Tag Archives: Dave Arneson

The difficult origin of Blackmoor, Dungeon & Dragons Supplement II

In my last post, I explained how Temple of the Frog, the first published dungeon, failed as a dungeon crawl and baffled the first Dungeons & Dragons players. To unlock Temple of the Frog, players needed to treat it as … Continue reading

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Why the Temple of the Frog, Dungeons & Dragons’ first printed dungeon, seemed unplayable

In the winter of 1977, the Dungeons & Dragons basic set introduced me to the game. Hooked, I sought everything I could find for the game. The new Monster Manual delivered a treasury of creatures—with pictures! The white box gave … Continue reading

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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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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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Dungeons & Dragons fifth-edition Basic Rules, an annotated page 1

Wizards of the Coast has released the Dungeons & Dragons basic rules as a free download. I have yet to read past the first page, but even that invites comments. The July 3 basic rules are labeled, version 0.1, but … 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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