and animals (including, at most, some varieties of giant animal).
- Create new creatures similar to the default monsters for the intended level. Change appearances and special abilities, but keep HD / AC ranges similar.
- Make a few "big impact" monsters that are totally unique.
- Give the players ways to find out about the impact monsters' characteristics and abilities.
I'll have more tweaking on this method as I get to see more of its results in practice, but I'm liking the results so far.
Labels:
Alarums and Excursions,
Gygax,
monsters,
philosophy
Thursday, May 22, 2014
It was ALL weird!
In Michael Mornard's discussion thread over on the OD&D forum, I asked this question:
In The Dragon #17, Jim Ward wrote the following in an article called "Boredom and the Average D&D Dungeon":
What this adds up to is the opposite of a big vanilla madhouse. The point of this classic megadungeon was to get down, survive the weirdness, get the treasure, and get the hell out. Perhaps most impressive is that Gygax and Kuntz were so good at making these environments into really challenging game areas, as we see in Ward's summary: the things that are trying to kill the PCs are themselves objects of intense curiosity.
Forays into science fantasy are expected; there is a way to get to Jack Vance's Planet of Adventure and face the birdlike Dirdir (documented in the DMG) as well as to Edgar Rice Burroughs's Barsoom. One of the remarkable things about Greyhawk is how literary it was; everyone talks about Appendix N as inspiration, but Gygax was using various novels straight-up as material for his dungeon. This of course allowed Gygax to use puzzles, riddles and puns that relied on real-world references and wouldn't make sense in a totally fleshed out fantasy-land like, say, Tolkien's. Compared to this, S3 Expedition to the Barrier Peaks seems almost par for the course of what you'd expect in a Gygax dungeon.
Gygax advocated using the weirdness as a contrast to the "standard" grind:
Arneson had a reputation for being the weird one, but in the most productive era that he had, Gygax really laid this on thick. It's not a coincidence that large chunks of Appendix N are either planetary romance, post-apocalyptic or straight-up science fiction. So the next time you're wondering how to make your dungeon a bit of a stranger place, try to make it a little more like Greyhawk. You won't go wrong.
OD&D lists a bunch of increasingly weird options at the end of the monster types - dinosaurs, living statues, robots, androids, etc. Do you remember any encounters with that kind of creature?Michael's response, which I am enthusiastic enough about to get on a t-shirt:
Greyhawk was FULL of weird sh*t. Once you got below the fifth or sixth level the odds of encountering anything "usual" except as a wandering monster was virtually nil. Go look at Rob Kuntz' "Bottle City" for an example. It was ALL weird!Somehow, the idea that Greyhawk was vanilla crept down into the gaming world, and it has sort of lodged there as one of the great falsehoods of our hobby. It leads to the perception of the megadungeon as nothing more than a reverse mountain of stock fantasy, and of the Greyhawk setting as a big boring realm, when nothing could be further from the truth.
In The Dragon #17, Jim Ward wrote the following in an article called "Boredom and the Average D&D Dungeon":
The Future or Machine Age: While some steady readers might think that I harp on this topic too much, the first time I came in contact with a level of this type was in the “mighty” castle of Greyhawk; run by Gary Gygax and Rob Kuntz. Imagine conveyor belts that force players to travel in one direction or another, a cellophane machine that wraps you up no matter how big or small you are and puts you in a holding area for as long as it takes to rip yourself out, how about a die press that shapes anything in its path into a bottle top (Boy, can that hurt!), or a row of blades that cut in a pattern on the belt with a 25% chance that any given blade will cut you? Try a slot machine that takes only large sums of gold and with the flip of the handle takes a random magic item from the party, and how about a lever that turns on something way off in another part of the level (like a robot or level clean up machine) that you can’t know about until you travel to that part of the level? The treasures of this level could easily be more fun than the level: imagine bottle tops made out of mithril on wine bottles; how about guns and pistols that work; a set of chain mail made out of a super hard and light alloy that acts like plus 5 armor and shows no magical traits; how about a huge pile of gold dust in a large plastic bubble that isn’t small enough to get out the door and can’t be cut by anything less than a plus 5 sword?Archivists of the magazine will recall that this was the very same issue in which Gygax writes up a foray from Greyhawk Castle inhabitants onto the Starship Warden of Metamorphosis Alpha fame. A story, which is too long for me to quote here, by Gygax talks about the Black Reservoir, a massive body of water in Castle Greyhawk. (Allan Grohe, who created that Greyhawk site, ran a group I was in through some of that Reservoir using the AD&D rules.) And of course several oddities from Greyhawk have seen print: Gygax's EX1 Dungeonland, EX2 The Land Beyond the Magic Mirror, WG6 Isle of the Ape; and Kuntz's The Original Bottle City, The Original Living Room, and Garden of the Plantmaster.
What this adds up to is the opposite of a big vanilla madhouse. The point of this classic megadungeon was to get down, survive the weirdness, get the treasure, and get the hell out. Perhaps most impressive is that Gygax and Kuntz were so good at making these environments into really challenging game areas, as we see in Ward's summary: the things that are trying to kill the PCs are themselves objects of intense curiosity.
Forays into science fantasy are expected; there is a way to get to Jack Vance's Planet of Adventure and face the birdlike Dirdir (documented in the DMG) as well as to Edgar Rice Burroughs's Barsoom. One of the remarkable things about Greyhawk is how literary it was; everyone talks about Appendix N as inspiration, but Gygax was using various novels straight-up as material for his dungeon. This of course allowed Gygax to use puzzles, riddles and puns that relied on real-world references and wouldn't make sense in a totally fleshed out fantasy-land like, say, Tolkien's. Compared to this, S3 Expedition to the Barrier Peaks seems almost par for the course of what you'd expect in a Gygax dungeon.
Gygax advocated using the weirdness as a contrast to the "standard" grind:
That is, moments of silliness and humor help to contrast with the grinding seriousness of a titantic struggle and relieve participants at the same time.In the ponderous high fantasy seriousness of the '80s, the railroady plots of the '90s, the over-the-top '00s and the grimdark teens, it's way too easy to lose sight of this simple advice. Gygax was on the ball, but more importantly he managed to shift tone without losing playability. That's really the most important takeaway from all this: everything described above was seamlessly part of the game. It didn't stop to look at something cool, there was something interesting just around the next corner and an encounter in Wonderland was just as threatening as anything in the grim "area of evil."
Arneson had a reputation for being the weird one, but in the most productive era that he had, Gygax really laid this on thick. It's not a coincidence that large chunks of Appendix N are either planetary romance, post-apocalyptic or straight-up science fiction. So the next time you're wondering how to make your dungeon a bit of a stranger place, try to make it a little more like Greyhawk. You won't go wrong.
Sunday, September 15, 2013
Notes on playing B2 Keep on the Borderlands
I ran some more Moldvay B/X D&D last night, switching from B1 In Search of the Unknown to B2 Keep on the Borderlands. Overall I found the module more satisfying, although there's plenty of Caves of Chaos waiting for the next session.
The Keep itself worked out well. The PCs got very into interaction with the various characters, including the Curate. It was an interesting prelude to the actual adventure. It also set them off on the track of the hermit to the north of the Keep, which was an encounter they handled well. They defeated the puma quickly and one player was able to knock down and overbear the hermit himself, tying him and taking him back to the Keep, which netted them a small reward.
For tripping I used an attack roll and then a Strength roll to overbear the hermit. Anyone who says classic D&D combat is boring has little imagination - the "rulings not rules" attitude made the encounter interesting.
Once the PCs headed into the Caves of Chaos, they were surprised that they were multiple caves but wound up picking the goblin cave. They wound up fighting goblins in the first room they entered, and lost one PC; they outnumbered the goblins and beat them, finding the money in a barrel. (The character who got the "Bree-Yark" rumor from one of the guards was a dwarf and knew it was wrong since he knows goblin.)
They encountered the wandering goblins after that, and successfully got them not to attack with a good reaction roll. The dwarf tried telling them a story that their chieftain was going to sell them to a giant as slaves, but the reaction rolls kept them skeptical, and the PCs wound up casting Sleep and killing them. They avoided a larger room of goblins and went to another guard post, where they killed a third group of goblins.
It wasn't a terribly profitable adventure for the PCs, which kept the XP fairly low. That's a danger of the first expedition, but I'm interested to see what tack they'll take in the next game. A large number of PCs makes the combats easier but spreads the XP thin. Outnumbering in older D&D, I'm convinced, is the main key to victory.
B2's map was straightforward compared to the mapper's nightmare of B1. Yet it's a much more tactically interesting environment, since there are so many different possible entrances. The home base and wilderness map also make it really quite good, although the wilderness is not exactly full of lurking peril; it's fairly safe as long as the PCs aren't a few squares from a numbered encounter.
The Keep itself worked out well. The PCs got very into interaction with the various characters, including the Curate. It was an interesting prelude to the actual adventure. It also set them off on the track of the hermit to the north of the Keep, which was an encounter they handled well. They defeated the puma quickly and one player was able to knock down and overbear the hermit himself, tying him and taking him back to the Keep, which netted them a small reward.
For tripping I used an attack roll and then a Strength roll to overbear the hermit. Anyone who says classic D&D combat is boring has little imagination - the "rulings not rules" attitude made the encounter interesting.
Once the PCs headed into the Caves of Chaos, they were surprised that they were multiple caves but wound up picking the goblin cave. They wound up fighting goblins in the first room they entered, and lost one PC; they outnumbered the goblins and beat them, finding the money in a barrel. (The character who got the "Bree-Yark" rumor from one of the guards was a dwarf and knew it was wrong since he knows goblin.)
They encountered the wandering goblins after that, and successfully got them not to attack with a good reaction roll. The dwarf tried telling them a story that their chieftain was going to sell them to a giant as slaves, but the reaction rolls kept them skeptical, and the PCs wound up casting Sleep and killing them. They avoided a larger room of goblins and went to another guard post, where they killed a third group of goblins.
It wasn't a terribly profitable adventure for the PCs, which kept the XP fairly low. That's a danger of the first expedition, but I'm interested to see what tack they'll take in the next game. A large number of PCs makes the combats easier but spreads the XP thin. Outnumbering in older D&D, I'm convinced, is the main key to victory.
B2's map was straightforward compared to the mapper's nightmare of B1. Yet it's a much more tactically interesting environment, since there are so many different possible entrances. The home base and wilderness map also make it really quite good, although the wilderness is not exactly full of lurking peril; it's fairly safe as long as the PCs aren't a few squares from a numbered encounter.
Labels:
actual play,
Gygax,
keep on the borderlands,
modules,
moldvay
Monday, November 24, 2008
The roots of the game
James Maliszewski, in his ever interesting blog Grognardia, makes an interesting post here stating what grognards have been saying for a couple of decades now: E. Gary Gygax was not primarily influenced by The Lord of the Rings when he wrote D&D. I believe it, and it's true for what it's worth when we are discussing Gygax's taste in fantasy novels.
But it isn't true of the phenomenon we understand as "D&D." Gygax wasn't just tossing in some random elements from one source when he included Elf, Dwarf, and Hobbit as races and Orcs, Balrogs, Nazgul and Ents as monsters in his game. While his contempt for some of them was pretty naked, and elaborated in many subsequent articles and interviews, it's disingenuous to say that this was just equal to dozens of other elements he added from other books. These elements were, in reality, anything but coincidental, and have dominated despite Gary's clearly stated intent otherwise.
Including elements from Lord of the Rings was decisively different from any other major elements of D&D. They were strategic, because — let me be blunt here — they were much more popular than fantasy of the type preferred by Gygax. LotR took fantasy out of the "pulp" magazine and put it into the paperback book. D&D was released at a point in time when Tolkien became popular that the utterly hacklike Sword of Shannara was published just because it was like Lord of the Rings. This was clever marketing on Gygax's part, as well; by injecting Tolkienesque elements in the game, he made it relatable to a much larger audience than the pulp fantasy connoisseur like himself. To go out on a limb, I don't think D&D would've been nearly as successful if it weren't so easy for an aficionado of The Hobbit or Lord of the Rings to slip into it with familiar assumptions.
The influence is really straightforward when you look at the secondary literature of the time, such as Alarums & Excursions, where broad swaths of Tolkien were simply assumed to be good coin in D&D because the game had included so many of its core elements. There are articles that assume larger groups of Tolkien influence, such as the Dunedain, and incorporated it much more knowledgeably than, say, the large chunks of Poul Anderson's Three Hearts and Three Lions (one of the seminal books for D&D). Eventually, despite Gygax's warnings about humanocentrism in the DMG, demihumans assumed the central role of the game, and in the Wizards of the Coast editions, they are more prevalent than humans, at least for anyone with any sense.
Now, I want to be clear that I'm a D&D humanocentrist. I find elves, hobbits and dwarves very dull after nearly a decade and a half of gaming, and could do with never seeing another pointy ear in my game. I also tend to use orcs sparingly, favoring goblins, kobolds, and hobgoblins at the lower levels. But dealing honestly with D&D as it really played out over the last 35 years, I have to acknowledge that the Tolkien elements played a tremendous role in popularizing the game and are a part of our history that we have to own, even if (like thieves and skill lists) we don't use the blasted things.
But it isn't true of the phenomenon we understand as "D&D." Gygax wasn't just tossing in some random elements from one source when he included Elf, Dwarf, and Hobbit as races and Orcs, Balrogs, Nazgul and Ents as monsters in his game. While his contempt for some of them was pretty naked, and elaborated in many subsequent articles and interviews, it's disingenuous to say that this was just equal to dozens of other elements he added from other books. These elements were, in reality, anything but coincidental, and have dominated despite Gary's clearly stated intent otherwise.
Including elements from Lord of the Rings was decisively different from any other major elements of D&D. They were strategic, because — let me be blunt here — they were much more popular than fantasy of the type preferred by Gygax. LotR took fantasy out of the "pulp" magazine and put it into the paperback book. D&D was released at a point in time when Tolkien became popular that the utterly hacklike Sword of Shannara was published just because it was like Lord of the Rings. This was clever marketing on Gygax's part, as well; by injecting Tolkienesque elements in the game, he made it relatable to a much larger audience than the pulp fantasy connoisseur like himself. To go out on a limb, I don't think D&D would've been nearly as successful if it weren't so easy for an aficionado of The Hobbit or Lord of the Rings to slip into it with familiar assumptions.
The influence is really straightforward when you look at the secondary literature of the time, such as Alarums & Excursions, where broad swaths of Tolkien were simply assumed to be good coin in D&D because the game had included so many of its core elements. There are articles that assume larger groups of Tolkien influence, such as the Dunedain, and incorporated it much more knowledgeably than, say, the large chunks of Poul Anderson's Three Hearts and Three Lions (one of the seminal books for D&D). Eventually, despite Gygax's warnings about humanocentrism in the DMG, demihumans assumed the central role of the game, and in the Wizards of the Coast editions, they are more prevalent than humans, at least for anyone with any sense.
Now, I want to be clear that I'm a D&D humanocentrist. I find elves, hobbits and dwarves very dull after nearly a decade and a half of gaming, and could do with never seeing another pointy ear in my game. I also tend to use orcs sparingly, favoring goblins, kobolds, and hobgoblins at the lower levels. But dealing honestly with D&D as it really played out over the last 35 years, I have to acknowledge that the Tolkien elements played a tremendous role in popularizing the game and are a part of our history that we have to own, even if (like thieves and skill lists) we don't use the blasted things.
Sunday, September 28, 2008
Gygax and the old school
In the very first issue of the APAzine Alarums & Excursions, Mark Swanson wrote that he subscribed to a simple slogan — "D&D is too important to leave to Gary Gygax." A&E started in June 1975, the very infancy of the hobby, before even The Dragon made an appearance. Swanson was describing his differences with the way spells worked in the OD&D rules as described by Gygax, but he definitely hit on one of the points I want to explore.
For the curious, Gygax responded to Swanson in a letter published in A&E #2, and quite heartily agreed. It's important to remember that Gygax was not held in the kind of regard that he has been by latter-day followers; he was a designer who had released a game, and while other hobbyists were enthusiastic about it, they were also frequently perplexed by or in outright disapproval of the rules as originally presented in the "three little booklets". On the whole, Gygax's treatment of magic seemed to garner the most controversy. Very few contributors to A&E responded positively to the quasi-Vancian system presented in OD&D, or any of its possible permutations.
In a broader sense, I think that Gygax needs to be taken with a healthy grain of salt in the old school community. Obviously we owe the man a tremendous debt of gratitude for his design, and I think his philosophy of dungeon exploration games contains a lot of things that are worth taking to heart. But there are two caveats here. First, Gygax's interpretation is just one take — whether it's in the 1974 OD&D rules set or not. Second, he was a normal person and his interpretations changed a lot over the years, like anyone's ought to. The more imperious Gygax of the 1979 DMG and the years to follow was not exactly the same as the one who had been just another gamer a few years earlier, and when he explained his philosophy and ran games for people in his twilight years (certainly too few) they reflected a different level of maturity and perspective. In the very early days, most gamers knew little about Gygax's intent beyond the sketches presented in OD&D and Supplement I: Greyhawk.
For these reasons, I think it's important to consider Gygax's approach to gaming less as the gospel truth and more as one of several valid approaches that exist for gamers interested in the old school. While there is a definite tendency in the old school community today to stress Gygax's work and approach, I think it should be taken like any other part of D&D history — the good should be used for what it is and the bad left behind, with "good" and "bad" being what's good for your game. If Gygax happened to have a few more hits and a few less misses than most designers, all the better. But nothing Gary Gygax ever said should stand in the way of you running your game the way you best see fit. And Gary would've stood behind that statement all the way.
For the curious, Gygax responded to Swanson in a letter published in A&E #2, and quite heartily agreed. It's important to remember that Gygax was not held in the kind of regard that he has been by latter-day followers; he was a designer who had released a game, and while other hobbyists were enthusiastic about it, they were also frequently perplexed by or in outright disapproval of the rules as originally presented in the "three little booklets". On the whole, Gygax's treatment of magic seemed to garner the most controversy. Very few contributors to A&E responded positively to the quasi-Vancian system presented in OD&D, or any of its possible permutations.
In a broader sense, I think that Gygax needs to be taken with a healthy grain of salt in the old school community. Obviously we owe the man a tremendous debt of gratitude for his design, and I think his philosophy of dungeon exploration games contains a lot of things that are worth taking to heart. But there are two caveats here. First, Gygax's interpretation is just one take — whether it's in the 1974 OD&D rules set or not. Second, he was a normal person and his interpretations changed a lot over the years, like anyone's ought to. The more imperious Gygax of the 1979 DMG and the years to follow was not exactly the same as the one who had been just another gamer a few years earlier, and when he explained his philosophy and ran games for people in his twilight years (certainly too few) they reflected a different level of maturity and perspective. In the very early days, most gamers knew little about Gygax's intent beyond the sketches presented in OD&D and Supplement I: Greyhawk.
For these reasons, I think it's important to consider Gygax's approach to gaming less as the gospel truth and more as one of several valid approaches that exist for gamers interested in the old school. While there is a definite tendency in the old school community today to stress Gygax's work and approach, I think it should be taken like any other part of D&D history — the good should be used for what it is and the bad left behind, with "good" and "bad" being what's good for your game. If Gygax happened to have a few more hits and a few less misses than most designers, all the better. But nothing Gary Gygax ever said should stand in the way of you running your game the way you best see fit. And Gary would've stood behind that statement all the way.
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