During the 70s, the debates that raged in the pages of fantasy game fanzines mostly matched the gaming topics argued on Facebook and Reddit today. For example, forty-some years ago, gamers debated if dungeon masters should break the rules for the sake of story.
But we have forgotten some arguments that raged in places like Alarums & Excursions. Today’s post revisits an interesting debate that now seems as contentious as angels on pinheads.
First, some background. The original Dungeons & Dragons rules recommend 20 players as an ideal number for a campaign, although the text says one referee can handle as many as 50 players. Of course, 50 D&D players probably never crowded a basement at once. Smaller parties formed from the available players and mounted treasure hunts into the huge dungeons that dominated play. At the peak of the Blackmoor and Greyhawk campaigns run by D&D co-designers Gary Gygax and Dave Arneson, such sessions ran several times a week.
Instead of talking about a dungeon master’s campaign or game world, most gamers talked about a DM’s dungeon, because that’s what they played. (See When Megadungeons Ruled Dungeons & Dragons.) Active players took characters from one DM’s dungeon to another. As long as DMs played in similar styles, that worked. (Early fanzines included much talk about coping with PCs coming from incorrectly run dungeons, but no one agreed on, say, the correct ratio of casualties to treasure.)
Popular dungeons saw lots of traffic from twenty or more players, each with a collection of characters at different levels, some recuperating from injury. Gamers started to notice that these dungeons resembled tourist attractions that drew crowds hoping a few risks would lead to a quick score, much like Las Vegas.
Dave Arneson and his group saw how much his dungeon resembled a tourist trap and they exaggerated it. The elves who managed the site of Blackmoor dungeon created a faire at the entrance boasting “hundreds of fabulous deals (some worth what you pay for!)” The elves constructed turnstiles at the dungeon entrance and charged 1 gp admission. “You can also sign the Adventurers Book, which gets you a genuine ‘I Visited Blackmoor Dungeon’ button when you come out the main entrance. No winners yet.”
In the First Fantasy Campaign (1977), Arneson described the entrance to his dungeon.
After the second destruction of Blackmoor Castle, the EIves were made responsible for the care and protection of the area and it’s defense. Our
Elf player took a number of steps to do this:
- They have set up a barricade at the foot of the hill leading to the Castle that forces each entrant to pass a test of Purity (generally anti-Vampire), including a drink of Holy Water for each (provided at bargain rate by the Church of the Facts of Life run by Bishop Carr).
- Making it through that, the would-be adventures enter the Castle where the Elves have set up a great fair that fills the courtyard. There are hundreds of fabulous deals (some worth what you pay for!) and some shady types (cutpurses and the like). This lets the Judge wheel and deal with the players to empty their purses and make them wonder what is going on.
- There are now turnstiles into the Dungeon (1 GP admission as well as taking an Elven Tour (since canceled when the two Dwarves let Fang out of his box) (see attached short tout sample). You can also sign the Adventurers Book, which gets you a genuine “I Visited Blackmoor Dungeon” Button when you come out the main entrance. No winners yet.
- Each of the regular exit/entrances from the Dungeon are heavily guarded by Elves armed with Holy Water Hoses, and other anti-Evil charms plus an Elven Prince and two Elven Lords! So, if you can reach a door and are still good, the pursuit will break off and the Elves let you in.
Other DMs treated dungeons as tourist attractions, although with less silliness. In the Forgotten Realms, a famous tavern called the Yawning Portal monetizes the main entrance into the Undermountain dungeon. The innkeeper “Durnan charges adventurers 1 gp each to descend into the well, whether they opt to use the rope or not. The return trip also costs a piece of gold, sent up in a bucket in advance.”
The debate came when game masters wondered how authorities would react to the heavily trafficked dungeons that made homes to monsters and sources of treasure.
Ed Simbalist and Wilf Backhaus, the creators of Chivalry & Sorcery (1978), favored adventures outside dungeons. They imagined a society that eliminated dungeons. “A large concentration of ‘evil’ will attract the Church and might bring down a ‘Crusade’ against it. A large concentration of loot will attract the King, a personage always in need of money. Nor is it possible to keep such a dungeon complex secret for long. Myths and legends about such a place and what is to be found in it soon become common knowledge.”
Meanwhile, Dave Hargrave loved dungeons. Page 1 of The Arduin Grimoire Volume IX includes the topic, “Dungeons and why the authorities don’t shut them down,” which counters the opinion voiced in C&S.
Nowadays, few campaigns run in the style that made Blackmoor seem like Six Flags, so few wonder why the Lords of Waterdeep never send their troops into Undermountain for coin. But if anyone asks, some of Dave Hargrave’s points seem plausible.
Dungeons and Why the Authorities Don’t Shut Them Down by Dave Hargrave
I am sure the question of why local authorities don’t just run troops into the “dungeons” of the land has come up now and again. I mean, what could be a more intelligent and logical method to deal with the creature-ridden madness and loose magik of these places? Here are a few reasons to wet your appetite on why they don’t just do that.
- With such a large contingent of troops away from their stations, it would be easy to attack the kingdom directly since there would be fewer defenders to face.
- It would be too easy for a “bad guy” associated with such a place to trap the soldiers in the dungeon, perhaps sealing them away forever. This directly relates to point one above.
- With the high casualties of this kind of action, soon there would be few willing to join the constantly thinning ranks of the army, no matter what the price. Most men are not fools when it comes to dying for no good cause. Again, this directly relates to point # 1.
- The troops mucking about in one of these places could open some old gate or cause some awesome and terrible bane to come forth upon the land, thus turning the people against the fool who caused such a calamity.
- The “dungeons” act as a constant “honey pot” that ensnares the more adventurous (read that as trouble makers) and any loot they manage to bring out, is, of course, taxable. A hell of a lot cheaper way to make money.
- With such a spot to attract undesirable things, it is easier to be aware of just what nasty beings are about. You don’t have to go hacking about the dark and dreary countryside; you know where all the uglies are hiding.
There are still other reasons, but I hope I have made my point. It just isn’t worth all the risk for a king to send his troops into such a mess.