Tag Archives: Dave Arneson

Should a Dungeon Master Invite Players to Help Create the D&D World Beyond Their Characters?

In 1970, Dungeons & Dragons co-creator Dave Arneson joined the Castles & Crusades Society, a group of miniature gamers formed by D&D co-creator Gary Gygax. The group imagined a Great Kingdom and parceled out territories to players to develop for … Continue reading

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Why Gary Gygax Added Unrealistic Hit Points, Funny Dice, and Descending AC to D&D

In 1972, Dungeons & Dragons co-creator Dave Arneson introduced his Blackmoor campaign to co-creator Gary Gygax. The campaign stemmed from Gary’s Chainmail rules, but Dave’s game transformed the rules for miniature-figure battles into something new and irresistible—something that broadly resembled … Continue reading

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The Tangled Origins of D&D’s Armor Class, Hit Points, and Twenty-Sided Die Rolls To-Hit

In 1977, when I first read the Dungeon & Dragons basic rules, the way armor class improved as it shrunk from 9 to 2 puzzled me. Shouldn’t higher numbers be better? Players just used AC to find a row on … Continue reading

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The Game-Design Trends That Turned D&D Into a Game Gary Gygax Disliked

The second edition of Dungeons & Dragons that reached gamers probably stayed close to the edition co-creator Gary Gygax might have designed. But later, Gary would say, “In my estimation second-edition AD&D began to lose the spirit of the original.” … Continue reading

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How the Dungeon Powered the Success of D&D and the First Role-Playing Games

When home computers seemed like rare gadgets, a killer app was a program so compelling that people purchased the computer just to run the application. VisiCalc became the Apple II’s killer app, and then Lotus 1-2-3 drove customers to the … Continue reading

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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 … Continue reading

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Gary Gygax Versus the False Deity (of Realism)

Dungeons & Dragons started with a laser focus on dungeon expeditions. Specifically, the game assumed multi-level dungeons with wandering monsters and rooms stocked randomly from monster and treasure assortments. The only rules for non-player characters treated NPCs as monsters to … Continue reading

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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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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 … Continue reading

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

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 … Continue reading

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