Tag Archives: Gary Gygax

Game Wizards: The Epic Battle for Dungeons & Dragons

Jon Peterson’s earlier books aimed for readers with an unusual appetite for role-playing game history. Playing at the World sprawls past 425,000 words, rooting the design of Dungeons & Dragons in chess variants and Prussian wargames. The Elusive Shift tells how fans mainly writing in amateur zines shaped the often esoteric theory behind roleplaying games. Thanks to my taste for such arcana, I jumped to get a copy of Peterson’s most recent book, Game Wizards: The Epic Battle for Dungeons & Dragons, but I didn’t expect this book to keep me up at night reading and telling myself I would only stay up for a few more pages. This book can captivate anyone interested in the business of roleplaying games or in the people who created D&D.

Game Wizards focuses on battles that go from the game table to the boardroom and courtroom. The book reveals the pride and ambitions of the men who created D&D, and of their feuds over credits, awards, and money. This tale even includes backstabbing, though thankfully not the sort with knives.

Jon Peterson pulls the story from letters and other documents written by Gary Gygax, Dave Arneson, and other players as the events occurred. “Many of the direct quotations in this piece are thus taken from their correspondence.” Much of this book’s magic stems from the breadth of sources Peterson uncovers, from the contract establishing the original game’s royalty agreement to an audio tape Arneson recorded of a Gygax television appearance. “When Gary enumerates the character classes available in the game, at the point when he mentions that there is a thief class, you can hear Arneson mutter, ‘That’s you.’” Arneson and Gygax were then battling over credit and royalties for their creation.

The story starts in 1969, when Arneson attended the second GenCon, which Gygax hosted in his hometown of Lake Geneva, Wisconsin. The two gamers first partnered to create a set of rules for naval miniatures titled Don’t Give Up the Ship.

By the early 70s, Arneson and his group of Minneapolis gamers invented a style of campaign that broadly resembled D&D. When Gygax played Arneson’s Blackmoor game, its innovations inspired Gygax to turn the seed into a publication. “I’ll whip out a booklet for your approval, so groups can play their own games,” he wrote Arneson. Later Arneson described the role of Gary and his circle of gamers in creating D&D.  “At the time, they 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. They sent theirs to us and we fooled around with them for a while.” When Gygax had reasons to exaggerate his role, he claimed, “D&D, I wrote every word of that. Even my co-author admits that.” Arneson admitted no such thing. Still, Gygax’s tireless work as a writer, publisher, and well of ideas proved essential too.

Gary Gygax started Tactical Studies Rules to publish D&D and other games. In September 1973 Gygax wrote to Arneson, “We’re getting ready to roll.” When the costs of printing the first D&D sets ballooned, Brian Blume invested $2,000 dollars to become a partner in the company. In 1975 the company was incorporated as TSR Hobbies with Gygax and the Blume family holding nearly equal shares.

The revolutionary D&D game spread from Lake Geneva by word of mouth, from tabletop to tabletop, and especially from the gamers attending conventions like GenCon. In 1974, one GenCon visitor reported, “This year’s convention was centered mainly around the new set of Gygax and Arneson rules Dungeons & Dragons.” It was “the hit of the convention with gamemasters having games going in all parts of the Hall.”

By 1976, sales had grown enough for TSR to hire Arneson as Director of Research—and to work shipping. “Everyone who worked in the building had a nominal job, but had to pitch in wherever the need arose. In a personal letter dated February 2, Arneson explained his situation at the beginning of his employment at TSR: ‘My work here in Lake Geneva is going quite well and keeps me very busy from 8:30 to 6:00 every day of the week. In addition to my job as Director of Research I am also in charge of the Shipping Department.’”

But by summer Arneson felt growing dissatisfaction. None of his work related to D&D. Instead he had spent four months doing shipping and editing other designers’ rules.” He felt “no prospect of any of my work being published by TSR.”  Arneson would accuse Gygax of taking the company’s choicest design assignments. When work started on a D&D set for beginners, drafts of the future basic rules listed the authors as Gary Gygax and Eric Holmes with no mention of Arneson. Also, Gygax excluded Arneson from work on the design that would become Advanced Dungeons & Dragons.

Still, naval miniatures ranked as Arneson’s first love. Before hiring on, he had promised two sets of naval rules to TSR in exchange for company stock, but his drafts languished unfinished. “Gygax repeatedly asked for urgent revisions to them both, and Arneson repeatedly avowed his faith in their imminent publication to his friends, even as late as October 1976, but they simply never materialized. As of the summer of 1975, TSR had announced both as forthcoming titles in the third Strategic Review.” Clearly TSR planned to publish the games, but Arneson’s projects stagnated, frustrating Gygax. By September, Arneson routinely left TSR offices at lunch to work afternoons at his apartment. Despite the time away from shipping, he produced virtually nothing for TSR. Before long, he and the company started squabbling over unexcused time away.

In November, Arneson resigned from TSR. He and Gygax drew battle lines over their creation. Arneson argued that D&D stemmed from his essential ideas. He planned a company and roleplaying game to rival TSR and D&D.

Copyright law sided with Gygax, the author who penned the game’s rules. He planned a new Advanced Dungeons & Dragons, which he presented as a completely different game, free of any royalty obligations to Arneson. Their war for hearts and minds extended to convention appearances and magazine interviews. The creators fought in shareholder meetings and in courtrooms. Reaching a settlement would take years.

While Arneson battled for credit and royalties on one front, Gygax fought with TSR on multiple fronts.

In 1979, a 16-year-old college student named Dallas Egbert disappeared from his dorm at Michigan State University. His parents hired a publicity-seeking private detective named William Dear to find the boy. The investigator blamed D&D for Ebert’s disappearance and his lurid speculation stormed to the national news. By the time Egbert turned up safe, few were paying attention. (See The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America.)

Even as Gygax and TSR staff fought to clear up negative myths about the game, the publicity drove a sales boom. “At the beginning of 1981, no ceiling for sales of Dungeons & Dragons was in sight: the game was like a magic item that relentlessly generated gold.”

The gold rush inspired a spending spree: The Blume’s added much of their extended family to the payroll. In 1982, TSR funded an effort to raise a shipwreck from Lake Geneva and announced sponsorship of the U.S. Bobsled Team. “It would be a year of lavish gestures like this, of a company spinning virtually out of control. Events piled on events so rapidly that its management structures simply had no way to manage them. It ensured the foundering of the company Gygax and Blume had created in 1975.”

By 1983 the bubble burst, leaving D&D sales stagnant. Weary of battling the Blumes over business decisions, Gygax left Wisconsin to live in a Los Angeles mansion that cost TSR $10,000 a month, $25,000 adjusted for inflation. To be fair, the D&D movie Gygax hoped to produce could renew TSR’s growth, but to the gaming industry, the move looked like a retreat to an opulent lifestyle in Hollywood.

Game Wizards wraps in 1985, with TSR on the brink of bankruptcy, but Gygax back from Hollywood and poised to take sole control of the company from the Blume family. By then a new player, Lorraine Williams, had entered the game. As granddaughter of the original publisher of Buck Rogers, Williams brought wealth plus experience licensing intellectual property. Gygax interested her in making the investment TSR needed to avoid bankruptcy.

Before Gygax could take full control over TSR, Williams made other plans. “‘Gygax and I were not talking very much during the time because we had very fundamental differences,’ she would remark. Furthermore, informing Gygax that she intended to purchase the Blume family shares would be, as she put it, ‘an invitation for him to get in and just try to screw it up, and to once again try to thwart the ability of the Blumes to sell their stock and to get out and to go about their lives.’” Williams purchased a controlling interest in TSR and forced its founder out.

In Game Wizards Peterson reveals the conflict with a turn-by-turn account played over years. It makes a story as riveting as any yarn played out at the D&D game table.

Related: The time Dungeons & Dragons split into two games

F’Chelrak’s Tomb: The Earliest D&D Adventure Worth Playing

The second Dungeons & Dragons supplement, Blackmoor, arrived in April 1975. It featured Temple of the Frog, the first adventure in print. A year later, three more pioneering adventures reached gamers.

The May 1976 issue of the UK magazine Games and Puzzles included an introduction to D&D by Games Workshop co-founder Steve Jackson. “D&D is an attempt to recreate fantasy adventure using greatly modified tabletop wargaming rules.” The article devotes a half page mapping and keying “The Dungeons of the Ground Goblins.” In June 1976, California gamers Pete and Judy Kerestan published D&D’s first standalone adventure, Palace of the Vampire Queen.

To explore D&D’s origins, some modern players have tried playing these dungeons. Don’t. Temple of the Frog runs as an infiltration mission. Players looking for classic D&D will only find a total party kill.  “The Dungeons of the Ground Goblins” and Palace of the Vampire Queen describe their rooms by pairing rare words of description with lists of monsters and treasures. Both demonstrate why D&D co-creator Gary Gygax thought adventures wouldn’t sell. Any dungeon master could easily create a similar monster zoos using the Dungeon Geomorphs and Monster and Treasure Assortments that Gary’s own TSR Hobbies would soon sell.

But one other adventure reached print in June of 1976.

The Dungeoneer

Dungeoneer01_3rdWhile still in college, Jennell Jaquays, writing as Paul, started The Dungeoneer fanzine. For the first issue, Jaquays wrote F’Chelrak’s Tomb. The pioneering adventure and its successors proved memorable. Looking back at The Dungeoneer, Jaquays said, “It’s the adventures that stand out, and not simply because no one else was doing mini-adventures in 1976. When I read comments about the magazine or talk to fans (old and new), no one talks about the monsters, or the art, or the magic items and rules variants. It’s always the adventures.

If you want to enjoy an adventure in the spirit of ’76, explore F’Chelrak’s Tomb. The tomb fits the early game’s style: It capriciously slays characters and drops magic like candy from a parade, but it also packs enough ideas to fill a game session with wild fun.

Jaquays published 6 issues of Dungeoneer, sold the fanzine, and then started work at Judges Guild. There she penned early, classic adventures like Dark Tower and the Caverns of Thracia.

F’Chelrak’s Tomb ranks as the first published adventure that remains playable in something like its original form. The cheapest legit versions of the adventure available now are in used copies of The Dungeoneer Compendium. Sadly, Judges Guild no longer sells the PDF version of that collection.

About the tomb

As soon as dungeon masters turned from megadungeons to smaller sites, they started devising tombs. F’Chelrak’s Tomb boasts plenty of save-or-die moments, but it lacks the menace of its contemporary from Origins 1975, Tomb of Horrors.

Instead, F’Chelrak’s Tomb offers the chaotic whimsy of a Deck of Many Things. One room features a gallery of objects shrouded by sheets. When revealed, each object has some crazy effect. A sculpture of the Medusa might change the revealer to stone. A statue of a gorgeous woman could either change the revealer’s gender or it could come to life and become a lover or slave. A great stone face might polymorph the revealer into a monster, grant a point of constitution, or split a character into good and evil versions. A statue of Death disintegrates the revealer. “No resurrection is possible!” One sheet covers an artifact: a shield that doubles as a mirror of life trapping. When the owner traps too many lives, the mirror makes room by freeing Morac, a 9th-level chaotic evil lord. I suppose he wants his shield back. (I didn’t know chaotic evil was an alignment in 1976).

If left on the floor, the sheets can animate and attack because, obviously.

The adventure rests on more than the gallery. A new monster merges the Human Torch with kobolds. Some vertical architecture calls for cross-section diagrams. Traps, tricks and interesting curios litter the place.

Like the Tomb of Horrors, F’Chelrak’s Tomb comes from a time when players aimed to beat dungeons and they kept score in gold. In this spirit, the dungeon can win by stumping players with the puzzle in the first room, by hiding essential paths behind secret doors, or by tricking players into leaving after they loot a false crypt. (Today, trying to trick players into dropping out of an adventure seems unthinkable.)

The early presentation

The entire adventure spans just four pages, including a page of maps. Maps (titled “Charts”) number 1 and 3 use a familiar overhead perspective. Maps 2 and 4 show vertical cross-sections on the same graph paper, making them look like overhead maps too. Cross-section 2 puts the high-point at the top, but 4 puts its high-point on the right. The key for map 3 lists numbered locations, interrupts those numbers with a list of numbered objects, then revisits the same locations with a lettered list of traps and secret locations. This dungeon starts as a puzzle for the DM, but it can be deciphered.

Explaining the tomb to modern standards would take at least 12 pages of text. Jaquays does it in 3 by leaving all the details to the imagination of the DM. What will F’Chelrak or Morac do if they get loose? What are the stats for an attacking sheet? (Hint: Use the rug of smothering.) If an unlucky character get polymorphed in to a monster, what one? DMs must find the most fair or interesting answer to many questions.

Running F’Chelrak’s Tomb today

Using original D&D rules, I estimate this adventure would challenge a party of level 4-6.

You could also run this adventure using fifth-edition rules.

If you wanted to run this adventure as a one-shot with the feel of the early game, let the players take a party of 12, 2nd-level characters. In 1976, adventuring parties tended to be large. Many PCs will die, but that only captures the spirit. Although many of the monsters in the tomb pose a grave threat to such low-level PCs, the PCs enjoy overwhelming numbers. Nonetheless, To reduce the chance of total party kill, put only 2 manticores in room 4. Somewhere in the adventure, give survivors a rest to heal and level up. If F’Chelrak finds them, they may need to run. That qualifies as smart play.

If you want better combat encounters and a lower body count, start each player with a 5th-level character. Make the following changes:

  • Replace the 10 gremlins with magmin. The gremlins penalize melee attacks by melting weapons, but 5E characters would sweep them away with spells and ranged attacks.
  • When the players take Morac’s shield, release 6 specters rather than just 1.
  • In the flooded tomb, put 3 ghouls rather than inventing a water gargoyle. Keep them hidden in the dark water so that only water-breathing PCs can easily confront them.
  • Make F’Chelrak a level-9 magic user based on the mage stats. If he possesses one of the PCs, he will study the rest of the party before attempting to reclaim his treasure from the party.

Related: Mark Grisham created a free, 2 room tomb for original D&D that uses F’Chelrak for inspiration.

The Twisting Tale of Skills in D&D

Modern Dungeons & Dragons includes both skills and character classes, but in the early days of the roleplaying hobby, gamers often saw skills and classes as incompatible. Some gamers touted skills as the innovation that freed roleplaying games from character classes. Three years after D&D reached hobby shops, new games like Traveller and RuneQuest eliminated classes in favor of skill systems. Advertisements for RuneQuest in The Dragon trumpeted, “No Artificial Character Classes!!” Such games eliminated the unrealistic class restrictions that prevented, say, a fighter from learning to climb walls or from mastering a spell. “Mages can wear armor and use blades.” The ad credits RuneQuest to designer “Steve Perrin and friends.” Remember that name, because Perrin returns to this tale later.

1978 Chaosium ad featuring RuneQuest

1978 Chaosium ad featuring RuneQuest

D&D co-creator Gary Gygax favored classes because they resonated with the fantasy archetypes everyone knew. He warned, “If characters are not kept distinct, they will soon merge into one super-character.” He had a point. Skill-based games gave every character the ability to improve the same common adventuring skills, leading to a certain sameness among adventurers.

Classes let characters make distinct contributions to a group’s success. In a 1984 interview in DRACHE magazine, Gygax said, “The D&D game is based on the theory that there is so much to know and to do that nobody can do everything on his own. The team aspect is important. Each player has to use his strengths at the right place. Otherwise, the group won´t be able to survive.”

As long as Gygax controlled D&D’s development, he kept skills out of the game. His Unearthed Arcana (1985) added weapon proficiencies as a sort of weapon skill, but their narrow scope kept the sharp lines between classes.

Still, TSR designer Dave “Zeb” Cook saw a need for character development beyond class. “One of the things dreadfully lacking from Advanced Dungeons & Dragons was any sense that your character had a real life beyond class skills.” When Cook wrote Oriental Adventures (1985), he brought a taste of skills to D&D in non-weapon proficiencies—skills without the name. These new proficiencies never overlapped with class abilities. Characters gained skills such as calligraphy, etiquette, animal handling, and bowyer. Non-weapon proficiencies “gave players a way to create a more culturally-informed background for their character.”

Checks finally reached AD&D in the Dungeoneer’s Survival Guide (1986). Although this book’s title suggests a focus on player strategy, this guide brought key rules innovations to AD&D. Here, the non-weapon proficiencies from Oriental Adventures became options in the primary game. When players used non-weapon proficiencies, they made proficiency checks to determine the outcome. These checks filled the place of ability checks. The new system of featured all the ingredients of a modern skill system, although class features still covered most of the actions characters attempted during an adventure, so thieves still rolled on their private tables to climb walls and move silently.

In a convention appearance, Dave “Zeb” Cook and fellow designer Steve Winter talked about how these first-edition books led to a second edition. “Oriental Adventures was the big tipping point because Zeb Cook put a lot of really cool stuff in OA,” Winter said. “We felt like, wow it would be great if this was actually part of the core game, but it’s not.”

“Because of the way we had to treat those books, you couldn’t actually consider them canon when you were writing product or doing modules,” Cook explained. “You always had to assume that players only had the Dungeon Master’s Guide and the Player’s Handbook.”

Even after Gygax left TSR in 1985, designers like Cook and Winter lacked the clout to make sweeping changes to the company’s flagship game. TSR management insisted that second edition AD&D remain broadly compatible with the original. The Player’s Handbook (1989) included non-weapon proficiencies as an optional rule. Ability checks entered the core game, but languished in the glossary. Nonetheless, these additions inched AD&D closer to matching the ability checks and skills in other role-playing games.

But TSR sold two D&D games, an advanced version that got more scrutiny from management, and a basic version that offered more freedom to designers. By 1988, RuneQuest designer and freelancer Steve Perrin was gaining assignments writing D&D supplements. His GAZ5 The Elves of Alfheim (1988) for the D&D campaign setting of the Known World introduced skills by name to the game. “Due to their background, elves have a variety of skills that are neither shown in the rule books, nor related directly to combat, thieving, or magic. These are optional additions to your D&D campaign.” RuneQuest’s designer put more cracks in the wall between skills and D&D’s classes.

A year later, GAZ11 The Republic of Darokin (1989) by Scott Haring expanded this skill system beyond elves.

“Each skill is based on one of the character’s Abilities (Strength, Intelligence, Wisdom, Dexterity, Constitution, and Charisma). When a circumstance arises in which the DM feels the use of a character’s skill is needed, he asks the player to roll a d20 against his current score with the Ability. If the result of the d20 roll is less than or equal to the Ability, the skill use succeeds. A roll of 20 always fails, no matter how high the chance for success.”

The gazetteer listed skills from advocacy and animal training to woodworking, but the options still kept away from the class specialties of combat, thieving, and magic.

In 1991, the Dungeon & Dragons Rules Cyclopedia gathered all the rules from the basic line into a single hardcover that included the skill system. Meanwhile, AD&D would spend another decade forcing players to say “non-weapon proficiency” in place of “skill.”

For D&D’s third edition in 2000, the designers finally gained permission to correct old drawbacks. “We knew we wanted to make a more robust set of skills,” designer Monte Cook said in an interview. “You had thieves‘ skills, which were different and they worked completely differently, because they were percentage based. So we wanted to marry all of that together.” Like RuneQuest and virtually every other contemporary roleplaying game, the new edition would adopt a single, core mechanic to resolve actions. Players made checks by rolling a d20, adding modifiers, and comparing the result against a difficulty class number. Skills now offered bonuses to these checks.

The older D&D skill system and AD&D proficiency checks had created in impression that the third-edition designers worked to avoid. In both systems, skills seemed like a requirement to attempt many tasks, so characters needed gemcutting skill to even attempt a radiant cut. That adds up. On the other hand, surely anyone could attempt bargaining and gambling, yet D&D’s original skill checks only applied to characters with a skill.

D&D’s new d20 core mechanic meant that skills expanded to include actions characters actually did in the game. For instance, rogues got skills rather than a private table listing their chance of hiding and picking pockets. “D&D was still a class based game, but the idea that you were not a thief, so you can’t climb and you can never climb, didn’t really hold a lot of water.” The system allowed any character to attempt to hide and climb. Unskilled characters just suffered worse odds of success. Good luck with the gemcutting.

By fourth edition the games designers worked hard to reach Gary Gygax’s ideal of teamwork—but only during combat. On the battlefield, each character class served a distinct role like striker and defender. For tasks outside combat, the designers contrived a skill challenge system aimed at ensuring that every character gained an equal chance to contribute.

During fifth edition’s design, the D&D designers planned to sideline skills in favor of simple ability checks. “We’re making skills completely optional,” lead designer Mike Mearls wrote. “They are a rules module that combines the 3E and 4E systems that DMs can integrate into their game if they so desire.”

But playtesters liked the depth that skills gave characters. Also finessing the game’s math so it played equally well with or without skill bonuses doubtless proved troublesome. So skills stayed part of the D&D core. The designers still chose to rename skill checks as ability checks. This further avoids from the implication that characters need a skill to attempt certain tasks. Without formal skill challenges, fifth edition allows characters with particular skills to shine more as individuals who bring special talents to contribute to the team.

And in the end, no one had to say or type “non-weapon proficiency” ever again (unless they tell this story).

The Dungeon Mapper: From Half of D&D to a Forgotten Role

In 1977, when I found the Dungeons & Dragons Basic Set, I noticed that the dwarf description included a lot of fluff: stocky bodies, long beards, and an ability to detect slanting passages, shifting walls and new construction. I figured the slanting-and-shifting thing would never affect the game unless some dwarf skipped adventuring for a safer job as a building inspector. “Your rolling-boulder ramp isn’t up to code. Someone might not trip.”

Years later, I realized the dwarven fluff actually helped players draw the accurate maps needed to keep characters alive. Sloping floors and shifting walls made more than a nuisance. In the mega-dungeons of the era, greater threats prowled on lower levels, so tricks that lured characters too deep threatened their lives. Lost explorers deep in a sprawling multi-level dungeon could run out of resources before they got out. Originally, the spell find the path found an escape path.

Level 1 of the dungeon under Greyhawk Castle photographed in 2007 by Matt Bogen

In early D&D, one player assumed the role of mapper and transcribed a description of walls and distances onto graph paper. The original rules present mapping as half of the game. In the example of play, the referee—the title of dungeon master had not been coined yet—spends half the dialog reciting dimensions. The rules’ example of “Tricks and Traps” only lists slanting passages, sinking rooms, and other ways to vex mappers. The text’s author, Gary Gygax, suggests freshening explored parts of the dungeon by adding monsters, but also through map “alterations with eraser and pencil, blocking passages, making new ones, dividing rooms, and filling in others.”

Despite the emphasis, many gamers found mapping less compelling. By 1976, the first D&D module Palace of the Vampire Queen included players’ maps to spare explorers the chore of transcribing dimensions. By fourth edition, labyrinths had changed from mapping challenges into skill challenges. Such mazes were no more fun, but they saved graph paper.

Today, only players who play D&D in an older style draw their own maps as they explore a dungeon.

Did anyone ever think translating distances to graph paper added fun? Or was mapping another way to thwart players who tried to steal the quasi-adversarial referee’s treasure. (In that original example of play, the Caller finds hidden loot, and the Referee responds by “cursing the thoroughness of the Caller.” Rules question: Must the Referee curse aloud or can he just twirl his mustache?

Blackmoor scholar Daniel H. Boggs describes mapping’s appeal. “If the DM is running the game with a proper amount of mystery, then mapping is one of the joys of dungeon exploring. In my experience, there is usually at least one person in the group who is good at it, and it is lots of fun to see your friends pouring over maps trying to figure out where to go or where some secret might be.”

In 1974, D&D seemed so fresh and intoxicating that even duties like mapping found love—just less love than the game’s best parts. Then, exploring a hidden version of the game board seemed revolutionary. Even the wargames that relied on umpires to hide enemies from opposing players let everyone see the terrain—and only a tiny community of enthusiasts played such games. In 1975, when Tunnels & Trolls creator Ken St. Andre attempted to explain dungeoneering to potential players, he could only reach for a slight match. “The game is played something like Battleship. The individual players cannot see the board. Only the DM knows what is in the dungeon. He tells the players what they see and observe around them.”

As fans of competitive games, D&D co-creators Dave Arneson and Gary Gygax relished tests of player skill more than many D&D players do now. To the explorers of the mega-dungeons under Blackmoor and Greyhawk, map making became proof of dungeoneering mastery. In the game’s infancy, different groups of players mounted expeditions as often as Dave and Gary could spare them time. Separate groups might compile maps and keep them from rivals.

While recommending slanting passages and sinking rooms, Gary seemed to relish any chance to frustrate mappers. Describing a one-way teleporter, he crows that “the poor dupes” will never notice the relocation. “This is sure-fire fits for map makers.”

Dave favored fewer tricks. Daniel Boggs writes, “Arneson would actually help map for the players by drawing sketches of what players could see in difficult to describe rooms.” In early 1973, Dave Megarry, a player in the Blackmoor campaign and designer of the Dungeon! board game, mapped much of Blackmoor dungeon during play. Megarry’s maps proved more accurate than the versions published in The First Fantasy Campaign (1980), a snapshot of Arneson’s Blackmoor game.

Still, Dave Arneson expected players to show mapping skill and deal with setbacks. In a 2009 post on the ODD74 forum, he wrote, “A referee ‘happy moment’ was when the mapper was killed and the map lost. ‘OK guys now where are you going?’ What followed was 15 minutes of hilarious, to me, fun. A non-player character gave them a general direction. Another was when the mapper died and the players couldn’t figure out how to read the map. Again an NPC saved them.”

“In terms of tricks, Arneson primarily relied on complexity,” Boggs writes. Despite ranking as the first dungeon ever, Blackmoor includes rare vertical twists. “The combination of connecting shafts, pits, elevators, and literally hundreds of stairs across levels is just astounding. There is also the fact that the dungeon is segmented, so portions of certain levels could only be accessed by stairs on other levels or via secret doors. Secret doors abound in Blackmoor dungeon and most of Arneson’s dungeons.”

Nowadays, the task of transcribing explored rooms and halls to graph paper lacks its original novelty, but turning unexplored space into a map brings as much satisfaction as ever. Sometimes as my players explore, I draw the map for them on a grid. For some sessions, I bring a dungeon map hidden by scraps of paper fastened with removable tape. Players can become so eager to reveal rooms that they vie for the privilege of peeling away the concealment. While running Waterdeep: Dungeon of the Mad Mage, I loaded the maps on a tablet and concealed them under an erasable layer. All these techniques eliminated the chore of mapping for the pure fun of discovery.

Steal This Rule: Numenera and XP for Discovery

By popular reckoning, the original Dungeons & Dragons play style centered on killing monsters and taking their loot. But D&D’s experience rules focused less on killing than folks think. The monster and treasure tables provided as much as three times as many XP for gold as for slaying. Savvy players learned to snatch treasure without a fight. Their characters lived longer that way.

Still, gamers criticized the rule for awarding experience for gold as unrealistic. For example, in the original Arduin Grimoire (1977), Dave Hargrave wrote that in his campaign 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.” The second-edition designers agreed, because they removed XP-for-gold from D&D.

But D&D co-creator Gary Gygax never aimed for realism. He intended to reward players with XP and levels for doing the things that made D&D fun—for exploring dungeons and for taking risks when surely the Oerth merchant trade promised wealth with no chance of a painful death in some murder pit. D&D’s third-edition designer Monte Cook gets the point. He writes, “I’m a firm believer in awarding players experience points for the thing you expect them to do in the game. Experience points are the reward pellets players get. Give the players XP for doing a thing and that thing is what they’ll do.”

Over time, D&D players started spinning stories about topics other than that time we killed a troll for gold. Originally, every character chased treasure; now, characters pursue adventure for justice or for honor or for countless other reasons, including treasure. For this sort of campaign, the classic awards of XP for gold and XP for slaying both fall short. In Using Experience Points To Make D&D More Compelling, I suggest awarding XP for overcoming obstacles, but during D&D’s exploration pillar, the obstacles often miss the point.

If a party finds a secret door to the magic fountain, should they earn less XP than the party that killed the monsters guarding the obvious route? If obstacles bring rewards, then the party who finds the secret misses XP. If discoveries win points, then both groups gain for finding the fountain, and perhaps the observant party gains for finding the secret way.

Discovery is the soul of Monte Cook’s Numenera roleplaying game, so the game awards XP for discoveries rather than for overcoming challenges or killing foes. In D&D, similar awards can spotlight the goal of exploration: discovery.

For investigation and exploration adventures, the obstacles come from a lack of information. Reward the party for the discoveries they make.

To reward explorers for discovery, get a copy of your map and highlight the features to find: magic fountains, hidden shrines, magic items, keys, maps, hidden passages, and clues to the prince’s disappearance. Divide the number of XP characters need to level by the number of discoveries you hope they make before advancing. Then mark each discovery with the point award it brings. (See Using Experience Points To Make D&D More Compelling for a helpful table of points.) If you like precision, adjust the points so bigger discoveries bring bigger rewards. Optionally, you can mark obstacles the group must overcome and include them with the discoveries. Some gamers favor calling D&D’s exploration pillar its discovery pillar instead. This XP method fits that notion perfectly.

Flashing back to 1973, perhaps Gary should have chosen this XP system for his dungeon-crawling game. How would that small change have shaped the way we played?

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

Dungeons & Dragons stopped giving XP for gold, but the insane economy remains

9 Facts About the First D&D Module, Palace of the Vampire Queen

Before Curse of Strahd and Ravenloft came Palace of the Vampire Queen, a dungeon written by California gamers Pete and Judy Kerestan and distributed by TSR Hobbies.palace_of_the_vampire_queen_folder

1. Palace of the Vampire Queen may count as the first Dungeons & Dragons adventure module published, but only after a few disqualifications.

Book 3 of the original D&D game devoted two pages to a dungeon level, but the sample falls short of a complete dungeon. Supplement II Blackmoor (1975) includes Temple of the Frog, but that location plays as a Chainmail scenario rather than a dungeon. As Palace reached print in June 1976, Jennell Jaquays published Dungeoneer issue 1. The magazine including a dungeon called F’Chelrak’s Tomb. So Palace of the Vampire Queen rates as the first standalone D&D adventure in print.

2. D&D co-creator Gary Gygax thought no one would buy published dungeons, because dungeon masters could easily create their own.

The key to Palace makes dungeon creation seem trivial, so you can see Gary’s point. Each room appears as a row on a table with a monster quantity, a list of hit points, and a line describing the room’s contents. Anyone with enough imagination to play D&D could create similar content as quickly as they could type.

palace_of_the_vampire_queen_key

3. TSR Hobbies distributed Palace because they found success reselling blank character sheets from the same authors.

In February 1976, Strategic Review announced the Character Archaic, a set of character sheets for D&D and Empire of the Petal Throne.

4. Palace came as a collection of loose 8½ by 11 pages tucked into a black folder with a copyright notice taped inside the cover.

Adding to the low-budget feel, TSR fixed missing pages in some kits by adding Xerox-streaked duplicates from the office machine.

5. Most of the adventure’s text comes in a 1-page background.

The page tells of a beloved queen, slain by a vampire, and entombed on the dwarvish island of Baylor. She rises to bring terror to the night.

In addition to launching the standalone adventure, Palace gives D&D players their first shot at rescuing the princess. The vampire queen has abducted the king’s only daughter. “The people wait in fear at night. The king wanders his royal palace, so empty now without his only child. Neither the king nor his people have hope left that a hero or group of heroes will come to rid them of the Vampire Queen. For surely the Vampire Queen lies deep within the forbidding mountains, protected by her subjects, vengeful with hate for all truly living things and constantly thirsting for human blood on which to feed.

In the early days of the game, when players raided dungeons for treasure and the experience points it brought, this qualified as an unprecedented dose of plot.

6. Palace shows a dungeon designed before anyone worried about making things plausible.

Even though the dungeon’s background presents it as a tomb for a queen-turned-vampire, it features assorted monsters waiting in rooms to be killed. In any natural underground, the creatures would wander away for a meal. And the bandits in room 23 would search for a safer hideout near easier marks. And the Wizard selling magic items in room 10 would find a store with foot traffic that doesn’t creep or slither.

7. In 1976, nobody worried about dead characters much.

When someone opens a chest on level 2, a block drops and kills the PC and anyone else in a 3×6’ space. No damage rolls, no save—just dead. The dungeon’s threats escalate quickly. Level 2 includes orcs and a giant slug; level 5 includes 35 vampires and a balrog.

Despite these menaces, players in 1976 stood a better chance than they would now. The balrog was just a brute with 2 attacks and 41 hit points, not the modern balor with 262 hit points and a fire aura. Vampires suffered significant disadvantages: “Vampires cannot abide the smell of garlic, the face of a mirror, or the sight of cross. They will fall back from these if strongly presented.” Level 4 even includes a Garlic Garden so players can stock up.

When the players reach the vampire queen’s tomb, she flees their garlic and crosses, and tries to take the dwarf princess hostage.

8. In 1976, no one knew how to present a dungeon—or agreed on how to play the game.

palace_of_the_vampire_queen_mapThe key sketches just the most essential information: a quantity of monsters, their treasure, and an occasional trick or trap. The text lists no stats other than hit points, but lists them as Max Damage. Apparently, D&D’s terminology remained unsettled. Back then, DMs rolled hit points, so pre-rolling counted as a time saver.

In one room, a PC can adopt a lynx kitten as a pet, which lets him “add 3 to his morale score.” D&D lacked morale rules for player characters, but in those days popular house rules spread though regions. Folks writing about D&D regularly confused their regional practices for canon.

Each level of the dungeon includes a keyed and unkeyed map. “The Dungeon Master may give or sell the player map to the players to speed game play.” Even in 1976, players saw mapping as a chore.

9. The dungeon master needed to work to bring the Palace to life.

Palace of the Vampire Queen isn’t called a “module” or “dungeon adventure,” but a “Dungeon Masters Kit.”

The authors realized that dungeon’s brief descriptions fell short of adventure. “Feel free to use your imagination for dialog or any extra details you feel would add to more exciting play. The kit itself is only a basic outline—you can make it a dramatic adventure.

The kit uses fewer words to describe 5 levels than some modern adventures lavish on a single room. Nevertheless, it presents some charming bits. On level 4, PCs find a petrified lammasu missing a jewel eye. Replacing the eye causes the creature to come to life as an ally.

On level 3, room 24 holds 3 sacks of sand. Room 25 says, “Sand alarm rings in room 26 when door is opened.” I searched the web for “sand alarm” to determine if it were some kind of widely-known trick, perhaps requiring a supply of sandbags. Finally, I realized room 26 holds a sound-making alarm.

One room holds an Invisible Chime of Opening. I have no clue how the PCs might find the thing unless they literally sweep the floor. Just for kicks, I would have put a broom in the room.

Just a couple of years after Palace of the Vampire Queen reached gamers, the D&D community forgot about it. But this first adventure showed Gary that adventure modules could attract buyers, so he rushed to publish the giant series.

D&D’s Advice for Dungeon Masters Offers Nothing on Running Dungeons

Even as a game with dungeons in the title, Dungeons & Dragons offers zero advice for dungeon masters aiming to run dungeons. The game provides plenty of help for the solo fun of sitting with a blank sheet of graph paper and designing dungeons, but nothing for sitting behind a DM screen across from players entering the underworld.

Seeking to fill this gap, I paged through a stack of guides and volumes of advice, many with titles like Dungeonscape and even just Dungeons. The dungeon-related content breaks down like this:

65% designing dungeons
35% exploring dungeons
0% running dungeons

To be fair, the 0% appears because I never counted D&D’s original volume 3, Underworld & Wilderness Adventures. That book includes Gary Gygax’s attempt to describe dungeon crawls in terms familiar to miniature-wargame grognards. So the explanation has parties taking turns marking inches of movement. Today, only groups seeking D&D’s roots attempt such formality.

Why so few tips for running the dungeon part of a dungeon adventure?

Partly, we givers of advice tend to suppose that dungeon masters already know how to master dungeons. After all, the game’s 3-step loop works underground. (1) Describe the situation. (2) Ask what the players want to do. (3) Resolve the action. Newcomers easily learn these 3 steps at the heart of roleplaying games, becoming players and potentially DMs. Beyond that, most advice for game masters works perfectly well underground.

Also, dungeon advice can prove situational. That original procedure with turns and movement works fine in a mythic underworld, but in other locations it amounts to tedium.

Still, when I started writing tips for running dungeons, and then asked for help from D&D fans on Twitter, I uncovered plenty of help specific to running secrets and challenges mapped on a sheet of graph paper. In a follow-up post, I reveal my favorite tip.

5 Roleplaying Products That Shaped How I Play Dungeons & Dragons 1978-2000

Tomb of Horrors (1978)

In the early days, I enjoyed plenty of time to create my own adventures, so I had little interest in playing the published ones. But I still drew inspiration from them. Nothing inspired like Tomb of Horrors.

tomb-of-horrors-1e-coverBefore the tomb, dungeons tended to lack personality. Dungeon masters followed the examples in the rule books, serving players bland tunnels, square rooms, and monsters waiting to be killed.

The tomb overflowed with the personality of its fictional creator and its real-world author. Gary Gygax admits to “chuckling evilly” as he developed the tomb. His wicked fancy suffuses the dungeon. The tomb brought a menace unmatched by other dungeons. Its legend still draws players, despite its reputation for dead characters and tedious play.

The best part of the adventure might be the keyed illustrations that revealed its locations. The illustrations transported me into the tomb and tantalized me with potential clues to its the mysteries. I think writers sometimes avoid locations that demand long and unwieldy explanations, so adventurers encounter too many conventional 10’x10’ rooms with a pile of debris in the corner. With the tomb, Gary and his artists loosed their imaginations, and the place came to life. See Picturing the dungeon – keyed illustrations.

For more, see Tomb of Horrors tests patience, but still ranks as Dungeons & Dragons’ best villain.

Queen of the Demonweb Pits (1980)

You can fault some details in Queen of the Demonweb Pits, but not its big ideas. This adventure took the scope of Dungeons & Dragons and blew it wide open.

Q1 Queen of the Demonweb Pits CoverStart with the Demonweb, a web of pathways floating through impenetrable fog. The material of the path moves slightly. “Close examination will reveal faces, twisted and tortured, pressed against some invisible barrier, silently mouthing screams and howls.” These are the lost souls of the Abyss. Along the path, unsupported doors open into extradimensional spaces. At first, these doors lead to Lolth’s creatures. On the last level of the web, the doors open on alternate material planes that she targets for attack or other schemes. In unlocking these planes, the adventure made the world of Greyhawk and its kin seem like specks floating an a sea of creation.

Once players leave the web, they find Lolth’s stronghold, a colossal, steam-powered spider that walks across an alien desert. Many players disliked the spider-ship for its collision of fantasy and steampunk, but I loved it. A diet of Michael Moorcock books and Arduin had already shattered my reservations about mixing such elements. The spider-ship seemed like a fitting creation for a goddess whose power spanned a multiverse. The ship’s inscrutable purpose and destination suited her chaos.

Lolth’s spider-ship, the Demonweb, and its portals suggested a D&D game with a scope that felt breathtaking.

For more, see How Queen of the Demonweb Pits opened Dungeons & Dragons to the multiverse

Escape from Astigars Lair (1980)

In 1980, Judges Guild published Escape from Astigar’s Lair, a slim module that sold for just $2. The adventure so charmed me that after I ran it, I created a similar challenge of my own to unleash on players.

Escape From Astigar's LairThe action starts when the wizard Egad dons a cursed helm and becomes possessed by the evil spirit of the mighty Astigar. Players take the roles of the druid Danier and the ranger Therain, who begin shackled to a wall in Astigar’s dungeon complex. The escape encourages shrewd problem solving. How can you cross a chamber swarming with flying lizards as voracious as piranha? How can you force Egad to remove the cursed helm? The obstacles in the lair inspired challenges that I would add to my own game.

I loved how Escape from Astigar’s Lair showed that combining oddball powers with ingenuity could prove more fun than blasting away.

For more, see Little-known D&D classics: Escape from Astigar’s Lair.

Fez (1980-1985)

In 1981, my buddies and I, at our first Gen Con, stumbled into the Fez tournament and had a blast, more fun than we had in that year’s AD&D Open. For several years, even as our interests wandered from AD&D to other role-playing games, Fez remained the Gen Con event we most eagerly anticipated.FezI The Wizard’s Vale was originally printed as Fez I Valley of Trees

In this blog, I’ve shown how a reliance of skill checks tends to encourage players to focus on their character stats and to take focus from the game world. When a skill check solves any problem in the game world, the details of the problem become unimportant.

When I played Fez, little seemed to demand a roll. Behind the dungeon master’s screen, Fez was a D&D game complete with AC and HP. From my perspective, Fez factored rules out of the game, making immersion the game world all important. Normally, I would not want to play battles without character stats, but in Fez, the objective seemed to be to avoid fights.

Fez featured a play style different from the typical D&D game, and it blew my impressionable mind.

For more, see Little-known D&D classics: Fez.

Dungeons & Dragons third edition (2000)

Game historian Shannon Appelcline calls D&D’s original design chaotic modeling, with inconsistent game systems handling different parts of the game world. So Strength has a range of 3-17, and then 18/01 to 18/00, while other attributes range from 3-18. Thieves roll under a percentage to gain success, attackers try to roll high on a d20, and (in some versions) ability checks require a d20 roll under an ability score. “The fact that the game couldn’t even keep its core range straight (was it yards or feet?) says a lot.”

3E edition launch shirtIn Thirty Years of Adventure: A Celebration of Dungeons & Dragons, Steve Winter wrote, “By 1987, the science and/or art of roleplaying game design had progressed significantly since AD&D’s first appearance. Games such as Runequest, The Fantasy Trip, Chivalry & Sorcery, Paranoia, Pendragon, Warhammer Fantasy, Star Wars, Call of Cthulhu, and many others showed that there were innumerable ways to build a quality, innovative RPG.”

Second edition designers Steve Winter and David “Zeb” Cook did their best to sort out D&D’s “ugly little systems that didn’t integrate with each other,” but the system’s core remained mired in the RPG stone age. In a D&D podcast episode examining the second edition, Steve Winter said, “There were all kinds of changes that we would have made if we had been given a free hand to make them—an awful lot of what ultimately happened in third edition. We heard so many times, ‘Why did you keep armor classes going down instead of going up?’ People somehow thought that that idea had never occurred to us. We had tons of ideas that we would have loved to do, but we still had a fairly narrow mandate that whatever was in print should still be largely compatible with second edition.” So D&D held to chaotic modeling.

In 1997, Wizards of the Coast took over TSR and new head Peter Adkison set the direction for a new edition of D&D. In Thirty Years of Adventure, he wrote, “After twenty-five years D&D was due for a major overhaul, but that the changes to the game should make the games rules more consistent, more elegant, and support more possibilities for different styles of play.” Adkison gave lead-designer Jonathan Tweet and the rest of his team the freedom to bring 25 years of innovation into D&D. The centerpiece of the revamp came in the form of the d20 core mechanic that became the name of the game’s foundation.

Future_of_D+DIn addition to the chaotic rules, D&D’s characters suffered from limitations Gary had created either for game balance or just to make humans the dominant race. “My biggest beef with the older rules were the consistent limitations on what characters could become,” Adkison wrote. “Why couldn’t dwarves be clerics. Why could wizards of some classes only advance to some pre-determined level limit? Why couldn’t intelligent monster races like orcs and ogres pick up character classes? In my mind these restrictions had no place in a rules set but should be restrictions established (if at all) at the campaign-setting level.”

I shared Peter Adkison’s beefs. When Wizards of the Coast made their big announcement leading to the third edition, they produced a shirt giving a taste of the barriers that the new edition shattered. For me, this shirt showed how third edition would embrace 30 years of role-playing game design ideas, and how it swept away senseless limitations. After years often away from D&D, mostly playing other games, third edition welcomed me back.

Related: 1977–1978

5 Roleplaying 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 99% 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 Pop-Culture Assumptions That Dungeons & Dragons Destroyed.

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 Greyhawk and Blackmoor supplements. For a break from dungeon adventures, the original rules suggested wandering the hex map boxed 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 D&D’s First Setting Book: 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 The Arduin Grimoire: The “Coolest RPG Book Ever,” also the Book Gygax Mocked As Costing Readers 1 Int and 2 Wis.

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. (Melee and Wizard would become The Fantasy Trip roleplaying game.)

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 much battle maps would transform the game. Without a map, players struggle to follow the action unless things stay simple. In virtually ever fight, players just opted for the front, swinging a weapon, or the back, 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 Hit Points and The Fun and Realism of Unrealistically Awarding Experience Points for Gold.

However, elegance remains as important as ever. Aside from earlier D&D 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

The 4 Unwritten Rules No Dungeon Master Should Break

In Dungeons & Dragons the dungeon master gets to break the rules, but only so much. The amount of breakage varies from group to group. Some DMs stick to the rules as written, only overriding them when they defy the logic of the game world. Other DMs never track hit points and just declare monsters defeated when it suits the drama of a battle.

Despite a DM’s dominion over the rules, D&D includes some rules DMs must never break—at least if they want their players to stick with the game. Oddly, these rules never appeared in print, so successful DMs learned them by observation and insight. D&D co-creator Gary Gygax made these lessons difficult for many early DMs to learn. He set an example that seemed to encourage dungeon masters to beat players. As soon as players gained an edge, Gary created something to foil them. He and his players enjoyed the battle of wits brought by this style of play. Still, Gary just aimed to challenge players and he mostly stuck to these rules that he never wrote down.

Meanwhile, struggling DMs never deduced the unwritten rules, and often unknowingly broke them to defeat the players and to “win” D&D. Eventually, these DMs either lost all their players or they learned.

What are the dungeon master’s laws of fair play?

1. Never confront characters with threats they cannot either defeat or avoid.

The avoid part of this rule is important.

In D&D’s early days, players controlled the game’s difficulty by choosing how deep to delve into the dungeon. Certainly Gary introduced tricks aimed at luring characters deeper than they intended, but he saw such traps as avoidable tests of mapping skill. The early rules made fleeing easier and clever players knew when to run. See The Story of the Impossible Luck that Leads D&D Parties to Keep Facing Threats They Can Beat.

In today’s game, DMs more often contrive threats that the party can beat. DMs can still throw deadly, even lethal challenges, but not without giving players a warning or a way to avoid the peril. See How to Scare D&D Players—Even When They Play Mighty Heroes.

An outrageous violation of this rule appears as a living hill monster described in Booty and the Beasts, the 1979 collection of monsters and treasures co-authored by legendary D&D artist Erol Otus. Living hills look like normal, grassy hills. “They feed upon unwary travelers who camp upon their seemingly benign summits.” Campers only have a 1 in 6 chance of noticing a lost—and digested—party member. Blogger Mr. Lizard writes, “This is a perfect example of the classic ‘gotcha!’ monster. Basically, unless you actually go out of your way to check to see if you’re on a living hill, your character is dead.”

2. Assume players have taken reasonable actions.

Imagine this rule worded in a more amusing way: DMs should always assume the characters are wearing pants, even if no players said that they put them on. Obviously, this guideline exempts the anthropomorphic ducks in RuneQuest.

In the more adversarial days of D&D, some DMs insisted that players announce their intent to draw a weapon before attacking. If the battle started without weapons drawn, characters wasted a turn pulling out blades. Frustrated players took to readying weapons at every sign of danger, as if just entering a monster-infested underground death trap fell short of a sign.

3. Never let players ignorantly take a substantial risk.

We all love when players stake their characters’ lives on some reckless, nearly impossible stunt. Whether they succeed or fail, such moments make unforgettable gaming. But before any foolhardy undertaking, make sure the players know (1) the odds and (2) the result of failure. I typically share difficulty classes before players roll. These DC numbers help span the gulf between a character’s vivid sense of the game world and what a player learns from a DM’s description. DCs prevent misunderstandings.

As for risks, make sure players know that, say, falling from the Earth mote means plunging into a sea of lava. That works better than rewinding the action for a player who heard “sea” and not “lava.”

4. Never plan to take the players’ freedom or stuff to support your plot.

In the early days of D&D, some gamers coached DMs to deal with excess treasure by having thieves steal it as the characters slept. Often the caper succeeded because the players never listed the reasonable precautions they would take to protect their treasures. (See rule 2.)

Early spells like Leomund’s Secret Chest seem designed to thwart thievery, so perhaps Gary indulged in such thefts. Gary had an excuse: He invented most of the game’s magic items and wanted to test them in play. His players grew accustomed to seeing gear won, lost, and melted by fireballs. Also Gary’s players probably stole from each other—they played to win back then. See Did Dave and Gary’s Gift for Finding Fun in Dungeons & Dragons Lead Them Wrong?

None of this applies to today’s game. Never take the character’s hard-won gear. They will resent the loss.

Often DMs who steal gear aim to create a powerful hook, which leads players to chase their treasure through a campaign arc. Those good intentions may make the theft seem permissible, but those schemes only make the situation worse. Such rough hooks make players feel railroaded.

The same rules for gear also apply to the loved ones players invent for their backgrounds. Those casts count as the player’s stuff. Never kill such characters to create a cheap motivation.

The most common and egregious violation of this rule comes when a DM wants players taken captive. In adventure fiction, heroes get captured regularly. So DMs dream up similar stories, and then try to force a capture despite the players’ determination to never get taken alive.

Sometimes DMs opt for capture as alternative to a total party kill. While a fair exception to this rule, don’t violate rule 1 in the process by confronting characters with a threat they cannot defeat or avoid. Save your escape-from-the-dungeon scenario for a time when players ignore warning signs, make bad choices, suffer setbacks, and ignore any chance to run. Those times happen—trust me. Then, instead of rolling new characters, have the old characters wake in chains. The players will feel grateful for a second chance.

What unwritten rules have you spotted in D&D?