Tag Archives: Blackmoor

Why Dungeons & Dragons players stopped exploring megadungeons

In my last post I wrote about how Dungeons & Dragons creators Dave Arneson and Gary Gygax built their campaigns around huge dungeons that grew and changed. These megadungeons enabled Dave and Gary to run campaigns for dozens of players. … Continue reading

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When megadungeons ruled Dungeons & Dragons

In the early 70s, as Gary Gygax developed Dungeons & Dragons, he played the game seven times a week. He wrote, “As I worked at home, I did not schedule play sessions, but when a gamer or two dropped in … Continue reading

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In fifth-edition D&D, what is gold for? The game within a game

The baseline Dungeons & Dragons game offers player characters plenty of chances to gain treasure and few chances to spend it. When Dave Arneson opened the dungeons beneath Castle Blackmoor, Chainmail miniature battles served as a game within his game … Continue reading

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In fifth-edition D&D, what is gold for? Three principles of granting gold

The early play style of Dungeons and Dragons led to a tradition of awarding player characters more treasure than they could spend. This tradition carries into fifth edition. In 5E, what can high-level player-characters spend their wealth on? Mundane gear? … Continue reading

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Why D&D characters get tons of gold and nowhere to spend it

The original Dungeons & Dragons game awarded characters an experience point for each gold piece they claimed from the dungeon. See “The fun and realism of unrealistically awarding experience points for gold.” This provided a simple method of awarding non-combat … Continue reading

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The fun and realism of unrealistically awarding experience points for gold

When Dave Arneson ran a session of his Blackmoor dungeon for Gary Gygax, two innovations impressed Gary the most: “The idea of measured progression (experience points) and the addition of games taking place in a dungeon maze.” (See The Dragon … Continue reading

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Two weird D&D questions no one asks anymore, answered by the City State of the Invincible Overlord

In my last look back at Judges Guild’s 1977 City State of the Invincible Overlord, I avoided mentioning the product’s oddest quirk: Every non-player character has an adventuring class and almost anyone worthy of a name has 4 or more … Continue reading

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A butcher, a baker, and naughty nannies in the City State of the Invincible Overlord

In December of 1975, TSR had yet to publish any setting information other than the hints published in the Grayhawk and Blackmoor supplements. Blackmoor’s Temple of the Frog qualified as the only published adventure, although the armies inside the temple … Continue reading

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Ability scores in fantasy role-playing games up to 1983

While researching some posts, I looked at the ability scores in the fantasy role-playing games published from 1974 to 1983. My notes grew until they became the tables that appear here. These tables encompass nearly every fantasy RPG published between … Continue reading

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How Dungeons & Dragons gained its ability scores

In History of D&D in 12 Treasures, Jon Peterson shows a character sheet from Dave Arneson’s Blackmoor campaign, the game which inspired Dungeons & Dragons. The sheet includes 8 personality traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning. … Continue reading

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