Tag Archives: Dave Hargrave

5 role-playing products that shaped how I play Dungeons & Dragons 1977-1978

Holmes Basic Set (1977)

The blue box of the 1977 Holmes Basic Set introduced me to D&D. To ninty-nine percent of Dungeons & Dragons players, the edition that introduced them to the game stands as their most important. Why should I be different?

Dungeons & Dragons Basic SetPlayers who came later never saw how revolutionary the game and its brand of fantasy seemed in the 70s.

Then, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. These games offered minimal choices. In them, the winner became obvious well before the end, yet they took forever to finish.

Before I saw D&D, I heard of the game in a 12-year-old’s lunch-room pitch. After school, I sat with a sheet of graph paper and tried to imagine how the game would play. 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.

So in a mere 48 pages, the 1978 basic Dungeons & Dragons rule book edited by J. Eric Holmes shattered my notion of what a game could be.

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.

For more, see “4 popular beliefs Dungeons & Dragons defied in the 70s.”

City State of the Invincible Overlord (1977)

When I discovered D&D, TSR had yet to publish any setting information other than the hints published in the Grayhawk and Blackmoor supplements. For a break from dungeon adventures, the original rules suggested wandering the hex map packed in Avalon Hill’s Outdoor Survival game and rolling encounters.

City State of the Invincible OverlordSo when the City State of the Invincible Overlord reached me, the scope of my game exploded. The $9 setting included a huge 34″ x 44″ map in four sections, and 11″ x 17″ map of the castle of the dwarven king backed with a sprawling dungeon map, three booklets detailing over 300 individual locations and the non-player characters who populate them, maps for ten more dungeon levels, plus players’ maps.

The package shows remarkable creative output. No locations in the sprawling city rate as too mundane for descriptions. Even with five bakers, the guide finds something interesting to say about each.

Instead of adopting the entire City State, I cherry picked stuff I liked. My 1977 copy of the city state still contains the pencil marks noting my favorite bits. The best inspiration came from the rumors seeding every location. Now we would call them adventure hooks. In an era when most players just wandered, these ideas suggested a way to steer the game from aimless looting to plot.

For more, see “A butcher, a baker, and naughty nannies in the City State of the Invincible Overlord.”

Arduin (1977).

Inspired by the Greyhawk and Blackmoor supplements, Dave Hargrave printed his house rules, lore, and advice in 3 little, brown books named after his world, The pages of the Arduin Grimoire teemed with fresh ideas. When I discovered the books, I became enchanted. I haven’t found a game book that proved as enjoyable to read.

In an era when state-of-the-art setting design consisted of a map paired with encounter tables, Hargrave opened a world with detail that rivaled any setting that came later.

The Arduin TrilogyDave Hargrave’s campaign world of Arduin was not built; it was piled. To create Arduin, Hargrave took every fantastic element he dreamed up or fancied and piled them into one work of love. He preached bigger imaginary playgrounds. “The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in its content and in its appeal to people of all ages, races, occupations or whatever,” He wrote. “So don’t limit the game by excluding aliens or any other type of character or monster. If they don’t fit what you feel is what the game is all about, don’t just say ‘NO!,’ whittle on them a bit until they do fit.” (Vol. II, p.99)

He tore up the D&D rules and offered wild changes. His specific rules hardly mattered. The message mattered: Hargrave encouraged me to own the rules and my games and to create a game that suited me and my players.

For more, see “Once subversive, the Arduin Grimoire’s influence reaches today’s games.”

Melee (1977) and Wizard (1978)

Over my first years years of playing D&D, the fun of the game’s battles waned. My games drifted away from the fights, and toward exploration and problem solving.

Advertisment for Melee and WizardGame designer Steve Jackson understood the trouble. In Space Gamer issue 29, he wrote, “The D&D combat rules were confusing and unsatisfying. No tactics, no real movement—you just rolled dice and died.” Steve turned his desire for better battles into elegant rules.

In the late 70s, ads in Dragon magazine convinced me to spend $2.95 on Jackson’s combat game Melee and $3.95 on the magic addition Wizard. I half expected to be disappointed. Role playing games required hefty books, and Melee and Wizard were not even full role playing games, just tiny pamphlets with paper maps and cardboard counters.

I loved playing the games so much that they changed the way I played D&D.

The revelation came from the map and counters. You see, despite D&D’s billing as “Rules for Fantastic Miniature Wargames,” I had never seen miniatures used for more than establishing a marching order. From local game groups to the D&D Open tournaments at Gen Con, no combats used battle maps, miniatures, counters, or anything other than the theater of the mind. Miniatures struck me as a superfluous prop, hardly needed by sophisticated players. The idea of bringing a tape measure to the table to measure out ranges and inches of movement seemed ridiculous.

I failed to realize how limited we were by theater of the mind. Without a map, nobody can really follow the action unless things stay very simple. In practice, you could be in front, swinging a weapon, or behind the fighters, making ranged attacks. Two options. If you were a thief, you could also try and circle around to backstab. As Steve Jackson wrote, “You just rolled dice and died.”

Melee and Wizard included hex maps and counters and simple rules for facing, movement, and engagement. After just one game, I felt excited by all the tactical richness that I had formerly snubbed.

For more, see “Melee, Wizard, and learning to love the battle map.”

Runequest (1978)

With Dungeons & Dragons, Dave Arneson and Gary Gygax invented the role-playing game. With Runequest, Steve Perrin and Ray Turney showed how to design a role-playing game.

Runequest second edition

Steve Perrin first entered the hobby when he distributed his D&D house rules, “The Perrin Conventions,” at DunDraCon in 1976. This led to Runequest, a game that replaced every aspect of D&D with more flexible, realistic, and simpler alternative: Skills replaced the confining class system. Experience came from experience, not from taking treasure. Armor absorbed damage from blows that landed. Combat simulated an exchange of blows, dodges and parrys. Damage represented actual injuries. Rather than a hodge-podge of mechanics, Runequest introduced the idea of a core mechanic that provided a way to resolve every task. Rather than the game setting implied by all of Gary’s favorite fantasy tropes, Runequest supported Glorantha, a unique world built as a consistent, logical setting.

Suddenly, D&D’s rules seemed as dated as gas lights and buggy whips. I enjoyed an occasional D&D game, but I switched to electric lighting until D&D adopted much of the same technology for third edition.

Today, simulation seems less important than in 1978. I now see that rules that made D&D unrealistic also added fun by enabling the game’s combat-intensive dungeon raids. For more, see “The brilliance of unrealistic combat” and “The fun and realism of unrealistically awarding experience points for gold.”

However, elegance remains as important as ever. Aside from earlier editions, D&D’s current design owes more to Runequest than any other game. Third-edition D&D’s lead designer Jonathan Tweet called Runequest the role-playing game that taught how to design RPGs. Actually, Runequest taught everyone how.

Jonathan Tweet credits Runequest with a long list of innovations that reached D&D.

  • prestige classes (rune lords, rune priests, and initiates)
  • unified skill-combat-saving-throw system
  • ability scores for monsters
  • 1 in 20 hits are crits
  • ability scores that scaled up linearly without artificial caps
  • a skill system that let anyone try just about anything
  • armor penalties for skill checks and spellcasting
  • creature templates
  • faction affiliations
  • hardness for objects
  • chance to be hit modified by Dexterity and size
  • iconic characters used in examples throughout the rule book
  • rules for PCs making magic items.

Next: 1978-2000

Once subversive, the Arduin Grimoire’s influence reaches today’s games

When creators dream up imaginary worlds, they can go in two directions. They can build their world from a curated set of ideas, and then fit these pieces together into a logical and consistent manner. In a fantasy gaming, these creators worry about how magic affects society and culture, and then wind up with worlds like Glorantha or Tekumel.

Dave Hargrave’s campaign world of Arduin was not built; it was piled. To create Arduin, Hargrave took every fantastic element he dreamed up or fancied and piled them into one work of love. If Tekumal is a museum, with treasures for contemplation, then Arduin is a dragon’s horde, with everything shiny heaped to the walls.

Dave Hargrave pictured in Different Worlds issue 31

Dave Hargrave pictured in Different Worlds issue 31

Inspired by the Greyhawk and Blackmoor supplements, Hargrave printed his house rules, lore, and advice in a little, brown book named after his world, The Arduin Grimoire. In 1977, his unofficial supplement to Dungeons & Dragons debuted at California’s DunDraCon II convention. The book’s success led to the sequels Welcome to Skull Tower (1978) and The Runes of Doom (1978).

In a look back on the trilogy, Ryk Spoor called Arduin “one of the most absolutely concentrated essences of the fun of roleplaying games ever made.” Jonathan Tweet, the lead designer of third-edition D&D, called Arduin the “the coolest RPG book ever.”

The Arduin TrilogySometime in 1979, I found the series on the shelves of The Hobby Chest in Skokie, Illinois. The pages teemed with fresh ideas. The author suggested strange pairings of science and fantasy. He tore up the D&D rules and offered wild changes. It all seemed a little subversive. I became enchanted. I haven’t found a game book that proved as enjoyable to read. At first I thumbed through the books at random, discovering gems, then I turned to page one and read. (Due to the books’ random organization, both reading orders felt the same.) As Hargrave wandered through Arduin lore and free-associated RPG wisdom, I learned three lessons.

Fantasy gives freedom to imagination.

Arduin advertisement from The Dragon issue 6, April 1977

Arduin advertisement from The Dragon issue 6, April 1977

As D&D’s audience exploded, in the days before Appendix N, most new players’ experience with fantasy started with Tolkien and ended with a few imitators. The sort of science-fantasy found in say, Jack Vance, seemed wrong. To us, Hargrave preached bigger imaginary playgrounds. “The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in its content and in its appeal to people of all ages, races, occupations or whatever,” Hargrave wrote. “So don’t limit the game by excluding aliens or any other type of character or monster. If they don’t fit what you feel is what the game is all about, don’t just say ‘NO!,’ whittle on them a bit until they do fit.” (Vol. II, p.99)

Evidence of his creative abandon appears everywhere, from the “Multiversal Trading Company” to descriptions of the world’s 21 hells. For instance, the 17th plane of hell features blasted futuristic cities and space ports under a blue-black, moonless sky. Most vegetation is petrified. This hell’s most common inhabitant is The Black Wind, a fog of shifting shadows, lit by crackling, blue lighting bolts. The wind envelops and attacks psychically, taking over the body, and “forever making it alien.”

Hargrave welcomes a variety of character types. “Do not be a small player in a small world, embrace the whole Alternity and give different types a chance. I think you will find that the world your game is in will become a lot more fun if you do.” (Twenty years later, Dave Hargrave’s portmanteau “Alternity,” from alternate eternities, would become the name of a Wizards of the Coast RPG.)

The rules belong to players.

Jonathan Tweet noted the weakness of the Hargrave’s rules. “The Arduin system is usually unbalanced and often unbelievably complicated.” Still, some mechanics would fit a modern game. For example, he offers rules for touch attacks and a hit point system that resembles fourth edition’s. But the specific rules hardly mattered. Hargrave encourages players to own the rules and their games, to tinker, to playtest. On presenting his magic system, Hargrave advises readers to “take whatever I have that you like, use the old established fantasy gaming systems…and put together whatever you like in a magic system. Who knows, it may end up with such a good system that people will want to publish your fantasy world.” (Vol. I, p.30)

Detail makes game worlds come to life.

In an era when state-of-the-art setting design consisted of the Wilderness Survival map and some encounter tables, Hargrave opened a world with detail that rivaled any setting that came later. According to Ryk Spoor, “One of the strongest and most powerfully attractive parts of the Arduin series was that, within and around the game mechanics, the statistics for demons and items and spells, Dave Hargrave wove tales and hints of his campaign world, giving us a look at the life of a world that didn’t exist, but … perhaps… could, elsewhere.”

The impact of Arduin

To gamers today, Arduin’s three lessons seem banal. New games seek freshness by colliding genres, so cowboys meet the undead, magic meets cyberpunk, and so on. Endless setting books lend detail to world building. When the fifth-edition designers explain their hesitancy to tweak the published rules, they say the rules belong to the players now. Arduin’s Phraints seem to have become Dark Sun’s Thri-Kreen.

After reading the books in 2008, James Maliszewski mused that most of Arduin “generated a resounding ‘meh’ for me,” mostly because its better ideas “were readily accepted and incorporated into gaming.” He concludes, “It’s nearly impossible to read the Arduin Trilogy now and see any of its ideas as original as they once were.” True, but in 1978, Arduin’s lessons demolished barriers that would never stand again.

Gary Gygax versus The Arduin Grimoire

In the 70s, Gary Gygax resented products that rode his and D&D’s coattails. The man had 6 children to feed! Arduin aped the little, brown books and tore down D&D’s rules, so the grimoires earned particular ire. In the Dungeon Master’s Guide (1979), Gary added the Vacuous Grimoire (p.155) as a dig at The Arduin Grimoire. Read it and lose 1 intelligence and 2 wisdom. In the pages of The Dragon, Gary attacked spell points, critical hits, and other rules that Hargrave offered as improvements.

TSR issued a cease and desist letter to Hargrave, who responded by blanking references to D&D. My printing splices in mentions of “other popular systems” and “old established fantasy gaming systems” where D&D was mentioned. Hargrave took to calling Arduin a completely different game, although it skipped essential rules that readers must find elsewhere (in D&D). Rules sections are labeled as changes or revisions to an unnamed game (still D&D).

Over the years, Hargrave created the missing rules needed to make a stand-alone game. But no one cared about his rules. Dave Hargrave never realized that his rules hardly mattered.

His feverish invention mattered. Arduin’s lessons mattered—and they changed role-playing.

Related: For an affectionate and funny tour of the first Arduin Grimoire, read “Arduin Grimoire cover to cover” from the first post at the bottom of the page.

Emperors Choice Games offers Arduin products for sale. The original trilogy now appears in a single volume, although the price seems high for anyone but a passionate student of RPG history.

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 issue 7.) For just about everyone captivated by D&D, those two elements would stand out. 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.

Fantasy Games Unlimited Wargaming magazine number 4D&D co-creator Dave Arneson explained how he awarded experience in the Blackmoor game that led to D&D. “Each player increase in the ability in a given area by engaging in an activity in that area. For a fighter this meant by killing opponents (normal types of monster), their ability to strike an opponent and avoid the latter’s blows was increased.” (See Wargaming issue 4.)

By awarded experience for practice, Arneson simulated our world. As Gary Gygax turned the Blackmoor play style into a game, he made experience points (XP) into an incentive to chase gold. When Merric Blackman commented that the XP system promoted the gaining of treasure above all else, Gary agreed, “Indeed, wealth was featured—most realistically if one considers human motivations. If you, the real you, were an adventurer, what would motivate you more that the lure of riches?

In the original game, characters earned much more experience for gold than for monster slaying. This rewarded players for engaging in exactly the dungeon exploration that made the original game so much fun.

Suppose Gary had opted for a more natural simulation. If PCs gained, say, spellcasting ability through endless hours of practice and study, players would face choosing between the fun of exploring dungeons and the drudgery of practicing to increase ability. Sure, in a role-playing game, practice becomes a bookkeeping activity, but it remains dull.

In the pursuit of realism, Chivalry & Sorcery (1977) took study so far that the authors argue that magic users shouldn’t leave their labs at all. “What real ‘experience’ is to be had in a dark, damp dungeon?” The game says that magical effects are often too difficult to permit any “Magick User” the luxury going down into a dungeon. For more, see “Chivalry & Sorcery: What if Gary and Dave had not found the fun?

In addition to rewarding players for seeking fun, the XP-for-gold system offered another benefit: it created a simple way to award experience points for succeeding at non-combat challenges. As a new PC in the original game, potentially with 1 hit point, you had little chance of leveling through combat. Players joke that D&D is about killing things and taking their stuff, but in the original game, you were better off using your wits to take stuff. So long as your cunning led to gold, you got experience.

The XP-for-gold system struck players everywhere as unrealistic. In the original Arduin Grimoire (1977), Dave Hargrave wrote that in his game, “[Experience] points are given for many reasons, but NOT for gold or other treasure. After all, it is the act of robbery, not the amount stolen, that gives the thief his experience.” In 1989, with the second edition, D&D would follow suit. The game would never award XP for gold again.

Without XP for gold, only killing monsters earned concrete experience awards. Of course, DMs can reward players for completing quests and overcoming challenges, but print adventures rarely do. If your adventure plays like a published example, then PCs only win experience in battle.

When second edition stopped awarding XP for gold, D&D superficially became more of a game of killing than ever—except people played differently. Adventures spun stories. When players joined a game, they joined an unspoken pact to follow the plot threads that the DM offered. The original game required no unspoken pact. To succeed, players just followed the money and the experience it bought. The classic play style offered a lot of freedom, but only one goal. Then, every PC chased treasure; now, PCs adventure for justice or for honor or for countless other reasons, including treasure.

Next: The 3 elements that made XP-for-gold work in D&D that are now out of the game.

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 score?

Wisdom entered the game because Gary Gygax needed a prime requisite for clerics that seemed less sinister than Cunning, the cleric’s original prime requisite. At first, Wisdom seemed to measure spirituality because only clerics benefited from it.

With the release of the Greyhawk supplement in 1975, Gary began linking more game effects to the scores: High strength meant more damage, high Intelligence yielded more spells, and so on. Except for Wisdom, every high ability score delivered benefits to every character. Even Intelligence brought additional languages. Wisdom started to look like an oddity, the lone stat only good for one class.

Many fantasy role-playing games followed D&D. My table of games up to to 1983 features 14 games. All these games adopted ability scores descended from the original six scores in D&D. Sometimes the names change—only the term “Strength” remains constant—but the essential traits remain. Except for Wisdom.

Cover by Erol Otis on any  early printings of the Arduin Grimoire

Cover by Erol Otis on an early printing of The Arduin Grimoire

Aside from D&D, Wisdom only appears in two games: Arduin Grimoire (1977) and Chivalry & Sorcery (1977). Dave Hargrave’s Arduin Grimoire hardly counts as a separate game. It began as a brown-book addition to D&D, an indie successor to Greyhawk and Blackmoor. Only the threat of legal action seemed to drive Dave Hargrave to claim that Arduin was a completely different game. Gary would adopt the same stance for Advanced Dungeons & Dragons, another completely different game that includes Wisdom.

Why does the Wisdom ability score have so few descendants?

Unlike fighters, wizards, and thieves, the cleric lacks a clear fantasy archetype. Instead, the class draws inspiration from bits of Christian priest and crusader, from Friar Tuck and  Van Helsing. While the cleric has a Christian flavor, D&D eschews the sort of Christian worlds that would make the class seem at home. Instead, D&D and other fantasy RPGs draw inspiration from the sort of fantasy polytheism imagined in the Gods, Demi-Gods & Heroes supplement. The gods of Lankhmar, Melniboné, and the Hyborian Age all seem more at home in D&D than a cleric sworn to wield blunt weapons. If not for the cleric’s traditional healing role, the class might rank in a third tier with druids and assassins.

If D&D featured religion similar to historical Christianity, Clerics would make a better fit. For example, Clerics and Wisdom fit easily in Chivalry & Sorcery, because the game recreates the culture of feudal Europe, complete with Christian priests capable of miracles.

Arioch from Dieties & Demigods, first printing

Arioch from Deities & Demigods, first printing

The designers of D&D’s other competitors stuck more closely to the fantasy archetypes set by Tolkien, Leiber, Howard, and Moorcock. So they never imitated D&D’s cleric or adopted an ability score like Wisdom.

Meanwhile these designers saw a need to measure a character’s mental toughness with a sort of mental counterpart to Strength and Constitution. Metamorphosis Alpha (1975) swaps Wisdom for Mental Resistance. Empire of the Petal Throne (1975) replaces Wisdom with Psychic Strength. Arduin adds an Ego ability score as a measure of willpower. In 1978, with the release of Advanced Dungeons & Dragons, Gary expanded Wisdom’s portfolio to include willpower. After that, every fantasy RPG features an ability for willpower.

In AD&D, the recommended technique for generating ability scores allowed players to rearrange scores any way they liked. Wisdom only delivered slight bonuses, so it became the place to dump your lowest score. No one needed wisdom except the poor cleric, who had to favor it over one of the other, broadly useful stats. With no compelling reason to opt for a high wisdom, character creation offers one less interesting choice.

This situation remained until third edition, with the invention of the Will save, and with Wisdom offering bonuses to the most frequent, non-combat checks in the game.

Next: A short history of perception in D&D