Tag Archives: J. Eric Holmes

Basic and Advanced—Dungeons & Dragons’ new audience versus its original rules (Part 2)

The Story of Basic and Advanced Dungeons & Dragons
Part 1: The time Dungeons & Dragons split into two games
Part 2: Dungeons & Dragons’ new audience versus its original rules
Part 3: Dungeon & Dragons goes two directions
Part 4: Dave Arneson takes a job at TSR
Part 5: Was Advanced Dungeons & Dragons a different game?
Part 6: Why Gary Gygax claimed Advanced Dungeons & Dragons was a different game

In 1976, Dungeons & Dragons co-creator Gary Gygax realized that the appeal of D&D reached beyond wargamers to “almost anyone with an active imagination.” TSR’s first full-time employee, Tim Kask wrote, “Gary and I, and probably Gary and others, had often discussed how to broaden our market.” But unless players understood miniature wargaming with its inches, attack rolls, referees, and so on, they had little hope of understanding the original rules. D&D defied popular assumptions about games and fantasy. People wondered where to find the board, and how you won.

Despite being an avid wargamer, Kask struggled to learn D&D. “Had I not confidently announced that my club was going to have a go at this new game I was so enraptured with, I might not have spent three weeks trying to grasp enough of it to begin. And I had the benefit of having played it twice.”

Gygax and Kask saw D&D lure a new generation of players to wargaming conventions. Also, parents of potential players contacted TSR. Kask remembers, “We were starting to hear from parents that had bought the game as a result of their child’s cajolery, badgering or whining, only to find that it was too complex for their precious darlings to jump right in.”

The game’s supplements also caused confusion. After learning that a book called Greyhawk featured higher-level spells, I cajoled my parents into driving me to the store. Later, back at home, I learned of even more booklets.

Tunnels & Trolls

During D&D’s early years, D&D spread through the game table. Players started at Gen Con in Wisconsin or at Origins in Maryland. They brought the game to friends who taught their friends. But in the western states, the books reached folks before any gamers who had seen D&D played.

Far from Lake Geneva, confused but eager players created a market for games like D&D that featured clearer rules. In Different Worlds issue 1, Arizona gamer Ken St. Andre tells of reading the D&D rules in April 1975. He concluded that “as written the mechanics of play were nearly incomprehensible. I stood up and I vowed that I would create my own version.” By July, St. Andre began selling copies of Tunnels & Trolls.

California Neurologist J. Eric Holmes also found the original D&D rules incomprehensible. In Dragon issue 52, he writes, “There was no description of the use of the combat table. Magic spells were listed, but there was no mention of what we all now know is a vital aspect of the rules: that as the magic user says his spell, the words and gestures for it fade from his memory and he cannot say it again.”

Warlock in the Spartan Simulation Gaming Journal #9 August 1975

To make sense of D&D, he found a set of rules circulating Los Angeles called Warlock, subtitled “How to Play D&D Without Playing D&D.” By using the combat table and spell point system from Warlock, Holmes could start playing.

Warlock came from a group of Caltech students. The game’s introduction tells a common story for the time. “When our group first started playing [D&D], our overall reaction was that it had great ideas, ‘but maybe we should change the combat system, clarify the magic, and redo the monsters.’”

In August 1975, the group published their new rules in a zine called the Spartan Simulation Gaming Journal. The new rules took 33 pages. The introduction explains, “Warlock is not intended to replace D&D, nor is it intended to interfere with it. All we have tried to do is present a way of handling D&D without the contradictions and loopholes inherent in the original rules. We spent a considerable amount of time working out a solid combat system, a coherent magic system, and a more flexible way of handling monsters. We have been (rightly) accused of making D&D into a different game altogether, and we think a slightly better one.

“We recommend that you at least have access to a Dungeons & Dragons game, for the simple reason that we lack the space to go into some of the detail used in their three volumes. The D&D books are a good place to get ideas from. They are not a complete set of rules. We have completed them in our own.”

For more, see the Zenopus Archives post, “WARLOCK or how to play D&D without playing D&D.”

The threat of D&D offshoots like Warlock grabbed TSR’s attention. In the August 1976 issue of the Spartan Simulation Gaming Journal, TSR published an ad for D&D urging readers to “TRY THE REAL THING!”

In December 1977, Gygax shared his feelings for such D&D “parodies” in the pages of The Dragon. “For most of these efforts TSR has only contempt. For saying so we are sometimes taken to task quite unjustly, but I suppose that is to be expected from disgruntled persons prevented from making a fast and easy buck from our labors—or from those persons responsible for cheap imitations whose work we rightly label as such.”

Gary understood that the fight against D&D’s imitators required a new set of rules.

Next: Campaigns, tournaments, and consistency

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

What must D&D spellcasters do with their hands?

In my last post, I discussed how expanding options and shrinking rounds turned what Dungeons & Dragons characters had in hand into something that mattered. I showed a mindset that avoids making gear in hand into a distraction at the table, but I dodged the area of the fifth-edition rules that leads to the most questions. What must a spellcaster have in hand to cast spells?

In the early days of Dungeons & Dragons, no one worried what magic users could do with their hands. That changed when someone captured an enemy mage—or was captured themselves. Now players wondered if their imprisoned magic user could still cast. The 1977 Basic Set gave an official answer: A magic user “can then throw the spell by saying the magic words and making gestures with his hands. This means that a magic-user bound and gagged can not use his magic.”  The set credits Eric Holmes as editor, but the rules came from Gary Gygax and previewed things to come in Advanced Dungeons & Dragons.

The Compleat Enchanter

The Compleat Enchanter

By requiring wizards to speak and gesture, D&D enabled plots involving captive and helpless wizards, but Gary elected to go further. In The Compleat Enchanter by L. Sprague deCamp and Fletcher Pratt, a character explains, “The normal spell consists of several components, which may be termed the verbal, somatic and material.” Even though material components seldom affected play, Gary added them, probably because he relished inventing witty spell components. For example, the Fireball spell requires bat guano because guano once served as a source of saltpeter, an ingredient in gunpowder. Aside from tickling Gary’s fancy, material components only occasional saw play, and then only as a story device. For example, the second-edition Dark Sun setting turned material components into one of many resources players struggled to find in a resource-poor world.

By fourth-edition, material components only applied to rituals, and then only as a means to cap ritual use by attaching a gold cost.  Of all the new changes that sparked protests, no one seemed to morn the loss of material components. Even the most hidebound players happily continued to ignore material components. Nonetheless, as a nod to tradition, fifth edition included material components. Many casters will opt to substitute a spellcasting focus instead.

Class Spellcasting alternative to material components
Bard Musical instrument (Player’s Handbook p.53)
Cleric Holy symbol (PH p.151). Can be worn or emblazoned on a shield.
Druid Druidic focus (PH p.151). May be a staff, which doubles as a quarterstaff weapon.
Fighter – Eldritch Knight Arcane focus (PH p.151).
Paladin Holy symbol (PH p.151). Can be worn or emblazoned on a shield.
Ranger No focus, so Rangers require material components to cast.
Rogue – Arcane Trickster Arcane focus (PH p.151)
Sorcerer Arcane focus (PH p.151)
Warlock Arcane focus (PH p.151)
Wizard Arcane focus (PH p.151)

Advanced Dungeons & Dragons ignored the issue of how dual-wielding rangers and multiclassed elves could access material components while fighting with sword and shield. The game used minute-long combat rounds, and a first-level spell only took 6 seconds to cast, leaving plenty of extra time to gather components, repack a bag, and savor a juice box before the start of the next round.  The second-edition Player’s Handbook grants even more wiggle room. “The caster must…have both arms free.” Not hands, arms. It’s all in the wrists.

Players imagine a round as an exchange of blows, making the 1-minute round seem ludicrously long. So in third-edition, the round shrank to a mere six seconds. This seemed more plausible, but suddenly players needed to account for time needed to switch weapons and to being spell components to hand. Mialee, third edition’s iconic elf wizard, wore practical garb covered with pockets for easy access to spell components. (Plus, the midriff-baring outfit can be worn throughout pregnancy.) As a product of the shorter round, drawing or sheathing a weapon became a move action. In practice, few players paid much attention to what their characters held, with no more concern to freeing hands for spell gestures and components than in 1974.

Next: Lawful DM and Chaotic DM answer questions about spellcasting and free hands

The D&D fifth edition Basic Rules Introduction

The toughest part of writing the core rules for a role-playing game comes on page one, when duty and tradition force the author to describe how to play a role-playing game. When you sit at a table and see a RPG played, it makes sense, but try describing the activity to someone who has only seen chess and Monopoly.

Advanced Dungeons & Dragons First Quest The Introduction to Role-Playing Games

Advanced Dungeons & Dragons First Quest – The Introduction to Role-Playing Games

Although most new players enter the RPG hobby through Dungeons & Dragons, the D&D books tended to do the worst job on explaining role playing. In the brown books, Gary Gygax did not even bother. In the first basic game, J. Eric Holmes devotes two paragraphs to convincing you to play and to shop for more TSR products. The original game had to spread gamer to gamer, like the best con crud ever. Since then, the how-to-play section in D&D has gone something like this: “Players, you create a character. Dungeon masters, you create a dungeon. Now read this long glossary.” Other games work a bit harder, typically by making some comparisons to children’s make believe and then replacing the glossary with an explanation of funny dice. Among D&D releases, the second edition First Quest box does the best of explaining the game. Third edition consciously delegated the chore to the starter set, which offered a offered a programmed adventure rather than an explanation.

The Introduction in the D&D’s fifth edition Basic Rules does a far better job of describing how to play a tabletop role-playing game than any other introduction I’ve seen. This is the Mona Lisa, Beethoven’s ninth, and Die Hard of the seldom appreciated-genre of “How to play an RPG.” Instead of dumping a two-thousand word example of play, this introduction explains the game with a couple of concise examples. Instead of “create a character and then tell the DM what you want to do,” the “How to Play” section explains play in three numbered steps. At last, a D&D writer thinks like technical writer to help players.

The introduction explains, “There’s no winning and losing in Dungeons & Dragons.” To gamers who grew up immersed in World of Warcraft and Minecraft, this may seem like an odd point to make. In the late 70s, when I started playing, the the first question folks asked me about D&D was, “How do you win?” Back then, a game had to be a competition. If a game failed to produce a winner and a loser, what was the point? Such questions, more than anything else, reveal the gulf between now and how people thought of games in 1974. Such questions show just how revolutionary D&D was. For more, see “But how do you win?

Now, almost everyone has seen a video game where you play a character and finish rather than win. Virtually every computer game owes a debt to D&D. Almost everyone has seen D&D played on The Big Bang Theory or Community or in E.T. the Extra-Terrestrial. We hardly need an introduction this good. But they could really use it in 1974.

Three more observations:

  • The “Worlds of Adventure” section seems like a nod toward the strategy that elevates D&D from a mere tabletop role-playing game to a multi-platform brand for stories and worlds. You may grumble, but we can credit this effort to sell D&D as a brand for the resources and patience Hasbro has granted to developing the fifth edition.
  • The “Game Dice” section explains how to roll a d100. Fourth edition eliminated percentile dice, but apparently they make a return in fifth.
  • Even pages of the basic rules are labeled V0.1, while odd pages are 1.0. This means that if you want to play the official game, you can only use rules on odd pages.