Jason Zavoda, owner of the wonderful Hall of the Mountain King blog, posted the following text, of a Gary Gygax letter that appears in Alarums and Excursions Issue 2. I have copied and pasted the text here, because it provides tremendous insight into Gygax's thoughts on Dungeons and Dragons. I will let you draw your own conclusions about which Gygax, this 1975 version or the later AD&D version, was more correct regarding several topics he touches therein.
Dear Lee;
Hello! and our thanks for the two copies of AandE. Brian Blume
takes care of SR, and he immediately made off with one copy of your zine, so you
can rest assured of the trade arrangement.
It certainly is a good feeling
to have so many persons enjoying something one had a hand in creating. I have
been a sf and fantasy fan since age 12, a wargame enthusiast since age 10 and
began designing and writing about 1965. The games and rules are fairly
successful these days, but I have yet to sell a sf or fantasy story, and that
will be my next real project -- in a year or so when I have time to rewrite my
favorite fantasy novel in hopes of something more than the usual rejection
slips.
In case you don't know the history of DandD, it all began with the
fantasy rules in CHAINMAIL. Dave A. took those rules and changed them into a
prototype of what is now DandD. When I played in his "Blackmoor" campaign I fell
in love with the new concept and expanded and changed his 20 or so pages of
hand-written "rules" into about 100 ms. pages. Dave's group and ours here in
Lake Geneva then began eager and enthusiastic play-testing, and the result was
the DandD game in January of 1974. It is an ongoing game, as the GREYHAWK
booklet shows, and when Dave hands me the ms. for BLACKMOOR I am sure that there
will be more alternatives yet. I have personally worked out enough material
lately to do still another supplement, and the heaps of material sent in by fans
would certainly fill another -- besides providing a good bit of material for
publication in SR. So as long as players desire, TSR will continue to provide
more DandD goodies (although my partners bemoan the fact that this tends to
deprive the historical end of out operation.)
If you have seen WAR OF THE
WIZARDS, you are aware of how imaginative and creative a man Professor M.A.R.
Barker is. We have arranged, finally, to publish his masterwork, EMPIRE OF THE
PETAL THRONE. Professor Barker has been at work on his fantasy world creation
for something like 40 years! It shows in his work. I hardly know where to begin
in describing EPT. First, I must liken the whole of the Professor's work to
JRRT's (and I understand that Professor Barker has a novel which he hopes to
complete soon!). The whole of the game EMPIRE OF THE PETAL THRONE is perfectly
thought-out and logically structured. Its form was influenced by DandD (and I am
greatly flattered about that) although its author had been testing various other
forms prior to the publication of DandD.
I will not describe the world of
'PETAL THRONE, for Professor Barker does that himself, far better than I could
hope to, in his game. Suffice it to say tht we have spared no expense to do it
justice when TSR publishes it. The box will be about 9" x 12" with a full-color
illustration of the city of BeySy on the cover. The Professor is also one heck
of an illustrator, and he did that map in a medieval style with building
erections, larger-than-life figures of men, and so forth. In addition to a rules
book (about the same number of words as DandD, possibly quite a few more) done
in two-column, 3 1/2 x 11 size with a plastic ring binding so it will open flat
to any section, there will be three full-color, plasticized mapboards (similar
to the one found in STAR PROBE). Two are the map of the world, and the other is
the city of Jakala. The first two are done with permission, on SPI hex maps,
while the latter is done on a slightly smaller hex grid. The unfortunate part is
what the whole will cost -- the $20 price range -- but we plan to make the
separate parts available so that much cash won't have to be laid out all at
once. We expect the work to be available by 15 July.
We also have a
wonderful "parlor" version of DandD dungeon adventures coming up fairly soon --
great for when there are only non-addicts to play games with, for the family, or
when there is only an hour or two for play. The game is well done, and its
components are top-quality, and we expect it to be popular for many reasons --
not the least of which is it will help DandD enthusiasts demonstrate to the
uninitiated why they love fantasy games.
I sang through both of the tunes
in "Music to Loot Dungeons By". Good show!
There seems to be considerable
confusion amongst your contributors -- particularly those who tend to be in a
flap about incomplete or unpalatable solutions (to them) of DandD
rules/questions/problems. The game is complex and complicated. When it was
released, it was by no means in a final (or even polished) form, but were we to
sit on it for another few years in order to get it that way? Can a broad fantasy
game ever be finished? Of course we could not hold off publication, for it was
too much fun to keep from others.
Dave and I disagree on how to handle
any number of things, and both of our campaigns differ from the "rules" found in
DandD. 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, DandD 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.
DandD 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". Now, for example, if I made a proclamation from on high
which suited Mr. Johnstone, it would certainly be quite unacceptable to hundreds
or even thousands of other players. My answer is, and has always been, if you
don't like the way I do it, change the bloody rules to suit yourself and your
players. DandD enthusiasts are far too individualistic and imaginative a bunch
to be in agreement, and I certainly refuse to play god for them -- except as a
referee in my own campaign where they jolly well better toe the mark. Let us
consider the magic-user question.
We allow magic-users to employ the
number of spells shown on the table, so a 1st level m-u gets exactly one 1st
level spell to use once before he must go back to his books and prepare to use
the spell once again -- or a spell once again. To allow unlimited use of the
spell is to make the m-u's too powerful. There is a better solution, of course;
one I have been aware of since the first. That is to utilize a point system
based on the m-u's basic abilities and his or her level. Spell cost is then
taken as a function of the spell and the circumstances in which it is cast and
possibly how much force is put into the spell. All that would have required a
great deal of space and been far more complex to handle, so I opted for the
simple solution.
again, as a case in point, Ted Johnstone says I have
trouble telling which rules are so completely obvious that he doesn't need to
explain them. That, dear friends, is a statement which could only be made by
someone who has never authored a set of rules or a game! Many of the rules which
are completely obvious to me are totally obscure to others. I can say in
complete truthfulness that I have had to explain each and every section of the
rules to some players, either in person or by letter.
I desire variance
in interpretation and, as long as I am editor of the TSR line and its magazine,
I will do my utmost to see that there is as little trend towards standardization
as possible. Each campaign should be a "variant", and there is no "official
interpretation" from me or anyone else. If a game of "Dungeons and Beavers"
suits a group, all I say is more power to them, for every fine referee runs his
own variant of DandD anyway.
I recall that I told Bob Sacks that in
Greyhawk we do not have existing religions included, for this is a touchy area.
We have such groups as "The Church of the Latter Day Great Old Ones," Church of
Crom, Scientist", "Brethren of St. Cuthbert of the Cudgle", and so on. Gods
sometimes intervene. There are some artifacts and the like which aid clerics. In
general, however, clerics are powerful enough without much aid, for they have
quite a few advantages and work up very quickly. Fighters are really the ones
whom everyone should be irate about, for they have the hardest time of it, if
not backed up by other classes or by lots of other fighters or blessed with the
most powerful of magic gear.
How does one use gunpowder weapons in the
confined spaces of the dungeon? What happens to ears? Blackmoor has some
gunpowder usage but the filthy stuff won't work in Greyhawk's world.
By
the way, a score of 18 is only the usual top limit for humans in Greyhawk. We
have monsters with intelligence scores well over 18, and one player is about to
work out a deal which will jump his to not less than 19.
Please inform
Ted that I too subscribe to the slogan "DandD is too important to leave to Gary
Gygax." Gosh and golly! Whoever said anything else. However, pal, best remember
that it is far too good to leave to you or any other individual or little group
either! It now belongs to the thousands of players enjoying it worldwide, most
of whom will probably never hear of you or your opinions unless you get them
into THE STRATEGIC REVIEW. As soon as we can manage it, we intend to have expand
SR, publish bimonthly and include a letter column.
Thanks again for
sending AandE. It was most enjoyable. Watch out though, that it doesn't start
DandD down the road of DIPLOMACY fandom with its constant feuds, bickering,
invective, etc. Now tell the fellows to pick on Dave Arneson awhile -- after all
he had as much to do with the whole mess as I did!
Regards, E. Gary Gygax
Showing posts with label dave arneson. Show all posts
Showing posts with label dave arneson. Show all posts
Saturday, April 14, 2012
Monday, March 5, 2012
Combat Fatigue and the Failure of Gygax
Travolta: That's how Ali took the title from Foreman. He beat him with a rope-a-dope. Don't you remember?
Slater: I don't remember what day of the week it is.
Travolta: Everybody thought Ali's arms had run out. That he's running on empty. But he's just setting Foreman up. He's letting Foreman burn himself out. And then, in the eighth round, here comes Ali; and poor George has nothing left.
-- Broken Arrow, 1996
Dungeons and Dragons does a lousy job of emulating combat fatigue. And i'm not just talking about fourth edition. We're talking every single edition.
It would be tempting to blame Dave Arneson for the failure of DnD to emulate the effects of combat fatigue. After all, he is the author of the hit point concept.
Arneson's hit point concept eventually became DnD's aggregated measure of luck, skill, stamina, concentration, life-blood and endurance. In fact, after all these years, it is still argued that only the last few character or monster hit points actually represent the life-blood of the combatant. For the most part, inflicting hit point damage represents the whittling away of your opponent's stamina, the sapping of his will and skill, and the gradual theft of his luck. In a word: fatigue.
But nowhere in DnD's combat system do the effects of fatigue reveal themselves. A character's combat abilities do not wane as his hit points decrease. A figher's speed and combat prowess are undiminished, despite having suffered a 50%, 75%, or even 90% hit point reduction. And in a perverse twist, 4E actually provides combat bonuses when some players and monsters become "bloodied". If you can imagine, as one becomes "bloodied" (fatigued), combat ability actually improves.
While it is true that Arneson first implemented the concept of hit points in his pre-DnD games, it took Gary Gygax to unthinkingly promulgate their hybrid use, as a combined luck, skill, stamina and endurance measure, when publishing the earliest versions of DnD. And to this day, hit points in all versons of DnD, including 4E, continue to function just as they did in 1974, as a rather ghoulish goulash of combat capability measures.
Gygax should have known better. As an avid reader of pulp fantasy literature, he had myriad sources available to confirm that pulp fantasy role-playing games absolutely require some sort of combat fatigue emulator.
Even something as simple as the loss of a single hit point during each combat round due to exertion would have provided some reminder to the players that fatigue is a serious matter in battle.
My clucking and finger-wagging at Gygax applies equally to those DnD game designers who came after.
You need look no further to see that continued failure, than to study one of the so-called "marvellous innovations" of 4E, the AEDU system. The 4E AEDU system gives each character at-will, encounter, daily, and utility powers, and is a rather uninspired effort at combat fatigue emulation.
It posits that there are certain daily and encounter powers that are so exceptional, and fatiguing, that they can only be attempted once per day or encounter. That AEDU system has been roundly and justifiably derided, as riven by disassociated mechanics. Most importantly, it eliminates an important component of player choice, since it prevents players from re-attempting a daily power, accompanied by some equally significant sacrifice elsewhere.
There's really no justification for the absence of combat fatigue emulation as a feature of DnD combat. That few, if any, have recognized and rued its absence is the real tragedy.
Tuesday, September 14, 2010
Dragons At Dawn: Experience Points
Anyone who has been following the old-school blogs for a while will remember the 2010 release of the Dragons At Dawn (D @ D) roleplaying game. Edited by D.H. Boggs, D @ D is a meticulously researched re-creation of the original fantasy game, as played by Dave Arneson at his gaming table from 1970-1973. That was prior to Arneson's collaboration with Gary Gygax, resulting in the 1974 printing of a little boxed set called Dungeons & Dragons.D.H. Boggs did an admirable job of re-constructing those early rules and game approaches. Boggs also provided several direct quotes from Dave Arneson, on his approach to running a fantasy game and doling out experience points. I find Arneson's comments and original experience point system instructive, as it reveals just how far removed modern experience point systems are from the original purpose of the mechanic. Here's what Arneson had to say about experience points for roleplaying, as quoted in D @ D.
"The all pay lip-service to the roleplaying part, but they all end just having you roll different dice for different situations. There again, that has taken away from a lot of the spontaneity of actually roleplaying. When I do my games, I give roleplaying points for people staying within their character. If they want to go out and kill things, that's easy to do, and a lot of referees, that's all they do, but there's more to it. The richness is not in just rolling dice, the richness is in the characters and becoming part of this fantasy world." (Dave Arneson, Pegasus Magazine #14, 1999)
Not surprisingly, much of the criticism of later versions of D&D (and those other fantasy roleplaying games that have touted themselves as improvements to D&D) has been the focus, and pre-occupation, with making combat more prominent, cinematic, interesting, or (shudder) verisimilitudinous. Every version of D&D, and most competing systems, seem to spill inordinate amounts of ink creating ever-more elaborate and labyrinthine combat systems. This has culminated in what some players, of later versions of fantasy roleplaying games, lovingly refer to as "the grind", where most, or all of the gaming session is spent on one, or a few, combats.
Original D&D is oft-criticized for it's simplistic 'experience-for-gold-looted' mechanic. A fair criticism, from those who demand verisimilitude in their fantasy roleplaying. It is not realistic, they argue, that a person gains experience for lifting some gold and treasure out of a hole in the ground, don't you know.
D @ D uses a different set of methods for awarding experience points. One of those may be passing-familiar to those who use an 'experience-for-gold-squandered' mechanic.
"Wizards: Experience points are awarded to Wizards when they successfully complete the creation of a spell in the laboratory....Neither use nor casting of spells counts towards experience. If the player continues to make the same spell over and over, the referee may at some point opt not to recognize more experience points for it or give some lesser percentage. Likewise, the referee may opt to award more experience for successful new research.
Priests: Priests are awarded one experience point for every gold piece worth of treasure donated to their faith or otherwise spent in the service of their religion. Treasure must be gotten through the Priest's personal adventuring and cannot be donated by anyone else. Referees may take away experience points for any behaviour contradictory to the tenants [sic] of the Priest's faith.
All other classes: All other classes are awarded one experience point for every gold piece spent in accordance with the nature of the character. Referee's [sic] and players may develop special interests for the characters if desired, or simply award the points for any spending which is voluntary and not for some unusual project such as freeing a hostage or donating to a bridge construction project. Only cold, hard cash won through adventuring and subsequently spent may be converted to experience points." (page 43)
In the fantasy game originally played by Arneson, it was primarily through the recovery, and appropriate expenditure, of long-lost treasure hoards, that characters advanced in levels. Appropriate expenditure is a critical component for all classes, as it is only through the expenditure of gold (and the Wizard's case, both expenditure of gold for the spell-making materials, and time, in creating his spells) in ways meaningful to the character's motivations and interests that the characters can advance.
If you have not taken note yet, let me draw something striking about this experience points system to your attention now. No experience points for monsters killed in D @ D.
Monsters certainly appeared in Arneson's games, and were an obstacle to the recovery of treasure, but their destruction did not merit experience points.
Imagine removing the benefit of experience for monsters-killed and think just how radically this would change the nature of your fantasy roleplaying game.
Labels:
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dragons at dawn,
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gary gygax
Monday, May 24, 2010
Rewriting The History Of Dungeons and Dragons
There is an old axiom: history is written by the victors. While I do not own the magazine from which the original article was drawn, there is a brief history of the origins of Dungeons and Dragons, appearing on page 29 of the Best of Dragon Magazine I. Written by Gary Gygax, it summarizes his take on the development of D&D. By the time Gary wrote that article, D&D was well on its way to becoming a huge hit. For me, and many others on the periphery of the hobby, that article became the accepted history of the game for many years. As Dave Arneson did not have his own pulpit from which to preach, few were aware of his perhaps different perspective on the development of the game. The internet has been of great assistance in providing us with a more varied and fulsome account of the early days of the hobby.
Dave Arneson, who is credited with co-authorship of Original Dungeons and Dragons, played a different variation of the game than was revealed in those early D&D rules. In Dragons At Dawn, D.H. Boggs attempts to recreate that game. Mr. Boggs also provides us with the following alternate history of the Dungeons and Dragons game:
"One of the wargame rulesets that became a big influence on Arneson's fantasy campaign had been co-authored by Gen Con founder Gary Gygax. After Arneson demonstrated fantasy roleplay gaming to Mr. Gygax in the fall of 1972, Gygax became extremely enthused, and offered to write up the rules for Arneson and publish them. Arneson had no means to attempt this himself at the time and young Dave [24] had collaborated once before on a set of naval rules with the nearly decade older [33] and well connected Gary, so he readily agreed to have Gygax take the lead on typing up and publishing the rules. He mailed Gygax a 16 page manuscript of his rules and consulted with him by phone. This collaboration led to the first published fantasy RPG game in 1974; a game that has continued to grow and attract new players. However the 150+ pages as published by Gygax and business partner Don Kaye were somewhat of a compomise between the way each author actually played, with by far the majority of the rules coming from Mr. Gygax. It was a similar, and yet in many respects, a very different game from what Arneson had been playing with his group in Minneapolis."
I think the subtext of this alternate history is interesting. We are fortunate to have a wealth of information about the early days, via the various discussion boards and gaming sites. I like to think that, some 35-40 years later, old hatchets have been buried, festering wounds have been lanced, and those on either side of the Gygax/Arneson authorship debate are sharing the same pub table, enjoying a couple of pitchers of beer, a plate or two of nachos, and swapping stories of memorable D&D campaigns of yore.
Labels:
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Sunday, May 23, 2010
Don’t ask me what you need to hit. Just roll the die and I will let you know.
Tavis Allison and Cyclopeatron are musing about whether or not to reveal the target numbers for successful melee attacks to their players.Dave Arneson has an oft-quoted saying: "Don’t ask me what you need to hit. Just roll the die and I will let you know." Essentially, Dave was advocating for keeping as much of the game mechanics off-stage as possible, thus allowing the players to immerse themselves in their characters and the world, rather than meta-gaming, or tailoring their play to the game mechanics.
While I concur with Dave's approach, and have been a vocal proponent of keeping much of the in-game mechanics behind the DM screen, both Tavis and Cyclopeatron make compelling arguments for (sometimes) revealing the to-hit numbers to the players.
The attached 'Percentage Index' table has been sitting on my computer desktop for several months. I think I came across it in one of my visits to the Original Dungeons and Dragons discussion boards. It seems rather Arnesian: rumor has it that, before the d10 and d20 became widely available, probability tables were constructed using the available dice-of-the-day, d6's. The above table allows you to calculate a d20/percentage probability from a throw of 2d6.
Dave Arneson was reportedly a fan of percentage systems. In my mind, I imagine this probability table hanging from Dave Arneson's DM screen, via a paper-clip, and, after calculating the percentage chance to hit, Dave peers over his screen and is saying, "Don’t ask me what you need to hit. Just roll the die and I will let you know."
Sunday, April 18, 2010
Dragons At Dawn RPG Review
While I was hoping to read a few more reviews of the new Dragons at Dawn RPG before I made the plunge and purchased it myself, my curiosity finally overcame my legendary steely resolve. I downloaded the $8 pdf version of Dragons at Dawn yesterday, and spent a couple of hours today immersed in 60-pages of Arnesian game design.How does one review a role playing game like Dragons At Dawn? That was the question plaguing me as I prepared to write this blog entry. Several approaches seemed equally appropriate. I could review this game as a exercise in historical archaeology. In doing so, I would want to determine whether the author of Dragons at Dawn (D.H. Boggs) accurately captured the essence of Dave Arneson's gameplay. Alternately, my review could compare and contrast Dragons at Dawn to original Dungeons and Dragons. In applying that approach, I could alternately reveal where "Gary Gygax played it wrong" and where "Gygax provided a much needed tune-up". Or, I could evaluate Dragons at Dawn as a set of rules that must succeed or fail on its own merits. That would require me to consider this rule-set, in comparison to other recently and professionally produced role-playing games. Or I could acknowledge Dragons at Dawn as a labour of love by a die-hard D&D fan, and review it as a DIY effort. That would result in a different set of expectations, regarding completeness and usability. As a further alternative, I could review this as a supplement to an existing game, namely original Dungeons and Dragons. That approach would require that I consider how this adds to the already existing body of rules. I could also apply some or all of those five approaches. The later would result an extremely long post, and likely more research on the part of yours truly (particularly as regards number one).
Before I go any further, I need to say the following. What D. H. Boggs has done, in recreating the original Dave Arneson fantasy rules, is to be applauded. Dragons at Dawn is a superior effort. The author has recovered an important part of the history of Dungeons and Dragons. This offering informs our understanding of the original rules, as well as Arneson's First Fantasy Campaign, thus enriching our enjoyment of the game. This is well-worth the $8 investment.
In the end, I decided to review Dragons at Dawn as a supplement to the original Dungeons and Dragons game. In choosing to review it as such, I acknowledge that I am ignoring the stated intention of the author of Dragons at Dawn, to produce a complete system that represents the Arnesian approach to game play. While that intention is laudable, readers demanding that his effort be wholly successful, in a slim volume of 60 pages, seem unreasonable, when you consider that Gygax was afforded more than 250 pages to produce the original Dungeons and Dragons and the first three supplements.
As a supplement to original Dungeons and Dragons, Dragons at Dawn is a resounding success. It covers (in greater and lesser detail) such topics as cooperative versus competitive play between players, alternative classes such as the Merchant and Sage, variant multi-classing rules, an attribute-based task resolution system, rules for gaining further education and skills, fixed hit points by level, monsters as characters (including increasing their levels), adventure and setting design, random chance and fortune cards, a complicated morale-check system, a flowchart and matrix-based combat system, a spell creation system, non-adventuring experience acquisition suggestions, broadly applied alignment-based magic item rules, recommendations on tracking game time, and equipment lists that have ranges for the cost of various items.
Considered as a variant or augmentation to original Dungeons and Dragons, Dragons at Dawn offers a lot. Peppered throughout the booklet, you are further provided with nuggets of wisdom, being quotes from Arneson himself, culled from various interviews and forums. Those are a welcome addition, illuminating Arneson's gameplay approach and accumulated wisdom.
I am not qualified to comment on whether Boggs has fulfilled his stated goal, of faithfully recreating the game as played by Arneson, others, closer to Arneson can provide that assurance. I will also not wade in on whether or not Gygax got it right in original Dungeons and Dragons. As a collaborative exercise, original Dungeons and Dragons will necessarily contain a synthesis of their two game approaches. As for completeness and usability, the slimness of this volume almost necessitates its' use in conjunction with other gaming materials. But as a supplement or variant for OD&D, and as an illuminating look into the original fantasy campaign, you would be well-served by including this volume in your gaming collection.
Labels:
dave arneson,
dragons at dawn,
gary gygax,
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