Meet the Woman Who by 1976 Was the Most Important Gamer in Roleplaying After Gary

In 1976, after Dungeons & Dragons co-creator Gary Gygax, the most important person in roleplaying games was a Los Angeles woman named Lee Gold. She still contributes to the hobby and still runs a campaign using her Lands of Adventure (1983) game.

Lee who? And what happened to Gary’s co-designer Dave Arneson? Although Dave and his circle of Minneapolis gamers deserves the most credit for inventing roleplaying games, Dave’s passion centered on sailing ships in the age of Napoleon. He never matched Gary’s fervor or written output. In 1976, Dave would work briefly for TSR, but little came of it. See Basic and Advanced—Dave Arneson takes a job at TSR.

Meanwhile, D&D’s popularity exploded. Nothing else like the revolutionary game existed and it proved irresistible to most wargamers and fantasy fans. See 4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed.

In 1975, Hilda and Owen Hannifen told their friend Lee Gold of a wonderful new game called Dungeons & Dragons. “Hilda had made up a dungeon and she ran it for us. So you see our first experience was with a female game master. It was a lot of fun.” Lee’s friends gave her a photocopy of the rules, but not before they watched her post a check to TSR for an official copy. “I started making up a dungeon—and told our local friends that they could start coming over and participating in D&D games that I’d be game mastering.”

Alarums & Excursions issue 2

Even before Internet message boards and blogs, science fiction and fantasy fans liked sounding off. So they published fanzines, or just zines. To publish, fans typed their thoughts, printed copies on a mimeograph or an employer’s photocopier, and then mailed to friends. “A zine may include essays, comments on previous issues, poems or songs, a writeup of a gameplaying session, artwork, and just about anything imaginable,” writes Lee. For efficiency, zine publishers started collaborating in amateur press associations, or APAs. These associations bundled collections of zines under a single cover to save on postage and to create publications matching the substance of a magazine.

Excitement in the new D&D game fueled so much discussion that it started to overwhelm the pages of the APA-L from the Los Angeles Science Fantasy Society. To meet surging interest, and to the let APA-L refocus on literature, Lee Gold started a new APA devoted to roleplaying games. She named it Alarums & Excursions after a phrase Shakespeare used to denote a confused uproar in stage directions. Plus, a name starting with ‘A’ would appear at the top of any list of APAs. Pronounce “Alarums” as alarms. The first issue debuted in June 1975 as the first periodical devoted entirely roleplaying games.

For a standard APA, an official collator collects fanzines and then mails the collections to the authors. “I didn’t want anything that minor,” Lee explains. “I also wanted subscribers, and the subscribers would support the contributors. It was something that had never been tried before. Therefore, I wanted to have something where there would be lots of subscribers and then contributors wouldn’t have to pay anything for postage. This was a whole new thing that had never been done before. It was my entirely new and brilliant, I hoped, idea.” This model allowed Alarums to reach a wider audience than a traditional APA. Hobby shops stocked issues of A&E alongside magazines. As A&E gained contributors, the page counts burgeoned from 30 to 150, when the limits of binding and shipping forced Lee to hold contributions for future issues.

The shabby state of D&D’s original rules inspired much discussion, and Lee’s Alarums & Excursions served as the hub of this network. “All the role players I know, when we looked a Gary Gygax’s game with its “% liar” and all its typos said, ‘this stuff needs tinkering.’ Ken St. Andre looked at it an wrote Tunnels & Trolls, and the people in Michigan wrote their thing, and the people at CalTech wrote their thing, and Steve Perrin wrote his thing. Everybody tinkered with D&D because it needed tinkering to be playable. The nice part about D&D was that it obviously needed player help. Well, obviously to all the players I knew.” (The people in Michigan likely refers to the Metro Detroit Gamers, who published the original tournament versions of the TSR modules S4 Lost Caverns of Tsojcanth and O1 The Gem and the Staff, and regularly ran conventions like Wintercon and Michicon. The thing from CalTech is the Warlock rules which came to influence D&D through J. Eric Holmes. For more on Warlock and Steve Perrin, see How D&D Got an Initiative System Rooted in California House Rules.)

The zines that Lee published in A&E became profoundly influential on the evolution of role playing games. Lee says, “I remember zines from Dave Hargrave giving tidbits of the Arduin Grimoire, Steve Perrin’s Perrin Conventions (which were the start of the system that later grew into Runequest), Ed Simbalist and Wilf Backhaus’s discussion of Chivalry & Sorcery, John T. Sapienza, Jr.’s discussion of various game systems, and other professional and semi-professional writers. I remember Mark Swanson’s ‘character traits,’ a way of individuating characters with minor bonuses and minuses. I remember a number of people (including myself) getting tapped to write games professionally because RPG publishers read their A&E zines.“ Other contributors included D&D Expert Set author Steve Marsh, third-edition D&D lead designer Jonathan Tweet, Vampire: The Masquerade designer Mark Rein-Hagen, fourth-edition D&D lead designer Rob Heinsoo, Paranoia and Star Wars roleplaying game designer Greg Costikyan, and more. Plus, a fellow named Gary Gygax contributed to issues 2, 8, and 15.

Alarums & Excursions issue 1

Soon though, Gary came to hate APAs like A&E. Partly, he seemed to see APAs as ringleaders for thieves, and not just the sort who—in Gary’s estimation—stole a ride on his coattales. Remember that Lee Gold started with a photocopy of the D&D rules. Early on, copies of D&D, especially outside of TSR’s reach in the Midwest, proved scarce. The $10 price of the original box struck many gamers as outrageous. In the first issues of Alarums & Excursions, some contributors argued that TSR’s profiteering justified Xerox copies of the D&D rules. Gary wrote a rebuttal and Lee told readers that Gary deserved to gain from his work and investment. Surely though, he remained incensed.

Eventually, all the discussion of D&D’s flaws and all the redesigns of the game wore on Gary’s pride in his creation. In issue 16 of The Dragon, he wrote, “APAs are generally beneath contempt, for they typify the lowest form of vanity press. There one finds pages and pages of banal chatter and inept writing from persons incapable of creating anything which is publishable elsewhere. Therefore, they pay money to tout their sophomoric ideas, criticize those who are able to write and design, and generally make themselves obnoxious.” For a rebuttal of Gary’s criticism, refer back to A&E’s list of contributors.

Meanwhile, Lee published A&E and began writing games. Much of her work showed an interest in history and particularly Japan, where she lived 4 months during A&E’s first year. Land of the Rising Sun (1980) extended the Chivalry & Sorcery system to Japan. Her game Lands of Adventure (1983) aimed for roleplaying in historical settings. Her other credits include GURPS Japan (1988) and Vikings (1989) for Rolemaster.

Men dominated the gaming community of the 70s, but Lee felt insulated from that culture because she came from science fiction fandom. “The SF fan experience was largely male when I entered in 1967, but it wasn’t male-dominated. SF fandom of the late 1960s had only a few women, but they were highly charismatic women—including women like Bjo Trimble—and they were not dominated by men. I entered the Los Angeles Science Fantasy Society as an editor and the leader of a sub-group that produced a fanzine, The Third Foundation.

“This pattern of female equality also held true for the D&D play and roleplaying that took place in SF fandom—and that’s where I did my roleplaying. Not at hobby stores but at the LASFS and at science fiction conventions, usually with old friends or with people I’d met through A&E. A&E started through people who already knew one another through APA-L or through science fiction fannish connections.”

Meanwhile, the men in gaming tended to suppose that only men contributed to the hobby. Lee remembers visiting the Origins convention and spotting shirts for sale that identified the wearer as a “wargaming widow.” Why else would a woman attend a gaming convention?

After Lee finished writing Land of the Rising Sun for Fantasy Games Unlimited, she met publisher Scott Bizar at a local convention to sign the contract. She recalls discussing the game’s credits.

“Do you want to say this game is written by yourself and your husband Barry?” Bizar asked.

“No,” I said. “Barry didn’t write any bit of it. He did the indexing, and I gave him full credit for that. I wrote all of the game. Just say the game is by Lee Gold.”

“Most female writers say they wrote a game with their husbands,” said Bizar.

“I don’t care what other people do,” I said. “Just say the game is by Lee Gold.” And so Land of the Rising Sun came out as written by Lee Gold.

Her one personal encounter with Gary Gygax revealed a similar bias. Early on, Lee sent copies of A&E to TSR. After a couple of months, she received a phone call, which she recounts.

“This is Gary Gygax,” said the voice, “and I’d like to speak to Lee Gold.”

“I’m Lee Gold,” I said. “I gather you got the copies of A&E I sent you.”

“You’re a woman!” he said.

“That’s right,” I said, and I told him how much we all loved playing D&D and how grateful we were to him for writing it.

“You’re a woman,” he said. “I wrote some bad things about women wargamers once.”

“You don’t need to feel embarrassed,” I said. “I haven’t read them.”

“You’re a woman,” he said.

We didn’t seem to be getting anywhere, so I told him goodbye and hung up.

Despite her design credits, Alarums & Excursions rates as Lee Gold’s most stunning achievement. Since 1975, she has sent the APA monthly with only two lapses: one during her stay in Japan and a second scheduled for health reasons. Today though, many subscribers take their copies through email.

27 thoughts on “Meet the Woman Who by 1976 Was the Most Important Gamer in Roleplaying After Gary

  1. Zenopus Archives

    Great column! Lee’s work on A&E is monumental. And for anyone interested in the early days of D&D and RPGs, the early issues are particularly fascinating. Lee has them available on pdf ($2 an issue) via her website, https://conchord.org/xeno/aande.html. In addition to putting the zine together, she contributed her own column Tantivy every month. And add J. Eric Holmes to the lineup of RPG designers who got their start writing articles for A&E.

    Reply
  2. evileeyore

    “2nd most important person in rpg history?”

    That’s some serious revisionism. I mean y’all haven’t even finished tearing down Arneson’s statue and you’re already working overtime to write his replacement in the history books?

    Reply
    1. David Hartlage Post author

      To be clear, I never wrote “in RPG history.” For that, Dave and Gary rate 1 and 2, probably in that order.

      Dave

      Reply
  3. Lich Van Winkle

    Great entry, DM David!

    When I bought GURPS Japan as a teen, I had no idea that Lee Gold was one of the first gamemasters in the hobby. That Japan book was one of the better GURPS books, too. I still didn’t make the connection until I read this bit here.

    Years later, having spent a good bit of time trying to understand how it all developed, I just want to meet her and say thanks for helping the hobby to get off the ground.

    Thanks to Zenopus for pointing out that she’s selling pdfs of the early issues. I’ve looked for them in vain but missed this site.

    Reply
  4. Zenopus Archives

    The Michigan group that Lee was referring to may have been the Metro Detroit Gamers (MDG), who published the original tournament versions of the TSR modules S4 Lost Caverns of Tsojcanth and O1 The Gem and the Staff, and regularly ran conventions like Wintercon and Michicon.

    Associated with MDG was the Ryth Chronicle, a periodic mailed “report of the D&D campaign along the Ryth” “compiled by John Van De Graaf” (quotes are from the first installment), who was the co-author of O1 along with his wife Laurie. Lee’s monthly list of “Zines of Interest to A&E Readers” included the Ryth Chronicle as early as issue #11 (May 1976).

    For more about Ryth, see this thread on the ODD74 forums: https://odd74.proboards.com/thread/5986/ryth-chronicle

    Reply
    1. David Hartlage Post author

      Hi Zach,

      The Metro Detroit Gamers (MDG) strike me as much more likely identification of the Michigan group. They were active in the D&D community in the same era as the CalTech group and Steve Perrin. Thanks for the help, and thanks for the good word!


      Dave

      Reply
  5. Alexander MacNeil

    I am very happy to see such an endearing example of a woman in early gaming. And a very talented one, too.

    Reply
  6. Ken St. Andre

    When I saw an article about a woman important in early roleplaying, the first person I thought of was Lee Gold. I’ve always had a lot more respect for her than I had for Gary. To be a contributor to A & E was a mark of high prestige that I never quite achieved.

    Reply
    1. David Hartlage Post author

      Hi Ken,
      Wow, I’m so excited to see one of the founders of our hobby weigh in. Thanks! And thanks for all you’ve contributed to roleplaying gaming.

      Dave

      Reply
  7. Jon Salway

    Lee Gold is still amazing. A&E is still in production and back issues are available on CDs containing so much history it’s hard to know where to start!

    Reply
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  10. George Dorn

    An example of how influential A&E turned out to be: The earliest publication I have found that mentions THAC0 is the April 1978 issue (#32), in which Gold explains that her group uses it. And not just as a means of looking up the right row on the to-hit matrix, but as a calculation that speeds everything up.

    This pre-dates any TSR publication I’ve seen with it. A summary of the earliest mentions here: https://gdorn.circuitlocution.com/rpgblog/history_of_thac0.html

    Reply
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  13. Ken Pick

    I knew Lee God back in the late Seventies; was a regular contributor in Alarums & Excursions from #7 to around #20, and did a lot of the interior illustrations for her game Land of the Rising Sun. Half those illos were done in a last-minute all-nighter at her & Barry’s house, with Lee pouring soft drinks into me and her dog constantly jumping up to play. Over six hours as a caffiene-based life form, draw draw draw, hand cramp hand cramp, No Dog I Don’t Wanna Play.

    Bad Craziness.

    Reply
  14. Lee Gold

    (Lee Gold, lee.gold@ca.rr.com) I want to make it clear that Hilda Hannifen only gave me a photocopy of the D&D rules after she’d seen me write a check to TSR for a copy of D&D, put it in an addressed envelope, and put a stamp on the envelope. I mailed the check the next day (a Monday).

    Reply

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