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D&D’s Biggest Controversies Ranked—5. D&D Splits Into Two Games With “No Similarity,” Provoking Lawsuits

D&D’s original Basic Set arrived in stores in the fall of 1977, but in only reached third level. For higher levels, the set directed players to Advanced Dungeons & Dragons—except the advanced game would take two more years to complete. The AD&D Dungeon Master’s Guide, which included the advanced combat tables, came in 1979. For 2 years, D&D players blended combat rules and magic items from the game’s original brown books with monsters from the AD&D Monster Manual, and later with the new races and classes from the AD&D Player’s Handbook (1978).

In the June 1979 issue of The Dragon, Gary Gygax made claims that baffled D&D fans used to playing with a mix of original, basic, and advanced D&D rules. “ADVANCED DUNGEONS & DRAGONS is a different game. Readers please take note! It is neither an expansion nor a revision of the old game, it is a new game. It is necessary that all adventure gaming fans be absolutely aware that there is no similarity (perhaps even less) between D&D and AD&D than there is between D&D and its various imitators produced by competing publishers.”

Gary Gygax

AD&D never proved as different as Gygax claimed. His new version of D&D remained roughly compatible with the original. Supposedly, AD&D featured strict rules while original D&D featured room for customization, but everyone—even Gygax—changed and ignored AD&D rules to suit their tastes. Later, Gygax wrote, “I just DMed on the fly, so to speak, and didn’t use the rules books except for random encounters, monster stats, and treasure.”

Why did Gygax vehemently argue that AD&D held “no similarity” to D&D when the game’s fans found the claim laughable? Because D&D co-creator Dave Arneson felt that TSR owed him royalties for AD&D, while the company claimed Arneson only deserved royalties for the original game.

From Dave Arneson’s perspective, D&D came from his ideas. He had started with a sort of miniature game that had existed for generations and that appealed a tiny hobby, and then he had added the concepts that made a revolutionary game. Arneson invented a game where each player controlled a single character, and where a referee enabled players to attempt any action. He discovered the fun of looting dungeons. His fantasy game added characters defined by numeric attributes, and characters who could improve through experience.

From Gary Gygax’s perspective, he had labored for years on D&D. He had turned 20 pages of notes into the original rules. He had bet every cent he could scrape together on publishing an odd, risky game. In supplements and magazine articles, he enriched D&D. He defended it in letters and editorials. His friend Frank Mentzer wrote that for D&D, Gygax “paid the costs in stress on himself, his marriage, family, and friends.” Arneson had only planted an idea.

Dave Arneson (photo Kevin McColl)

Dave Arneson and Gary Gygax each argued that D&D’s success rested on his contribution. Both were correct, but that didn’t make sharing the wealth any easier. The court fight lasted until March 1981. The settlement granted Arneson a royalty of 2.5% of the cover price of core AD&D books. (In 1985, Arneson sued TSR again. His lawyers argued that the Monster Manual II—a collection of new monsters—qualified as a “revision” of the Monster Manual. Stop laughing. The court agreed.)

After Wizards of the Coast purchased TSR, they dropped the “Advanced” brand for the game’s third edition. In 30 Years of Adventure, Wizards CEO Peter Adkison wrote, Arneson “was supposed to get a royalty off of any product TSR published in the Dungeons & Dragons line. Previous owners ‘got around’ this royalty by publishing everything as Advanced Dungeons & Dragons. To me this seemed silly. I talked with Dave, and we agreed that he would release all claims to Dungeons & Dragons if I simply gave him a big check. I did.”

For the full story, see Basic and Advanced—The Time Dungeons & Dragons Split Into Two Games.

Next: Number 4.

4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed

The media keeps telling us how we, the geeks, have won popular culture. A show with dragons became prestige television, and networks keep aiming to produce  the next Game of Thrones. A minister I know boasted that she was a member of her high school Dungeons & Dragons club. The Return of the King won best picture. Fan culture is everywhere. So we forget that in the early days, when D&D burgeoned by word-of-mouth, no one had seen anything like it.

Of course, little in D&D stands as completely new, but in the 70s, unless you joined a tiny cult of miniature gamers interested in fantasy, the game defied understanding. Unless you followed a few, obscure genre authors, you would never have seen anything like it. You shared popular assumptions that D&D would explode.

1. Fantasy is for children and a few oddballs.

Forget the The Lord of the Rings, and then name a work of fantasy that was widely known before D&D. Anything you name is a fairy tale or fable—something for children. Conan? He’s a comic book character. Every grown up knows comics are for children. Now consider The Lord of the Rings. It enjoyed enough popularity to get cited by Led Zeppelin and some other long hairs, but when Hollywood tried to trade on its popularity, they added musical numbers. Hollywood did not think they could reach a big enough audience of oddballs, so they adapted for children.

In making the 1978 movie Superman, the producers needed adults to see a movie about what they saw as a children’s character. Imagine marketing a Thomas the Tank Engine film to adults. To free grown ups from the embarrassment of buying tickets, they gave a fortune to Important Actor Marlon Brando. For 15 minutes of screen time, Brando received $3.7 million up front, plus 11.75% of the film’s take, right off the top. The film’s marketing rested heavily on the actor’s performance. All so grown ups could gain an excuse to see the movie on date night.

As a kid in the 70s, All the fantasy I knew came from picture books. Stories where trolls lived under bridges and bugbears under beds. Nothing prepared me for a game inspired by Appendix N. A game where trolls lived in dungeons and refused to die. The original Monster Manual revealed beholders, mind flayers, chromatic dragons and countless other dreadful wonders that filled me with excitement.

The public’s unfamiliarity with fantasy contributed to the panic that surrounded D&D in the 80s. God fearing adults saw their teenagers obsessed with spells and children’s fairy tale nonsense, but darker and more violent. They settled on the only logical explanation, demon worship, because the culprit could not possibly be a really fun game.

Meanwhile, I worked to find the books named in The Dragon’s Giants in the Earth column and later in Appendix N. I found none. Admittedly, I suffered the disadvantage of shopping from a mall bookstore. I knew nothing of used book stores or inter-library loan. Nonetheless, few of Gary Gygax’s inspirations remained in print. Today, fantasy books of all stripes crowd the shelves. Then, I took years to collect the books that inspired the game.

2. Games are terrible.

In the 70s, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. The winner becomes obvious long before the end, yet they took forever to finish. Games covered prosaic subjects like Life and Payday, or financial wish-fulfillment like Monopoly or, well, Payday. Still, I liked games enough that I even played terrible ones endlessly. (Except, of course, for Monopoly, which I suspect Hasbro makes to convince millions that games are tedious. I cannot fathom their plot’s endgame.) My standards were so low that I liked the 1974 game Prize Property where you launched legal actions against your opponents to stall their building developments. Legal actions. The box claimed fun for ages 9 and up.

People suffered from narrow ideas about what a game could be. Someone wins, someone loses, the game never extends past the board and never continues after you close the box.

Before I saw D&D, I sat with a sheet of graph paper and tried to imagine how the game would play. Working from a 12-year-old’s lunch-room pitch, I got nowhere. From my experience rolling a die and moving that many squares, I had no clue how a game could allow the things the kids claimed.

Dungeons & Dragons Basic SetSo in a mere 48 pages, the Holmes Basic D&D rule book shattered my notion of what a game could be.

Later, when I described the new game, everyone asked the same questions: “How do you win?” and then, “if you can’t win, what’s the point?” Everyone struggled to grasp the notion that you played to have fun without any chance of winning. For more, see But how do you win?

3. Only young children should roleplay.

People sometimes say that D&D did not invent the roleplaying game. Kids have always roleplayed; we just called it make believe. By spreading roleplaying beyond the playground, D&D alarmed parents, ministers, and other responsible adults.

When D&D first reached mainstream attention, reporters painted the game as a “bizarre” activity enjoyed by “secretive” and “cultish” players.  Parents feared that playing a role in D&D would lead their children to confuse fantasy with reality. After all, wasn’t anyone old enough for such a complicated game too old for make believe? Kids talked about being a wizard or a thief and folks worried that kids believed it. See The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America.

D&D’s revolution went beyond make believe. Much of the appeal came from playing a character with stats that carried to the next session, and from the idea that characters gained experience and improved. In Playing at the World, while describing D&D’s reception, Jon Peterson shows new players and reviewers always touting the experience system. The steady reward of experience and levels forged an obsession for many players. The combination proved so compelling that just about every computer role-playing game borrows it.

4. Dungeons are just medieval jails.

Zombies and vampires appear everywhere in popular culture. Both archetypes seem medieval, but the popular conception of zombies only dates back to George Romero’s 1968 movie Night of the Living Dead.

The concept of a dungeon as an underground sprawl with monsters and treasures, is even newer.

In the fantasies that inspired the game, no character explores a sprawling dungeon. At best, you can find elements of the dungeon crawl, such as treasure in the mummy’s tomb, orcs in Moria, traps and underground cities in a Conan yarn, and so on. Forget Indiana Jones; he came later.

Now, the dungeon adventure qualifies as a trope that appears in virtually every computer fantasy game.

Stone Mountain dungeon cross section from 1977 basic set

Stone Mountain dungeon cross section from 1977 basic set

In my world before D&D, games gave the fun of launching legal action against fellow real estate developers. When I opened the basic rules, I could brave the peril and mystery of the dungeon shown in the Stone Mountain cross section. Still today, no image inspires my enthusiasm to play as much. I jumped from property law to Greyhawk.

For more, see How the Dungeon Powered the Success of D&D and the First Role-Playing Games.

By the end of the 70s, fandom had yet to dominate popular culture, but Star Wars and Superman and Dungeons & Dragons had established a beachhead. The gains would only continue.

For me, the 48 pages of the 1977 Basic Set did more than introduce the best game in the world, those pages turned some of what I understood upside down.

Basic and Advanced—Why Gary Gygax claimed Advanced Dungeons & Dragons was a different game (Part 6)

The Story of Basic and Advanced Dungeons & Dragons
Part 1: The time Dungeons & Dragons split into two games
Part 2: Dungeons & Dragons’ new audience versus its original rules
Part 3: Dungeon & Dragons goes two directions
Part 4: Dave Arneson takes a job at TSR
Part 5: Was Advanced Dungeons & Dragons a different game?
Part 6: Why Gary Gygax claimed Advanced Dungeons & Dragons was a different game

In 1975, a surging number of Dungeons & Dragons players craved products for the game. TSR head Gary Gygax hired his Dungeons & Dragons co-author to assist. In January of 1976, Dave Arneson moved to Lake Geneva and joined the staff. Gygax seemed eager for the help.

Dave Arneson (photo Kevin McColl)

During Arneson’s time at TSR, he produced little for the company and nothing for D&D. Through all of 1976, Arneson earned just three credits: for an article on WWII naval combat that appeared in Little Wars magazine, for an introduction to the Valley Forge war game, and for ‘special effort’ on the Lankmhar board game.

Arneson did manage to publish several issues of a newsletter for his Napoleonic miniature campaign. He even printed the March 1976 edition on TSR’s mimeograph. For Arneson, the Blackmoor campaign that turned into D&D just provided a break from his true passion: Napoleonic armies and especially sailing ships. He could not match Gygax’s fervor for fantasy or role-playing games.

At the same time, booming demand for D&D products left the rest of TSR’s tiny staff frantically busy. While Arneson took a big cut of D&D’s profits and contributed nothing new, TSR needed money to grow and struggled with cash flow.

Gygax had welcomed his long-time collaborator, but the relationship between D&D’s creators soured.

After 10 months, Arneson left TSR. Arneson’s friend Dave Wesely told one account of Arneson’s exit. When Arneson refused to accept a reduction in royalties, TSR demoted him to shipping clerk, leading him to quit. (See Empire of Imagination by Michael Witner.) Even if the account isn’t accurate, it probably reflects Arneson’s take.

Gary Gygax (photo Alan De Smet)

From Gary Gygax’s perspective, he had labored for years on D&D. He had turned 20 pages of notes into the original rules. He had bet every cent he could scrape together on publishing an odd, risky game. In supplements and magazine articles, he enriched D&D. He defended it in letters and editorials. His friend Frank Mentzer wrote that for D&D, Gygax “paid the costs in stress on himself, his marriage, family, and friends.” Arneson had only planted an idea.

Gygax wondered why Arneson should get a cut of royalties for Advanced Dungeons & Dragons. Even while working at TSR, Arneson had given nothing new to D&D or AD&D. “Gygax felt that Arneson was but one of many contributors, and felt that the revenues should go to those who built the company and fueled the D&D boom…himself first and foremost.”

When the AD&D Monster Manual reached print in December 1977, the book gave no credit to Dave Arneson. Perhaps Gygax considered the book a supplement. D&D supplements only credited their writers.

When the Player’s Handbook arrived August 1978, Arneson only gets a thank you among 20 other contributors. The Dungeon Master’s Guide never mentions Arneson. As it reached stores in 1979, Dragon published Gygax’s editorials positioning AD&D as a new and incompatible game. Soon, the TSR catalog featured listings for an “Expert” extension of the basic rules. Before, the basic rules led to AD&D; now they lead to a separate game.

In 1979, Dave Arneson sued TSR for royalties.

From Dave Arneson’s perspective, D&D came from his ideas. He had started with a sort of miniature game that had existed for generations and that appealed to nobody (rounding down). Then he had added the concepts that made a revolutionary game. With some help from Dave Wesely, Arneson invented a game where each player controlled a single character, and where a referee enabled players to attempt any action. With some help from Dave Megarry, Arneson discovered the fun of looting dungeons. Arneson’s fantasy game added characters defined by numeric attributes, and characters who could improve through experience.

Dave Arneson and Gary Gygax each argued that D&D’s success rested on his contribution. Both were correct, but that didn’t make sharing the wealth any easier. The court fight lasted until March 1981. The settlement granted Arneson a royalty of 2.5% of the cover price of core AD&D books. (In 1985, Arneson sued TSR again. His lawyers argued that the Monster Manual II—a collection of new monsters—rated as a “revision” of the Monster Manual. Stop laughing. The court agreed.)

Despite the legal battles, TSR gave basic D&D as much support as AD&D. Early in the 80s, the basic game outsold the advanced version. Even as players in the States started to dismiss basic D&D as a kiddie version, the basic line thrived internationally.

Creatively, D&D thrived too. While D&D played well as written, AD&D suffered from cumbersome rules that most ignored. Also, Gygax treated AD&D as his baby and kept strict control over its products, but when designers worked on basic D&D, they enjoyed more creative freedom.

In 1985, Gary Gygax set aside any animosity left in the wake of lawsuits and approached Dave Arneson to do modules for D&D. Arneson submitted 4, starting with DA1 Adventures in Blackmoor. The series sold well, but Gary soon lost control of TSR. According to Arneson, new TSR president Lorraine Williams “did not want Gary or me involved with TSR in any way anymore. So, no more Blackmoor modules.”

Many tout the Rules Cyclopedia as the best version of D&D ever to come from TSR.

In 1991, the last of the basic D&D product line, the Rules Cyclopedia, reached stores. TSR vice president James Ward later explained that the reasons for dropping the line were “mainly financial ones. TSR didn’t have to give a royalty to Dave Arneson if no product was made for D&D.”

Until 2000, all D&D products would appear as part of the AD&D line. After Wizards of the Coast purchased TSR, they dropped the “Advanced” brand for the game’s third edition. In 30 Years of Adventure, Wizards CEO Peter Adkison wrote, Arneson “was supposed to get a royalty off of any product TSR published in the Dungeons & Dragons line. Previous owners ‘got around’ this royalty by publishing everything as Advanced Dungeons & Dragons. To me this seemed silly. I talked with Dave, and we agreed that he would release all claims to Dungeons & Dragons if I simply gave him a big check. I did.”

The split between basic and Advanced Dungeons & Dragons showed an unflattering side of Gary Gygax. But that side didn’t last. Gary founded TSR as a passionate gamer eager to collaborate—and share credit—with any fellow gamer in a tiny hobby. D&D’s success fostered an ugly side. James Maliszewski from Grognardia calls this persona TSR Gary. During this era, TSR Gary became a shameless promoter of TSR interests, a scornful dictator whose proclamations often defied common sense. In the early 80s, I saw TSR Gary at Gen Con, rushing through crowds, flanked by an entourage. My memory my be off, but I recall hearing the Imperial March play.

In his later years, Gary grew open and generous. Despite his standing, he always gave time to interact with gamers. On enworld, he humbly acknowledged every grateful fan and answered every question. At Gen Con, I spied him at an open table, behind the DM screen, taking fellow gamers into a dungeon. The man even invited random gamers from the Internet to drop by his house to game.

Sometimes, when I feel cynical, I suspect that people never really change. But aside from working with Dave to give D&D to us, the thing I like best about Gary is that he changed, and for the better.

Basic and Advanced—Was Advanced Dungeons & Dragons a different game? (Part 5)

Late in the spring of 1976, Gary Gygax started work on a complete revision of Dungeons & Dragons. In Gygax’s TSR office, he and collaborator Tim Kask cut up several old copies of the D&D rules—copies much like the one that recently sold for $22,100 on ebay.

“The first day,” Kask recalled, “We sat with legal pads and dissected the elements of the game into various categories: combat, characters, magic, monsters, artifacts, spells, abilities, and on and on.”

They tacked rules clippings to bulletin boards, sorting them by category. “Then, category by category, we examined the game,” Kask wrote. “We looked for loopholes, inconsistencies and instances of what I’ll call ‘game-illogic.’ We looked at balance issues.” As they tinkered with hit-point totals and with the damage inflicted by weapons and spells, they playtested hundreds of battles.

After seven or eight days consumed by the work, Gygax and Kask produced a plan for Advanced Dungeons & Dragons.

They planned for three AD&D books that roughly matched the three booklets in the original box set. Men & Magic became the Player’s Handbook, Monsters & Treasure became the Monster Manual, and Underworld & Wilderness Adventure became the Dungeon Master’s Guide.

To actually write the books, Gygax needed years. He wanted hardcovers, but the expense of printing just one title would stretch TSR’s resources. Sales of the first title had to pay for the second, and the second for the third. If gamers chose not to splurge on pricey hardcovers—if they kept photocopying the original rules or if they turned to imitators—then TSR might sink.

Gygax chose to write the Monster Manual first. He figured that current players of the game could use new monsters with few adjustments. Also, the book’s design made writing simple. Every day, between other duties, Gygax would write monsters and throw the stats into a box for employee Mike Carr to collect and type.

When J. Eric Holmes’ introductory manuscript reached TSR, Gygax faced another decision. The new Basic Set would only take characters to level 3. Where should they go next? “Sending them into the morass of ‘Original’ D&D put us back on square one, with all the attendant problems of rules questions, misinterpretations, and wildly divergent play,” Gygax wrote in the March 1980 issue of Dragon. “Would it be better to direct them to AD&D, even if it meant throwing out what they had begun with the Basic Set and making them start a fresh? Faced with a choice between chaos and a clean slate, we opted for the latter.” This explanation comes from 1980, when Gygax had other reasons for claiming that AD&D stood as a different game.

In the summer of 1977, when TSR had a manuscript for basic rules and just outlines for a Player’s Handbook and Dungeon Master’s Guide, did Gary plan to create incompatible games?

He made a bid for compatibility. “Pieces and parts of the various components of AD&D were grafted into the Basic Set rules manuscript so that D&D would be more compatible with the Advanced game. Readers were directed to AD&D throughout the Basic Set.” His sales plan for the AD&D Monster Manual depended on players using it in their original D&D games.

But Gygax also expected differences. He and Kask had already tweaked some spells, damage, and hit point numbers. Because the Thief class highlighted the inconsistency where non-humans could treat their race as a class or could adopt a class, Gygax probably planned AD&D’s complete separation of race and class all along.

In a 2005 comment, Gygax wrote that he never intended the Holmes Basic Set to serve as in introduction to AD&D, and that he never intended to meld the two games.  But after decades of saying that AD&D was a separate game, perhaps his claim pushed aside any memory of his original plan. I suspect that if basic D&D had started as something more than introduction, TSR would have released an Expert Set in 1978. Instead, the expert rules came in 1981 when TSR needed them to bolster a legal case.

In the end, AD&D never proved as different as Gygax claimed. His new version of D&D remained roughly compatible with the original. Supposedly, AD&D featured strict rules while original D&D featured room for customization, but everyone—even Gygax—changed and ignored AD&D rules to suit their tastes. Later, Gygax wrote, “I just DMed on the fly, so to speak, and didn’t use the rules books except for random encounters, monster stats, and treasure.”

Next: Why Gary Gygax claimed Advanced Dungeons & Dragons was a different game

Basic and Advanced—Dave Arneson takes a job at TSR (Part 4)

Early in 1976, Gary Gygax decided that Dungeons & Dragons needed new rules that beginners could understand. He planned a complete revision of the game, but realized creating one would take years. Such a long wait would stifle D&D’s growth and encourage competitors. Then “as if by divine inspiration,” Dr. J. Eric Holmes volunteered to create introductory rules.

J. Eric Holmes MD as pictured in his book Fantasy Role-Playing Games (1981)

Starting with the original rule books plus the Blackmoor and Greyhawk supplements, Holmes made D&D comprehensible while keeping “the flavor and excitement of the original rules.” As much as he could, he reused wording from the original game. Where D&D left the order of events in a combat round ambiguous, Holmes adopted a sequence from Warlock—the D&D variant Holmes originally used to make sense of D&D. Like Warlock, Holmes relies on Dexterity to determine who strikes first. He even tried to convince Gygax to adopt something like Warlock’s spell-point system. Ultimately, Holmes created a clear, concise 48-page handbook.

Meanwhile, in May or June of 1976, Gygax visited the office where Tim Kask edited The Dragon magazine. Gygax wanted Kask’s help on a design. “Gary told me that this new project would begin the following Monday and to wear my thinking cap,” Kask remembers. “I had no idea what he had up his sleeve, but I figured it was bound to be fun.” Kask delivered The Dragon to the printer in record time.

Gygax filled his own office with bulletin boards from other rooms. He collected several sets of the most worn D&D books, issues of The Strategic Review, and The Dragon. When Kask arrived on Monday, Gygax ordered his staff not to disturb the two except in dire emergency.

Gygax planned to create blueprint for Advanced Dungeons & Dragons and he needed a collaborator.

Dave Arneson

Dave Arneson

As TSR’s first employee, Kask had turned a basket of notes into the Blackmoor supplement. He now edited The Dragon. Gygax and Kask shared offices next to each other in an old, gray house in Lake Geneva. Kask had earned Gygax’s trust. He made a natural choice for the job.

But when Gygax recruited Kask, he passed up D&D co-creator Dave Arneson.

In January 1976, Arneson had moved to Lake Geneva and become an employee of TSR. When Gygax announced the hire in The Strategic Review, he seemed eager to gain Arneson’s help. “His function will be help us coordinate of efforts with freelance designers, handle various research project and produce material like a grist mill,” Gygax wrote. “Crack! Snap! Work faster there Dave.”

With D&D’s co-creator now working at TSR, why did Gygax pick Tim Kask to collaborate on a new edition?

Dave Arneson’s creative energy shined during his games. Gary Gygax lauded him as “the innovator of the ‘dungeon adventure’ concept, creator of ghastly monsters, and inscrutable dungeon master par excellence.” But Arneson struggled to capture his ideas on paper. Arneson started his Blackmoor campaign when he wanted a break from the rigid rules in his Napoleonic games. For Blackmoor, he made up rules at the table and put a few in notes so he didn’t contradict himself too much. In Different Worlds issue 3, Arneson explained that he closely guarded his fantasy rules so they could “change without notice if something got out of hand.” Dave wrote his fantasy rules for an audience of Dave.

Inspired by Blackmoor, Gygax asked for Arneson’s rules. Arneson thought “Rules? What rules!?!?” Gygax “received 18 or so handwritten pages of rules and notes pertaining to his campaign.” Those notes became Arneson’s written contribution to D&D.

While Dave Arneson invented the style of play that made D&D a smash, the specifics came from Gygax. In Pegasus issue 1, Arneson recalled that Gygax and his Lake Geneva group “had a lot more spare time than I did and they had a lot of ideas, so they came up with their own version of the rules.” Arneson said, “D&D had not come out the way that I envisioned it.” By 1979, he tried to capture his own vision in the Adventures in Fantasy game.

When Arneson started work at TSR, Gygax looked forward to help with coordination and research projects. But when Gygax needed help reworking his version of fantasy role playing, he recruited Tim Kask.

Next: Was Advanced Dungeons & Dragons a different game?

Basic and Advanced—Dungeon & Dragons goes two directions (Part 3)

By 1976, Dungeons & Dragons had reached beyond the audience of miniature gamers who stood a chance of understanding the inches, attack matrices, and Chainmail conventions spread across 7 little, brown books. Co-creator Gary Gygax saw his original rules limit D&D’s growth. He saw accessible imitators like Tunnels & Trolls and Warlock attract players.

But D&D’s sketchy rules caused other problems.

In Los Angeles in 1975, Lee Gold started Alarums & Excursions, a fanzine that collected articles and comments from D&D enthusiasts. Her zine attracted contributions by Gary Gygax and influenced the entire role-playing hobby. When the D&D house rules used around Caltech diverged from the brown books, Gold ruled that experience awarded in these Warlock games would no longer apply to characters in other Los Angeles D&D games. Her ruling appears in A&E issue 5, from October 1975.

In these days, players tended to take characters from one DM’s dungeon to another, much like today’s organized play brings players from one game table to another. The megadungeons of the era made dropping in for a delve easy—so long as the DMs ran similar games. But unlike today’s Adventurer’s League, the early games followed no campaign standards and shared no dungeons. Back then, every DM saw players bring outrageous characters from another dungeon.

In the March 1980 issue of Dragon, Gygax said that the original books “were hastily put together in late-night and spare-time hours, by and large, with little or no editing. Each supplement reflected development and evolution of the game, so there was contradiction, duplication, and vast areas of ambiguity and non-direction.”

Even if DMs played by the book, they disagreed about Gygax’s intentions. Old school gamers still dispute how Elves were supposed to switch between acting as a magic user and a fighting man. And to fill areas of “non-direction,” players needed house rules.

At best, house rules tended to get spread among players in a region, so nearby players might share rules for elves, morale, and negative hit points. These sorts of house rules turned into the Warlock rules and the Perrin Conventions.

D&D’s original rules invited so many house rules that players struggled to go from one DM to another. When players gathered at conventions, Gygax saw the trouble. “It’s very frustrating for someone to go from one place to another and sit in on a game that he or she doesn’t recognize and it’s called Dungeons and Dragons.”

At conventions, D&D games continued the wargaming tradition of competitive tournaments. The party that achieved the most won. For example, Tomb of Horrors debuted in a competition held at Origins in 1975. The G, D, and A-series adventures all came from tournaments. The first tournaments drew judges from Gary Gygax’s friends and family, but soon similar D&D competitions appeared everywhere.

Gygax understood that such events demanded a consistent set of rules. “I was not satisfied with Dungeons & Dragons in that it did not allow continuity of play from group to group and from region to region”

In the December 1977 issue of Dragon, Gygax recalled making a plan. “Two years ago, we determined to revise the whole of D&D in order to clean up the errors and fill in the holes. The project is a long and complicated one, a task not accomplished overnight.

“Some players have impatiently demanded immediate release of [revised] material, but we are not about to step into that mess again,” he wrote. “D&D originally came out as it did because of demands of those who had tested it and fallen in love with the concept.”

Gygax realized his revision would take years—ultimately 3 years of work. But D&D needed help immediately.

Help came from a man who had mixed D&D with the Warlock rules—a D&D “parody” that needled Gary Gygax. “As if by divine inspiration,” J. Eric Holmes contacted TSR and volunteered to revise the original rules into a beginners’ book.

Tim Kask recalls the decision to take D&D into two directions: “With the input from Mr. Holmes, they were going to scale back the system and rewrite it for a younger market in a form that would be easier to grasp.” With Advanced Dungeons & Dragons, they would “re-publish the game, correcting all of the contradictions, and dropping bits and pieces that hadn’t worked well.”

Next: Recreating Dungeons & Dragons without Dave Arneson—while Dave works at TSR

Basic and Advanced—Dungeons & Dragons’ new audience versus its original rules (Part 2)

The Story of Basic and Advanced Dungeons & Dragons
Part 1: The time Dungeons & Dragons split into two games
Part 2: Dungeons & Dragons’ new audience versus its original rules
Part 3: Dungeon & Dragons goes two directions
Part 4: Dave Arneson takes a job at TSR
Part 5: Was Advanced Dungeons & Dragons a different game?
Part 6: Why Gary Gygax claimed Advanced Dungeons & Dragons was a different game

In 1976, Dungeons & Dragons co-creator Gary Gygax realized that the appeal of D&D reached beyond wargamers to “almost anyone with an active imagination.” TSR’s first full-time employee, Tim Kask wrote, “Gary and I, and probably Gary and others, had often discussed how to broaden our market.” But unless players understood miniature wargaming with its inches, attack rolls, referees, and so on, they had little hope of understanding the original rules. D&D defied popular assumptions about games and fantasy. People wondered where to find the board, and how you won.

Despite being an avid wargamer, Kask struggled to learn D&D. “Had I not confidently announced that my club was going to have a go at this new game I was so enraptured with, I might not have spent three weeks trying to grasp enough of it to begin. And I had the benefit of having played it twice.”

Gygax and Kask saw D&D lure a new generation of players to wargaming conventions. Also, parents of potential players contacted TSR. Kask remembers, “We were starting to hear from parents that had bought the game as a result of their child’s cajolery, badgering or whining, only to find that it was too complex for their precious darlings to jump right in.”

The game’s supplements also caused confusion. After learning that a book called Greyhawk featured higher-level spells, I cajoled my parents into driving me to the store. Later, back at home, I learned of even more booklets.

Tunnels & Trolls

During D&D’s early years, D&D spread through the game table. Players started at Gen Con in Wisconsin or at Origins in Maryland. They brought the game to friends who taught their friends. But in the western states, the books reached folks before any gamers who had seen D&D played.

Far from Lake Geneva, confused but eager players created a market for games like D&D that featured clearer rules. In Different Worlds issue 1, Arizona gamer Ken St. Andre tells of reading the D&D rules in April 1975. He concluded that “as written the mechanics of play were nearly incomprehensible. I stood up and I vowed that I would create my own version.” By July, St. Andre began selling copies of Tunnels & Trolls.

California Neurologist J. Eric Holmes also found the original D&D rules incomprehensible. In Dragon issue 52, he writes, “There was no description of the use of the combat table. Magic spells were listed, but there was no mention of what we all now know is a vital aspect of the rules: that as the magic user says his spell, the words and gestures for it fade from his memory and he cannot say it again.”

Warlock in the Spartan Simulation Gaming Journal #9 August 1975

To make sense of D&D, he found a set of rules circulating Los Angeles called Warlock, subtitled “How to Play D&D Without Playing D&D.” By using the combat table and spell point system from Warlock, Holmes could start playing.

Warlock came from a group of Caltech students. The game’s introduction tells a common story for the time. “When our group first started playing [D&D], our overall reaction was that it had great ideas, ‘but maybe we should change the combat system, clarify the magic, and redo the monsters.’”

In August 1975, the group published their new rules in a zine called the Spartan Simulation Gaming Journal. The new rules took 33 pages. The introduction explains, “Warlock is not intended to replace D&D, nor is it intended to interfere with it. All we have tried to do is present a way of handling D&D without the contradictions and loopholes inherent in the original rules. We spent a considerable amount of time working out a solid combat system, a coherent magic system, and a more flexible way of handling monsters. We have been (rightly) accused of making D&D into a different game altogether, and we think a slightly better one.

“We recommend that you at least have access to a Dungeons & Dragons game, for the simple reason that we lack the space to go into some of the detail used in their three volumes. The D&D books are a good place to get ideas from. They are not a complete set of rules. We have completed them in our own.”

For more, see the Zenopus Archives post, “WARLOCK or how to play D&D without playing D&D.”

The threat of D&D offshoots like Warlock grabbed TSR’s attention. In the August 1976 issue of the Spartan Simulation Gaming Journal, TSR published an ad for D&D urging readers to “TRY THE REAL THING!”

In December 1977, Gygax shared his feelings for such D&D “parodies” in the pages of The Dragon. “For most of these efforts TSR has only contempt. For saying so we are sometimes taken to task quite unjustly, but I suppose that is to be expected from disgruntled persons prevented from making a fast and easy buck from our labors—or from those persons responsible for cheap imitations whose work we rightly label as such.”

Gary understood that the fight against D&D’s imitators required a new set of rules.

Next: Campaigns, tournaments, and consistency

Basic and Advanced—the time Dungeons & Dragons split into two games (Part 1)

Dungeons & Dragons Basic SetIn the fall of 1977, I found a copy of the blue, Dungeons & Dragons Basic Set and devoured the rules. The game electrified me, but one thing also baffled me. The rules kept sending me to ADVANCED DUNGEONS & DRAGONS for more rules, classes, spells, monsters, and on and on. I wanted to feast on ADVANCED DUNGEONS & DRAGONS right now—except it did not exist yet. A few months later, the new AD&D Monster Manual reached the hobby shop alongside a “Collector’s Edition” of the original D&D rules. The Monster Manual proved as exciting as the Basic Set, but the original rules puzzled me. Their explanations rarely made sense. What did Outdoor Survival or Chainmail have to do with anything? The old rules wasted pages on castle construction, naval combat, and other things that never came up in the game. At least the box included some higher-level spells. For the highest-level spells, I learned that I needed to buy more books.

The AD&D Player’s Handbook would not reach stores until the next summer. That book collected all the game’s classes and spells, but lacked most combat rules. For those, D&D fans needed to wait another year, until the summer of 1979. Until then, we blended the rules sets, combining the combat system in that Basic Set with the monsters and characters in AD&D with the magic items in the original books.

All these rules mixed together well enough that I failed to notice the seams. When Gary Gygax printed an editorial in the June 1979 issue of The Dragon, his claims baffled me. “ADVANCED DUNGEONS & DRAGONS is a different game. Readers please take note! It is neither an expansion nor a revision of the old game, it is a new game.”

After almost two years blending three sets of D&D rules, I could not imagine why Gygax chose to argue this point, but he kept at it.

“It is necessary that all adventure gaming fans be absolutely aware that there is no similarity (perhaps even less) between D&D and AD&D than there is between D&D and its various imitators produced by competing publishers.”

To me, Gygax’s claims seemed silly. Even though his editorial reached me at about the same time as the Dungeon Master’s Guide, my friends kept playing as before. Nobody played AD&D by the book; we picked the rules that suited us.

Years later, I would learn the reasons for Gygax’s puzzling insistence.

Next: D&D’s new audience versus its original rules

4 popular beliefs Dungeons & Dragons defied in the 70s

The media keeps telling us how we, the geeks, have won popular culture. Golfers chat about Game of Thrones at the country club. A minister I know boasted that she was a member of her high school Dungeons & Dragons club. The Return of the King won best picture. Fan culture is everywhere. So we forget that in the early days, when D&D burgeoned by word-of-mouth, no one had seen anything like it.

Of course, little in D&D stands as completely new. The book Playing at the World devotes hundreds pages exploring threads of influence. But in the 70s, unless you joined a tiny cult of miniature gamers interested in fantasy, you would have never seen the game coming. Unless you followed a few, obscure genre authors, you would never have seen anything like it. You shared popular assumptions that D&D would explode.

1. Fantasy is for children and a few oddballs.

Forget the The Lord of the Rings, and then name a work of fantasy that was widely known before D&D. Anything you name is a fairytale or fable—something for children. Conan? He’s a comic book character. Every grown up knows comics are for children. Now consider The Lord of the Rings. It enjoyed enough popularity to get cited by Led Zeppelin and some other long hairs, but when Hollywood tried to trade on its popularity, they added musical numbers. Hollywood did not think they could reach a big enough audience of oddballs, so they adapted for children.

In making the 1978 movie Superman, the producers needed adults to see a movie about what they saw as a children’s character. Imagine marketing a Thomas the Tank Engine film to adults. To free grown ups from the embarrassment of buying tickets, they gave a fortune to Important Actor Marlon Brando. For 15 minutes of screen time, Brando received $3.7 million up front, plus 11.75% of the film’s take, right off the top. The film’s marketing rested heavily on the actor’s performance. All so grown ups could gain an excuse to see the movie on date night.

As a kid in the 70s, All the fantasy I knew came from picture books. Stories where trolls lived under bridges and bugbears under beds. Nothing prepared me for a game inspired by Appendix N. A game where trolls lived in dungeons and refused to die. The original Monster Manual revealed beholders, mind flayers, chromatic dragons and countless other dreadful wonders that filled me with excitement.

The public’s unfamiliarity with fantasy contributed to the panic that surrounded D&D in the 80s. God fearing adults saw their teenagers obsessed with spells and children’s fairy tale nonsense, but darker and more violent. They settled on the only logical explanation, demon worship, because the culprit could not possibly be a really fun game.

Meanwhile, I worked to find the books named in The Dragon’s Giants in the Earth column and later in Appendix N. I found none. Admittedly, I suffered the disadvantage of shopping from a mall bookstore. I knew nothing of used book stores or inter-library loan. Nonetheless, few of Gary’s inspirations remained in print. Today, fantasy books of all stripes crowd the shelves. Then, I took years to collect the books that inspired the game.

2. Games are terrible.

In the 70s, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. The winner becomes obvious long before the end, yet they took forever to finish. Games covered prosaic subjects like Life and Payday, or financial wish-fulfillment like Monopoly or, well, Payday. Still, I liked games enough that I even played terrible ones endlessly. (Except, of course, for Monopoly, which I suspect Hasbro makes to convince millions that games are tedious. I cannot fathom their plot’s endgame.) My standards were so low that I liked the 1974 game Prize Property where you launched legal actions against your opponents to stall their building developments. Legal actions. The box claimed fun for ages 9 and up.

People suffered from narrow ideas about what a game could be. Someone wins, someone loses, the game never extends past the board and never continues after you close the box.

Before I saw D&D, I sat with a sheet of graph paper and tried to imagine how the game would play. Working from a 12-year-old’s lunch-room pitch, I got nowhere. From my experience rolling a die and moving that many squares, I had no clue how a game could allow the things the kids claimed.

Dungeons & Dragons Basic SetSo in a mere 48 pages, the Holmes Basic D&D rule book shattered my notion of what a game could be.

Later, when I described the new game, everyone asked the same questions: “How do you win?” and then, “if you can’t win, what’s the point?” Everyone struggled to grasp the notion that you played to have fun without any chance of winning. For more, see “But how do you win?

3. Adults cannot play act a role.

People sometimes say that D&D did not invent the role-playing game. Kids have always role played; we just called it make believe. Saying that D&D just brought make believe to adults misses the true innovations. The revolution came from playing a character with stats that carried to the next session, and from the idea that characters gained experience and improved. In Playing at the World, while describing D&D’s reception, Jon Peterson shows new players and reviewers always touting the experience system. The steady reward of experience and levels forged an obsession for many players. The combination proved so compelling that just about every computer role-playing game borrows it.

For more, see “The fun and realism of unrealistically awarding experience points for gold.”

Meanwhile, parents feared that playing a role in D&D would lead their children to confuse fantasy with reality. After all, wasn’t anyone old enough for such a complicated game too old for make believe? Kids talked about being a wizard or a thief and responsible citizens worried that kids believed it. The D&D panic stemmed as much from this unfamiliar blurring of reality as from spells and demons.

4. Dungeons are just medieval jails.

Zombies and vampires appear everywhere in popular culture. Both archetypes seem medieval, but the popular conception of zombies only dates back to George Romero’s 1968 movie Night of the Living Dead.

The concept of a dungeon as an underground sprawl with monsters and treasures, is even newer.

In the fantasies that inspired the game, no character explores a dungeon. At best, you can find elements of the dungeon crawl, such as treasure in the mummy’s tomb, orcs in Moria, traps in a Conan yarn, and so on.

Now, the dungeon adventure qualifies as a trope that appears in virtually every computer fantasy game.

Stone Mountain dungeon cross section from 1977 basic set

Stone Mountain dungeon cross section from 1977 basic set

In my world before D&D, games gave the fun of launching legal action against fellow real estate developers. When I opened the basic rules, I could brave the peril and mystery of the dungeon shown in the Stone Mountain cross section. Still today, no image inspires my enthusiasm to play as much. I jumped from property law to Greyhawk.

For more, see “From Blackmoor to Dungeons & Dragons: The invention of the dungeon crawl.”

By the end of the 70s, fandom had yet to dominate popular culture, but Star Wars and Superman and Dungeons & Dragons had established a beachhead. The gains would only continue.

For me, the 48 pages of the 1977 Basic Set did more than introduce the best game in the world, those pages turned some of what I understood upside down.

The D&D fifth edition Basic Rules Introduction

The toughest part of writing the core rules for a role-playing game comes on page one, when duty and tradition force the author to describe how to play a role-playing game. When you sit at a table and see a RPG played, it makes sense, but try describing the activity to someone who has only seen chess and Monopoly.

Advanced Dungeons & Dragons First Quest The Introduction to Role-Playing Games

Advanced Dungeons & Dragons First Quest – The Introduction to Role-Playing Games

Although most new players enter the RPG hobby through Dungeons & Dragons, the D&D books tended to do the worst job on explaining role playing. In the brown books, Gary Gygax did not even bother. In the first basic game, J. Eric Holmes devotes two paragraphs to convincing you to play and to shop for more TSR products. The original game had to spread gamer to gamer, like the best con crud ever. Since then, the how-to-play section in D&D has gone something like this: “Players, you create a character. Dungeon masters, you create a dungeon. Now read this long glossary.” Other games work a bit harder, typically by making some comparisons to children’s make believe and then replacing the glossary with an explanation of funny dice. Among D&D releases, the second edition First Quest box does the best of explaining the game. Third edition consciously delegated the chore to the starter set, which offered a offered a programmed adventure rather than an explanation.

The Introduction in the D&D’s fifth edition Basic Rules does a far better job of describing how to play a tabletop role-playing game than any other introduction I’ve seen. This is the Mona Lisa, Beethoven’s ninth, and Die Hard of the seldom appreciated-genre of “How to play an RPG.” Instead of dumping a two-thousand word example of play, this introduction explains the game with a couple of concise examples. Instead of “create a character and then tell the DM what you want to do,” the “How to Play” section explains play in three numbered steps. At last, a D&D writer thinks like technical writer to help players.

The introduction explains, “There’s no winning and losing in Dungeons & Dragons.” To gamers who grew up immersed in World of Warcraft and Minecraft, this may seem like an odd point to make. In the late 70s, when I started playing, the the first question folks asked me about D&D was, “How do you win?” Back then, a game had to be a competition. If a game failed to produce a winner and a loser, what was the point? Such questions, more than anything else, reveal the gulf between now and how people thought of games in 1974. Such questions show just how revolutionary D&D was. For more, see “But how do you win?

Now, almost everyone has seen a video game where you play a character and finish rather than win. Virtually every computer game owes a debt to D&D. Almost everyone has seen D&D played on The Big Bang Theory or Community or in E.T. the Extra-Terrestrial. We hardly need an introduction this good. But they could really use it in 1974.

Three more observations:

  • The “Worlds of Adventure” section seems like a nod toward the strategy that elevates D&D from a mere tabletop role-playing game to a multi-platform brand for stories and worlds. You may grumble, but we can credit this effort to sell D&D as a brand for the resources and patience Hasbro has granted to developing the fifth edition.
  • The “Game Dice” section explains how to roll a d100. Fourth edition eliminated percentile dice, but apparently they make a return in fifth.
  • Even pages of the basic rules are labeled V0.1, while odd pages are 1.0. This means that if you want to play the official game, you can only use rules on odd pages.