Monthly Archives: May 2018

The Threat that Nearly Killed Dungeons & Dragons—Twice

Despite the alarmists warning that things like ascending armor classes, women, or fourth edition would ruin Dungeons & Dragons, the game has only faced one serious threat. Ascending ACs are just easier, woman have been improving the game at least since Lee Gold, and fourth edition once seemed like exactly the savior D&D needed. The real threat to D&D came from the way the game combined cheap entertainment with a valuable brand.

For a sample of D&D’s potential demise, witness the fate of another successful role-playing game: Vampire: The Masquerade. In the 90s, the popularity of Vampire seemed ready to eclipse D&D.

On its introduction by White Wolf Publishing in 1991, Vampire surged in popularity, attracting a new generation of players and more women. The game spawned a franchise of World of Darkness games.

But once the player community peaked, White Wolf saw its income slow until books barely broke even.

The low cost of role playing makes selling RPGs a tough business. Players can only spend so much time at the game table, and a few purchases will fill all those hours. Even if a game master buys an adventure to run, five other people get hours of fun from the purchase. And those hours come from a slim packet of pages. A hardcover adventure will sustain a campaign for a year. A few bucks spent on dice and maybe on a core book can sustain a player for years. Role-playing gaming rates as the cheapest entertainment around. See How the End of Lonely Fun Leads to Today’s Trickle of D&D Books.

By 1998, White Wolf was canceling games in the World of Darkness franchise. The company rode the d20 boom with D&D-related supplements, but that boon went bust too.

In 2006, CCP Games, the Icelandic company behind EVE Online, acquired White Wolf just to gain rights for a potential online game. White Wolf’s tabletop publishing schedule slowed a few PDF and print-on-demand products. When CCP’s plans for an MMO fizzled, White Wolf sold to another computer game company, Paradox Interactive. Now, the White Wolf web site calls the outfit a licensing company. In an interview, Martin Elricsson, the company’s Brand Architect explained the publisher’s status. “The economic center of the company will be computer games. As things are now, tabletop publishing hardly breaks even.”

Vampire: The Masquerade now rates as an entry in an IP portfolio, a brand to license or to apply to an online game. Paradox Interactive stands as the accidental owner of a tabletop RPG. If they bother to publish it, the action will hardly affect the corporate bottom line and stockholders will call tabletop a distraction.

At two points in D&D’s history, D&D could easily have met a similar fate.

The first threat came in 1997, when TSR neared bankruptcy. TSR sold itself to Wizards of the Coast, a company run by Peter Adkison, a D&D fan with big dreams for the game. A few years earlier, Adkison had asked designer Richard Garfield for a portable game suitable for passing time in a convention line. Garfield’s game, Magic the Gathering, captured lightning in the bottle, landing Wizards enough cash to buy TSR. Without this happenstance, TSRs assets could have been picked over and sold piecemeal to companies looking for intellectual property for computer games and movie licenses.

In 1999, Hasbro bought WotC for Magic the Gathering and the Pokémon card game. The waning profits from D&D’s second edition certainly didn’t help the acquisition. Like many folks in 1999, Hasbro executives probably wondered if people had to dress up to play D&D. Would remnants of the satanic panic stain Hasbro?

When Hasbro acquired WotC, they brought a big corporate cost structure and return on investment expectations set by Magic and Pokémon. If D&D failed to meet those expectations, imagine a D&D product line like the one today—but without any tabletop products—just an assortment of licensed video games, a D&D-themed Monopoly game, some t-shirts, and a movie a few years out. Maybe they would license the tabletop game to third party, where, like other high-profile licenses, a barely break-even business could struggle under oppressive license fees and stifling brand oversight. For a Hasbro executive cutting such a tabletop license, the deal offers little upside. A modest success barely registers; a runaway success embarrasses the exec who let a valuable asset leave the company.

In 2000, D&D proved a temporary asset to Hasbro. The new, third edition sparked a boom in sales, mainly by inspiring the same players who found the game in the 80s.

By 2005, D&D settled into a familiar pattern for a mature edition. After a big debut, players embrace character options, creatures, and adventures. Game companies have employees to pay, and only a steady income keeps the lights on, so they publish to meet demand. Before long, even the most passionate customers own more supplements than they can play. Players stop adding to the unused volumes already on their shelves. Meanwhile, the wealth of volumes on game store shelves overwhelms and scares away newcomers. Potential new customers wonder if they need to fill a bookshelf to play. Is the Player’s Handbook 2 required or is it an updated version of the original book?

The D&D team started enduring annual, Christmas-season layoffs as management expected slowing sales in each coming fiscal year.

Hasbro’s experience in the toy business made them familiar with such booms and busts. Except for a few core toy lines, they would roll out a toy like G.I. Joe, ride a surge in sales, and then sideline the toy for 15 or so years until a new generation of children seemed ready for it. Perhaps Hasbro execs wondered if a similar strategy suited D&D. Instead of losing money between generational releases, why not just retire the tabletop product during those 15-year lulls?

Peter Adkison had left Wizards, so no guardian angel would save the game this time.

For D&D to qualify as a core game brand, the game needed to match its best-ever year of sales in 2000, but this time the game needed sustained sales at that level.

Without a new edition, the game could never approach such numbers. A new edition could be easy, but it had to bring a profitable, sustainable strategy that would meet stockholder’s expectations for profit. So far, no tabletop publisher had found such a strategy.

As sales withered, the D&D team searched a way to save the tabletop game they loved. By 2008, they thought they found a way.

Next: Why Fourth Edition Seemed Like the Savior Dungeons & Dragons Needed

Did Dave and Gary’s Gift for Finding Fun in Dungeons & Dragons Lead Them Wrong?

When Dave Arneson and Gary Gygax designed Dungeons & Dragons, they aimed for fun. In 1978 Gary wrote, “Enjoyment is the real reason for D&D being created, written, and published.” To Gary, when players fell in love with the game and spread their enthusiasm to new fans, D&D proved fun. Forty-some years later, the community of D&D fans continues to grow and thrive.

If players’ enthusiasm reveals the fun in D&D, then not every part of the original game passes the test—at least for most players. Over five editions, the game has lost some things that few players enjoyed. Only players seeking a deliberately old school style embrace things like mapping, strict encumbrance, spell blowback, and damage to treasure.

In the original D&D game, the party’s mapper served an essential role. Mappers translated the dungeon master’s descriptions of dimensions and distances onto graph paper. In Mapping—or Not-Fun Things That Dungeons & Dragons Players Learned to Skip, Part 1, I wondered why the game emphasized mapping, even though few players enjoyed it. I titled the post “Part 1” because I planned a series of posts making light of equally un-fun activities in the early game.

Dave and Gary created rules designed to create “a game which is fun to play and set so as to provide maximum enjoyment for as long a period of time as possible.” They showed a talent for finding the fun in dragons and in dungeons. Why did some parts of the game miss the target?

Perhaps the new game proved so thrilling that players overlooked its rough parts. Then, over time, gamers noticed rules they did not enjoy.

Mainly though, Dave and Gary actually enjoyed some aspects of the game that many players failed to appreciate.

Despite inventing the original non-competitive role-playing game, Dave and Gary loved competition and tests of skill in games. After all, both men held a lifelong passion for competitive games. “Games are usually for diversion or amusement, although sometimes they are played for a stake (gambling) or prizes,” Gary wrote. “They are typically contests.”

This love for competition shows in the way Gary and TSR always brought Dungeons & Dragons to conventions as a tournament. Early on, Dragon magazine and TSR sponsored competitions for dungeon masters, dungeon design, and “D&D masters.”

D&D rewarded ingenuity and resource management. Players took care to avoid fights they couldn’t win, to claim treasure without a fight, and to retreat from the dungeon when they ran low on spells and hit points.

Mapping tested skill. Gary relished any chance to frustrate mappers. The original rules’ half page of “Tricks and Traps” lists nothing but slanting passages, sinking rooms, and other ways to thwart mapping. The tricks did more than waste graph paper—they threatened character’s lives. Heroes lured to a lower level of the dungeon faced more dangerous monsters. Lost heroes could run out of resources before they escaped the dungeon. Originally, Find the Path found an escape path.

Resource management tested skill. In a multi-level dungeon with uncertain maps, players always needed to consider whether to press ahead or to retreat from the dungeon. Pressing ahead offered more treasure but cost spells and hit points. Retreat imposed a cost too. Wandering monsters might still attack and they carried minimal treasure. Under these circumstances, spells like Leomund’s Tiny Hut offered a safe rest and a vital advantage.

Encumbrance tested skill. Gold is heavy, so early adventurers brought mules and porters to help empty the dungeon. Encumbrance forced players to make hard choices about the gold worth hauling, and the silver they might leave behind. Gary created Tenser’s Floating Disk on behalf of his son Ernie and every other player who wanted a painless way to recover every last copper from the dungeon.

Spells that ruined treasure tested skill. Even in D&D’s original rules, Fireball delivered more damage than other third-level spells. But Fireball destroyed treasure, and players hated seeing treasure within their grasp destroyed. Gary enjoyed this test of skill. His son Ernie recalled casting Fireball and how his father “would always let you know whatever cool thing you had destroyed. Normally it was difficult to figure out what anything was, but once it was destroyed, my dad would share. ‘Oh, it’s a real shame.’” See
Spell Blow Back—How Part of D&D that Everyone Avoided Shaped the 5th-Edition Power Curve. Cone of Cold deals the damage of a fireball without destroying anything, but as a 5th-level spell.

Vancian casting tested skill. In the wake of D&D’s release, every aspiring, RPG designer replaced spell memorization with spell points. But spell points never brought the added strategy of choosing which spells to memorize. In D&D, casters needed to decide whether to memorize an attack spell or a utility spell like Find the Path, Leomund’s Tiny Hut, or Tenser’s Floating Disk. As for rituals that characters can cast without choosing to forego another spell, Gary would not approve.

Tomb of Horrors became Gary’s earliest dungeon design to reach print. By today’s standards of storytelling, saying yes to players, and letting characters shine, the dungeon rates as nearly unplayable. But no other dungeon reveals Gary’s love of competition so well. The tomb served as a tournament at the Origins convention in 1975. In his notes to the dungeon master, Gary promises that the Tomb of Horrors “is a thinking person’s module.” He warns, “If your group is a hack and slay gathering, they will be unhappy.” The tomb works as resource management challenge, where the resources are henchmen and divination spells. Locating Acererak’s hoard demands finding 15 hidden and concealed doors. Those secret passages make as much of a barrier to claiming the gold as the traps. Midway through, the tomb tries to fool players into thinking they reached the end. If the tomb aimed to present a story of players thwarting evil, it failed. But as a test of skill for players who keep score in gold, the tomb offered fun.

For Gary Gygax and Dave Arneson, that’s what games were for.

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 kill or as hirelings to die following orders.

When Dave Arneson and Gary Gygax crafted the original role-playing game, they focused on making dungeon crawls fun. Even when the rules strayed from the dungeon, they only served to build a bridge to another game—Chainmail. (See The Surprising Trait Fourth Edition Shared With Original Dungeons & Dragons.)

Although D&D’s rules kept a narrow scope, the game’s wide-open possibilities captured players’ imagination. In D&D, players could attempt anything. They could roam fantastic worlds. This potential invited players to stop seeing D&D as game about raiding dungeons. Players saw a system for simulating a fantasy world.

D&D made a poor simulation, so players decided to improve it. Instead of making the game more fun, most tinkerers aimed to make the simulation more realistic.

In the decade after D&D’s introduction, a mania for creating realistic alternatives to D&D dominated the hobby. Every D&D player who ever wielded a foam sword cooked up a more realistic alternative to the D&D combat system. Folks considered how magic should work, and then fancied that spell points offered more realistic, imaginary magic.

All the criticism of D&D’s lack of realism rankled Gary Gygax. He and Dave had designed a game. “As a game must first and foremost be fun, it needs no claim to ‘realism’ to justify its existence,” Gary wrote. “D&D exists as a game because thousands of people enjoy playing it. As its rules were specifically designed to make it fun and enjoyable.” A game needed to be fun before it made offerings to the “false deity” of realism.

Gary made his defense in a 3,800-word article that appear in Dragon issue 16, from 1978. He took a justified stand. D&D continues to thrive because the game’s design values fun before realism. Still, his defense failed to win anyone, partly because Gary diluted his point by railing against unauthorized supplements to D&D and against APAs, which were a sort of stamps-and-mimeograph version of Internet forums.

Mainly, the defense flopped because Gary offered the wrong examples. Instead of choosing unrealistic rules that added fun, he cited rules that added no fun and that D&D works fine without. No one worries about wizards and swords anymore, because mages have better ways to contribute. Although fighters can use magic wands, the classes haven’t merged into a flavorless super class. Elves and dwarves no longer face level limits and the game works better for it. Critical hits never ruined the game; they add fun. (Although, to be fair, the maimings and sudden deaths featured in critical tables from 1978 never took off.)

Meanwhile, Gary’s defense fails to mention the brilliantly unrealistic rules that made D&D work.

Original D&D includes mechanics aimed at making dungeon crawling as fun as possible. In The Brilliance of Unrealistic Hit Points, I explained how the game’s totally unrealistic system for tracking injuries supported dungeon delves and added fun. In The Fun and Realism of Unrealistically Awarding Experience Points for Gold, I explained how the game built in a goal that rewarded successful dungeoneers with stronger characters. In When Megadungeons Ruled Dungeons & Dragons, I revealed how absurdly unnatural multi-level dungeons let players choose a difficulty level and encouraged them to delve deeper without pausing to rest.

Why didn’t Gary choose better examples to defend? Partly because he took pride in D&D, so he leapt to the defense of the rules that drew the most criticism. But I wonder how well Gary understood the advantages of the unrealistic rules that he never defended. In his article, he describes D&D as a carefully designed and developed system of cohesive parts. No one describes the original game as cohesive. But Gary and Dave lacked our perspective. When they created the original role-playing game, they lacked the current hobby’s decades of shared design experience. They could only rely on the shared experience of a small circle of lifelong gamers. Lucky for us, that proved enough.

Next: Did Dave and Gary’s Gift for Finding Fun in Dungeons & Dragons Lead Them Wrong?

The Surprising Trait Fourth Edition Shared With Original Dungeons & Dragons

The first Arduin Grimoire starts by explaining how to play Dungeons & Dragons. Sure it claims to be an explanation of how to play “a fantasy game,” but in 1976, when Dave Hargrave penned the tutorial, the range of fantasy games included D&D, D&D set in a world called Tékumel, and a game designed under the generic name of D&D until it reached stores as T&T.

Gamers needed the how-to. The original D&D rules read as a summary for people who already knew how to play. D&D arrived as a companion to a miniature battle game called Chainmail, and the rules built on a foundation of turns and moves. Gary Gygax’s peers felt comfortable with rules for inches of movement and for how many 10-foot squares a character could search in a 10-minute turn. To Gary’s audience, D&D made sense. But the rule books confused folks accustomed to rolling dice to see how many squares a wheelbarrow could move.

Hargrave’s how-to amounts to this: move, roll for monsters, repeat. If monsters appear, roll for distance, surprise, reaction, and then initiative.

As hard as D&D proved to grasp, this “sequence of play” isn’t too different from Risk. Aside from the referee, the game seems nearly as constrained as Clue—except D&D features a hidden board like Battleship.

Ken St. Andre wrote T&T—Tunnels & Trolls—because he found the D&D rules “nearly incomprehensible.” He describes T&T as having the same relationship to D&D as “Chevrolet does to Ford.” His explanation of how to play T&T worked for D&D too. “The game is played something like Battleship. The individual players cannot see the board. Only the DM knows what is in the dungeon.” In 1975, games needed boards. (See 4 popular beliefs Dungeons & Dragons defied in the 70s.)

There exist numerous enchanted tunnel complexes (call them dungeons or underworlds if you wish) that are liberally loaded with many types of treasure, and abundantly guarded by every imaginable form of monster, magic, and trap. Generally speaking, the greatest treasures and most powerful monster are found further below the surface. Brave men and women arm themselves and venture within the tunnels at risk of body and soul to seek treasure and experience.

In 1975, games also needed a way to win. St. Andre explained how. “Every time your character escapes from a tunnel alive, you may consider yourself a winner. The higher the level and the more wealth your character attains, the better you are doing in comparison to all the other players.” (See But how do you win?)

Neither D&D’s original rules nor interpreters of those rules describe the loose play of D&D today. They describe a tightly-focused game where treasure hunters enter dungeons, spend turns moving and fighting, and keep score in gold.

From 1974 through the 80s, the evolution of role-playing games marks a move from D&D’s medieval fantasy to universal systems like GURPS, the HERO System, and Basic Roleplaying. In the early 90s, universal systems peaked, and the hobby started moving toward games optimized for one genre or even a narrow range of activities. You could play Kung-fu or vampire campaigns in GURPS, but for many players, optimized systems like Feng Shui and Vampire the Masquerade offered a more compelling experience.

D&D followed the same evolution. Original D&D didn’t aim for the same scope of a modern D&D campaign. The 1974 game arrived laser-focused on dungeon expeditions—and not even on naturalistic lairs, strongholds, and tombs. Original D&D assumed multi-level undergrounds with wandering monsters and rooms stocked randomly from monster and treasure assortments. (See When megadungeons ruled Dungeons & Dragons.) The only rules for non-player characters treated NPCs as monsters to kill or as hirelings to die in dungeon crawls.

Almost everything in the little, brown books supports dungeon expeditions. Sure, the books included rules for wilderness adventures, but as a way for characters to find castle sites. The rules for castles and followers only build a bridge to another game—Chainmail. Few players crossed that bridge. Even subsequent editions of D&D largely ignored it.

As a focus, the dungeon crawl proved a massive success. Dungeons provided an evocative environment with built-in threats and rewards. Plus, dungeons kept characters on that secret board behind the DM’s screen. The walls made the game manageable for new DMs, and all but two DMs were new. (See How the dungeon crawl’s advantages propelled Dungeons & Dragons to success.)

Even though the D&D’s turns and hidden boards felt familiar to gamers in 1974, the game’s wide-open possibilities captured the imagination. In D&D, players could attempt anything. Hardly anyone held to the rigid structure or stayed in the dungeon. A city, The City State of the Invincible Overlord, became the first setting for D&D. (See A butcher, a baker, and naughty nannies in the City State of the Invincible Overlord.) By 1977, Chivalry & Sorcery offered rules for everything in a medieval fantasy world, from kings to peasants, and from jousting to courtly love. That game stemmed from a D&D campaign where players had tired of dungeons and embraced the larger world. (See Chivalry & Sorcery: What if Gary and Dave had not found the fun? Newer games with more realistic combat systems even made dungeon crawls too lethal to be a campaign’s focus. (See The Brilliance of Unrealistic Hit Points.)

As the role-playing hobby broadened, D&D’s scope grew too. By 2000, third edition arrived late to the universal system party. D&D became a branch of the d20 system, which extended to modern settings and Star Wars role playing.

By 2007, the trend toward systems optimized for a narrow range of activities reached D&D and its fourth edition. This version returned to the narrow focus of the original game, but with a completely different choice of optimal activities. Now the game focused on designing characters capable of dynamic battlefield stunts, and then showing them off in combat encounters. Dungeon expeditions became an interchangeable backdrop for combat encounters and skill challenges. This new focus drew criticism from players who felt that a miniature skirmish game, or perhaps a video game, had replaced the original role-playing game. Sure, most players knew you could run fourth edition in the same wide-open style as the prior editions, but plenty saw the new focus as a sign that D&D no longer invited role playing.

Today, D&D returns to a comfortable balance between the sharp focus of the original game and the sprawl of d20. Rather than optimize a system for a narrow focus, the game seeks to embrace three pillars of exploration, combat, and interaction. The game is bigger, but you can still dungeon crawl in the original style—as long as you can live without 10-minute turns.