Tag Archives: realism

Gary Gygax Versus the False Deity (of Realism)

Dungeons & Dragons started with a laser focus on dungeon expeditions. Specifically, the game assumed multi-level dungeons with wandering monsters and rooms stocked randomly from monster and treasure assortments. The only rules for non-player characters treated NPCs as monsters to … 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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Chivalry & Sorcery: What if Gary and Dave had not found the fun?

Back in “What does D&D have to do with ironclad ships,” I wrote about how, in the wake of Dungeons & Dragons release, a mania for realism consumed role-playing game design. In Dragon issue 16 from 1978, Gary Gygax wrote “‘Realism’ has become a … Continue reading

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The brilliance of unrealistic hit points

(This post continues a discussion I started in “What does D&D have to do with ironclad ships?”) After the role-playing game hobby’s first 10 years, designers turned from strict realism and began to design rules that both supported a game’s … Continue reading

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What does D&D have to do with ironclad ships?

When Dave Arneson set out to create the combat system that would become a pillar of Dungeons & Dragons, he did not aim to create a realistic simulation.  In a 2004 interview, he describes the system’s genesis from Gary Gygax’s … Continue reading

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