Tag Archives: Chivalry & Sorcery

XP Started as One of D&D’s Breakthrough Ideas. Now the Designers Don’t See the Point

When Dave Arneson ran a session of his Blackmoor dungeon for his Dungeons & Dragons co-creator, Gary Gygax’s biggest impression came from two innovations: (1) the dungeon expedition and (2) how characters improved with experience. In Playing at the World, … Continue reading

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Demi-Human Level Limits, D&D Adventurers League, Open Rolls, and More From the Comment Section

Time for another visit to the comment section, starting with a request. DM Bill writes, “Could you do an article about humans versus non-humans, and the importance of the First Edition level cap, please!” Until third edition, Dungeons & Dragons … Continue reading

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The Plight of the Unfrozen Dungeon Master

If you play Dungeons & Dragons in game stores, you will meet an unfrozen dungeon master. Fifteen years ago, I was one. The first surge in the popularity of D&D started in 1977, when I found the first Basic Set, … Continue reading

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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 … Continue reading

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Dungeons & Dragons and the Dream of the Grand Campaign

The original Advanced Dungeons & Dragons Dungeon Master’s Guide included an instruction that seemed pointless to most readers, even though Gary Gygax shouted it in caps. In AD&D, he explained, “YOU CAN NOT HAVE A MEANINGFUL CAMPAIGN IF STRICT TIME … Continue reading

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Why Dungeons & Dragons (and Role Playing) Took Years to Leave the Dungeon

The Dungeons & Dragons game’s original 1974 version offered two types of adventure: dungeons and wilderness. In such site-based adventures, players’ decisions about where to go set the course of the adventure. These adventures revolve around on a map with a … Continue reading

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The fun and realism of unrealistically awarding experience points for gold

When Dave Arneson ran a session of his Blackmoor dungeon for Gary Gygax, two innovations impressed Gary the most: “The idea of measured progression (experience points) and the addition of games taking place in a dungeon maze.” (See The Dragon … Continue reading

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The awkward role of Wisdom in fantasy role playing

In original Dungeons & Dragons, what did Wisdom represent? Knowledge gained from experience? Not at first level. Good sense or judgment? Perhaps, but those qualities are normally under the full control of the player, so why bother with an ability … Continue reading

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Ability scores in fantasy role-playing games up to 1983

While researching some posts, I looked at the ability scores in the fantasy role-playing games published from 1974 to 1983. My notes grew until they became the tables that appear here. These tables encompass nearly every fantasy RPG published between … Continue reading

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How leaving the dungeon left a big void in role-playing games

Nowadays, designers of role-playing focus their game’s design around an answer to a central question: “What will characters in the game do?” Modern RPGs focus on some core activity and optimizing the system so players have as much fun as … Continue reading

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