The Changing Focus of D&D I -- Original Foreword

Aug 13, 2012 00:28

(As reprinted in the Holmes edition of D&D (i.e. the second version of D&D), brackets and all...)

"ONCE UPON A TIME, long, long ago there was a little group known as the Castle and Crusades Society. Their fantasy rules were published, and to this writer's knowledge, brought about much of the current interest in fantasy wargaming. For a time the group grew and prospered, and Dave Arneson decided to begin a medieval fantasy campaign for his active Twin Cities club. From the map of the "land" of the "Great Kingdom" and environs -- to the territory of the C & C Society -- Dave located a nice bog wherein to nest the weird enclave of "Blackmoor," a spot between the "Giant Kingdom" and the fearsome "Egg of Coot." From the CHAINMAIL fantasy rules he drew ideas for a far more complex and exciting game, and thus began a campaign which still thrives as of this writing! In due course the news reached my ears, and the result is what you hold in your hands at this moment. While the C & C Society is no longer, its spirit lives on, and we believe that all wargamers who are interested in the medieval period, not just fantasy buffs, will enjoy playing DUNGEONS AND DRAGONS. Its possibilities go far beyond any previosus offerings anywhere!

"While it is possible to play a single game, unrelated to any other game events past or future, it is the campaign for which these rules are designed. It is relatively simple to set up a fantasy campaign, and better still, it will cost almost nothing. In fact you will not ever need minature figures, although their occassional employment is recommended for real spectacle when battles are fought. A quick glance at the Equipment section of this booklet will reveal just how little is required. You have everything needed with this edition of the game except pencil and paper. The most extensive requirement is time. The campaign referee will have to have sufficient time to meet the demands of his players, he will have to devote a number of hours to laying out the maps of his "dungeons" and upper terrain before the affair begins. The third booklet of this set will be of great help in this respect, for a number of helpful suggestions regarding how to accomplish the task with a minimum of time and effort. [This information is now included in the single book you have in your hand.] There should be no want of players, for there is an unquestionably a fascination in this fantasy game -- evidenced even by those who could not by any stretch of the imagination be termed wargamers. The longevity of existing campaigns (noteably "Blackmoor" in the Twin Cities and "Greyhawk" in Lake Geneva) and the demand for these rules from people outside these campaigns point toward a fantastic future. Tactical Studies Rules (now TSR Hobbies, Inc.) believes that of all forms of wargaming, fantasy will soon become the major contender for first place. The section of this book entitiled Scope (now covered in the INTRODUCTION) will provide an idea of just how many possibilities are inherent in DUNGEONS AND DRAGONS.

"These rules are strictly fantasy. Those wargamers who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the de Camp & Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find DUNGEONS AND DRAGONS to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers. With this last bit of advice we invite you to read on and enjoy a "world" where the fantastic is fact and magic really works!"

That was written by Gary Gygax in 1973, in the introduction to the first version of Dungeons and Dragons. Let me set this up a bit before I explore it. Dungeons and Dragons was preceded by Chainmail, which was basically a minature wargame with the addition of wizards, heroes, giants, and dragons. It was wildly popular, and Gary Gygax combined his efforts with Dave Arneson to create Dungeons and Dragons, the first role-playing game. I've discussed on other occassions the sheer magnitude of D&D's influence, so I'll skip that here.

Anyway, there are a few interesting points in this introduction. First is the assumption that the reader comes from a background of wargaming. Second is the further assumption that the dungeon master (still referred to as a referee, here) will create his own campaign. Gary Gygax seemed fairly mystified when there was demand for information on his own Greyhawk game, leading to its publication, which in turn lead to the glut of campaign settings in 2nd Edition. I tend to be with Gary on this one and wonder why people wouldn't just create their own game world. I think some are intimidated by it, and no amount of encouragement seems to make my friends want to do so. I read an interesting quote by Katherine Kerr (who contributed to early issues of Dragon Magazine and who later became a fantasy author) describing why its more fun and efficient to make your own world, but she knocks fan fiction too, so maybe I shouldn't put it up. :P

A third assumption in the quoted text is that the game will predominately be about exploring dungeons. This will be further specified in the introduction to the Holmes edition. The point of the game was not in what we think of as role-playing, but on exploration and problem solving. It is this aspect of the changing focus that has prompted me to start this series of essays. I've more-or-less used the classic focus of the game in my own current campaign, using all pre-created adventure modules, and it's fun. Modern thought insists that the role-playing aspects are king and that focusing on the action aspects are somehow inferior; but let me tell you, it's fun to play the old way! I'm not saying that a focus on role-playing is invalid -- Call of Cthulhu and the White Wolf games, in particular, showcase this approach to role-playing games nicely -- but that both ways are excellent forms of entertainment.

With the right group, everyone role-playing their characters, even doing mundane things, can be entertaining for sure, and rewarding too. A game that focuses on the exploits of a group of group of adventurers whose abilities compliment the group, each with their own specialization, and for whom death lurks around every corner is also a great form of entertainment. Each character class has its role: fighters engage with the enemy; clerics are secondary warriors with support magic and great power against the undead; magic-users have a limited number of very powerful spells which are effectively ways to cheat past the most difficult challenges; and the thief, specializing in traps, locks, and scouting. Poor play or bad luck could lead to very sudden death, requiring a new character. This form of D&D seems to have gone extinct, sadly. Well, to a degree: the current version (4th Edition) seems to have at least a partial focus on the mechanical aspects of the game. My point: playing the old way is fun, no matter how much new-school thought looks down on it!

Also of interest, at least to me, in that introduction is that John Carter is mentioned first, ahead of even Conan. It astonishes me how popular John Carter was among the people from the 70's who influenced me. (Chris Claremont and Dave Cockrum of X-Men fame being among them.)

Next: The introduction to the Holmes edition.

dungeons and dragons

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