Tag Archives: Jon Peterson

The Movies and Stories than Inspired Dave Arneson to Invent the Dungeon Crawl

Around 1971 Dave Arneson and his circle of Minneapolis gamers invented games where players controlled individual characters who grew with experience and who could try anything because dice and a referee determined the outcomes. The group tried this style of play in various settings, but Dave invented one that proved irresistible: the dungeon.

Dave’s Blackmoor game—the campaign that spawned Dungeons & Dragons—began with a gaming group playing fictional versions of themselves in a fantasy world. The characters became champions in a series of miniature battles featuring armies clashing above ground. Without dungeons, the Blackmoor game might have stayed miniature wargaming rather than becoming D&D and a game nearly as well known as Monopoly. But by creating the dungeon crawl, Dave invented a new activity that transformed the campaign and ultimately made a lasting addition to popular culture.

The dungeons under Castle Blackmoor began as a minor diversion to the campaign’s fantasy battles above ground, but the Blackmoor bunch spent so much time underground that Arneson ultimately declared the above-ground conflicts lost to forfeit. In a recollection of that first dungeon adventure, player Greg Svenson writes, “By the end of the weekend I had fallen in love with the game.” Dave Megarry of the Blackmoor game wanted to capture the dungeon experience during Arneson’s down time, so he created the Dungeon! board game.

The dungeon crawl contributed as much to the initial popularity of D&D as roleplaying. In the dungeon, D&D brought a fun and evocative activity for a group of players. See (How the Dungeon Powered the Success of D&D and the First Role-Playing Games.

The strangest thing about focusing a game on parties of adventures who explore monster-infested dungeons for treasure is that this activity never happens in the fantasies that inspired the game. At best, you can find elements: traps and treasure in the mummy’s tomb, orcs in Moria, and so on.

The Kibri Castle Branzoll like the one owned by Dave Arneson

The Blackmoor campaign first adapted the Chainmail rules, co-written by D&D co-creator Gary Gygax. But Chainmail never mentions dungeons. At most, the rules suggest using graph paper to map efforts to tunnel under fortifications.

Dave’s Blackmoor games featured a toy castle, which served as the focus for the above-ground battles. Castles can have dungeons, although in 1971 the dungeon of popular fiction was an underground jail rather than a sprawling compound stocked with monsters and treasure.

Nonetheless, in 1972’s second issue of the campaign newsletter, the “Blackmoor Gazette and Rumormonger”, Arneson reported on dungeons below the castle where “heroes went looking for adventure and treasure.” In Playing at the World, Jon Peterson writes, “By this point, Arneson had mapped, on a pad of graph paper, a dungeon six levels deep beneath the castle, with each level containing progressively more formidable adversaries.”

How did Dave Arneson invent the dungeon crawl? By the time people started asking about it, he no longer remembered all the details. Enough clues remain to reveal the specific stories and movies that probably inspired his creation, likely during a June weekend in 1971.

The Hobbit and The Lord of the Rings offer obvious inspiration. J.R.R Tolkien imagines parties of heroes who keep finding themselves in sprawling, underground compounds.

The Hobbit takes readers into the goblin king’s warrens under the Misty Mountains, where Bilbo gets lost in the tunnels and encounters Gollum. Later, Bilbo and his party reach the abandoned dwarven city under the Lonely Mountain, where Smaug sleeps in the “great bottommost cellar or dungeon-hall of the ancient dwarves right at the Mountain’s root.” Even though the tunnels under Lonely Mountain do not fit the definition of a dungeon as an underground jail, Tolkien takes a bit of poetic license and refers to the halls as a dungeon. The Lord of the Rings revisits the dungeon again with Moria, the vast underground compound where the fellowship encounters both orcs and the demonic Balrog.

Dave cites a different inspiration for dungeons. In a 1978 interview that appeared in Wargaming issue 4, he explains. “A local TV station had on several old monster movies, which I watched while eating popcorn and reading old Conan novels. It was then that Blackmoor Dungeon was first conceived.”

Different Worlds issue 3 June/July 1979

His next account of inventing the dungeon crawl comes from his “My Life in Role Playing” article for Different Worlds issue 3, from June/July 1979. “How did it all start in Blackmoor? I can’t really say. I had spent the previous day watching about five monster movies on Creature Feature weekend (ch. 5), reading a Conan book (I cannot recall which one but I always thought they were much the same) and stuffing myself with popcorn, doodling on a piece of graph paper. I was also quite tired of my [Napoleonic] Campaign with all its rigid rules, etc., and was perhaps rebelling against it too (in fact I’m sure I was!!).”

Dave forgot the Conan book and never names the movies that sparked his imagination, but clues lead to some likely answers.

To start, the Horror Incorporated Project compiles a list of all the creature features broadcast on KSTP-TV in Saint Paul – Minneapolis throughout the 1970s.

Blackmoor started with Dave’s toy castle. “I had this neat German plastic kit and I just imagined what sort of fantasy setting it would make,” he recalled in a 2009 interview in Kobold Quarterly issue 9. Meanwhile, on Saturday May 29, 1971, The Black Room (1935) aired on the local station. The movie features a baron’s castle that, like Castle Blackmoor, sits atop a rocky hill and includes a bricked, secret room. But most revealing, the names of the movie and of Dave’s creation just swap two letters. “All this happened a few weeks before the first adventurers caught sight of [the castle].”

So Dave had a castle backdrop for fantasy miniature battles, but perhaps no dungeons yet.

Two weeks later, House of Dracula (1945) aired. This one movie might seem like five because it features all of Universal’s most famous monsters, Dracula, the Wolfman, and Frankenstein’s creation. In a remarkable piece of detective work, Daniel H. Boggs lists several similarities between the House of Dracula castle and Blackmoor. Both stand on rocky pinnacles overlooking a graveyard, a village, and the sea. Both include laboratories and torture chambers. Tunnels underneath both lead to seaside caves.

Castles with underground tunnels, monsters, and torture chambers offer much inspiration, but the Conan book surely provided even more.

While Robert E. Howard never has Conan willingly enter a dungeon, the barbarian often finds himself trapped in dungeons, forced to overcome monsters to earn freedom.

Weird Tales 1935 -The Hour of the Dragon

In “Hour of the Dragon,” Conan is imprisoned in the dungeon under the palace of King Tarascus in the Nemedian empire. A sympathetic slave girl gives Conan a rough map of the tunnels, and then warns, “Beyond these dungeons lie the pits which are the doors to Hell.” To escape, Conan defeats a monster that was one of “the goblins of Hyborian legendry, and were in reality ogres of the natural world.”

In “Rogues in the House,” Conan is lost in the pits below the house of the Red Priest, where he evades the traps that slay companions who lack Conan’s “steel-spring quickness.” Although the covered city of “Red Nails” lies above ground, its interior shares the ambiance of a dungeon.

Still, one story presents a dungeon that best resembles those in D&D. In the “Scarlet Citadel,” Conan escapes from “tunnels and dungeons” where an evil sorcerer “performed horrible experiments with beings human, bestial, and, it was whispered, demoniac, tampering blasphemously with the naked basic elements of life itself.” With a torch and sword, Conan explores a maze of tunnels while overcoming monsters.

In 1971, Dave Arneson started with a toy castle, a location inspired by creature features,  and the notion that something might lurk underneath. “[The model] was too small for the scale I wanted,” Dave said. “But it was a neat kit and I didn’t want to abandon it, so the only way to go was down [into the dungeons].”

He added a treasure hunt from Tolkien, traps from Robert E. Howard, lurking monsters from both authors—and perhaps from some creature features—to invent a new activity for the characters in his Blackmoor campaign. When Gary Gygax played one of Dave’s Blackmoor games, the experience so fired Gary’s imagination that he went on to flesh out the game that would become Dungeons & Dragons. In the process, Gary’s imagination and broad knowledge of sword and sorcery would add countless details inseparable from the game. Ultimately, the dungeon crawl proved so compelling that it took root in popular culture.

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

If a Mind Flayer Fed on D&D Characters’ Brains, It Would Go Hungry. Should PC Intelligence Matter?

In modern Dungeons & Dragons games, intelligence vies with strength as the most common stat where players dump their characters’ lowest ability score. Of classes in the Player’s Handbook , only wizard requires intelligence, a prime requisite that rarely figures in saving throws. And unlike in earlier editions, high intelligence no longer brings more skills or even languages. Am I the only dungeon master who spots a mind flayer in an adventure, realizes that only a wizard can make an intelligence save against a psionic blast, and feels a shameful excitement? We DMs rarely get a chance to stir panic by exploiting a weakness the players chose for themselves.

In original D&D, intelligence brought even fewer benefits than in the modern game. The rules lacked intelligence saves and checks.  Magic users needed the stat, but otherwise smart characters only gained languages. Still, at some tables, low-intelligence characters came with a steep penalty.

The Elusive Shift by Jon Peterson chronicles how after the release of D&D in 1974, discussion brought roleplaying from a single, revolutionary game to a mature hobby. The discourse started in fanzines like Alarums & Excursions and spread to magazines like Different Worlds, which treated roleplaying as a new art. The book shows how many seemingly modern controversies about styles of play actually date back to 1975 or so. For instance, gamers have argued about whether game masters should favor storytelling over impartiality almost since the first mention of D&D in a mimeographed zine.

One debate described in The Elusive Shift  seldom reappears now. It stems from the original D&D rules and this line: “Intelligence will also affect referees’ decisions as to whether or not certain actions would be taken.” In other words, dungeon masters could bar low-intelligence characters from taking clever actions dreamed up by a smart player.

The implications of intelligence go two ways. In 1975, Lee Gold wrote that when a player proposed an action too rash for a wise character or too dumb for a smart character, “a dungeon master should legitimately overrule a person’s call for his character.”

Especially in the days of roleplaying, when everyone generated characters randomly, many gamers saw playing low intelligence or low wisdom as both a penalty and as a demonstration of roleplaying skill.

In Alarums & Excursions issue 13 (1976), Nicolai Shapero wrote, “If I have a character with an intelligence of 6, and a wisdom of 8, I refuse to run him the same as an 18 intelligence 18 wisdom character. This has cost me characters…it hurts, every now and then.” However, he insisted that “it is a far more honest way of playing.”

Some gamers wondered if the players who ignored their character’s intelligence even counted as roleplayers. Did such gamers just play a game of puzzle-solving and battle tactics? Meanwhile, the gamers who favored tests of skill preferred games where players needed all their own wits to survive.

Nowadays, some players enjoy playing a low-wisdom character as someone who ignores signs of trouble and takes risks. Such recklessness leads to a more exciting game. But few players enjoy stifling their own ingenuity to play a lower intelligence. To be fair, the intelligence of a modern D&D character typically bottoms out at 8, just below average, but I suspect most D&D players are far more clever.

How do you roleplay intelligence and wisdom?

D&D and the Role of the Die Roll, a Love Letter

If you want your D&D game to tell a story, why bother with the dice? Why bother with a random element capable of foiling our plans?

The fifth-edition Player’s Handbook calls Dungeons & Dragons a game about storytelling in worlds of swords and sorcery. If D&D players only wanted to collaborate on stories, we could join a writers’ room and pitch dialog, beats, and character arcs just like in Hollywood, but without the paychecks.

Instead, we add dice.

The oldest known d20 comes from Egypt dates from somewhere between 304 and 30 B.C.. The die may have rolled in a game, but oracles may have cast it in divination rituals. Blogger James Maliszewski writes, “There’s something powerfully primal about tossing dice and waiting to see the numbers they reveal.” Like an oracle’s die, our dice lead our characters into an unknowable future. The dice make us surrender some control, because they add the risk that the story won’t go as we plan. Events beyond our control make the game unpredictable and exciting. We embrace that.

Surprise

After countless stories, we all start to see patterns repeated. We still enjoy them for many reasons, but even the best can seem like a familiar dance performed well. So when a tale breaks the pattern, the unexpected becomes riveting.

Stories from D&D games can follow patterns of their own. Two combat encounters plus a roleplaying interaction take us to the big bad, and then to dividing treasure. We dungeon masters have an extra incentive to follow the expected track that we prepared, so the dice help us let go. They nudge us off course and remind us to welcome uncertainty. Writing about dice and random encounter tables, Teos “Alphastream” Abadia explains, “Such tables help to remind the DM that chance can and should be a powerful element. It can be a subtle reminder that the printed page isn’t one single script and that different outcomes (whether on tables or not) are good.”

D&D lead rules designer Jeremy Crawford likes how rolling in the open forces him to honor the outcome of a roll even when his own inertia might sway him to override it. “As often as possible, I like to stick with whatever the dice tell me, partly because as a DM I love to be surprised. I love that sense whenever I sit down at any table where I’m DMing I don’t actually know what’s going to happen because I don’t know what the dice are going to say. The dice can turn something I thought was going to be a cakewalk into a life or death struggle.”

Creativity

The dice in D&D, especially when combined with random tables, can fire imagination. Forget dice for a moment and think of the power of random thoughts colliding to fuel creativity.

Poet William S. Burroughs coined a cut-up method of writing where he scrambled words on scraps of paper and then assembled the jumble into new poems. If poetry seems too high-minded to connect with a game rooted in pulp fantasy, then consider this: Rock musicians like Curt Cobain, Thom York, and David Bowie used the technique. Burroughs asserted, “Cuts ups are for everyone.”

David Bowie explains his use of the process, “You write down a paragraph or two describing several different subjects, creating a kind of ‘story ingredients’ list, I suppose, and then cut the sentences into four or five-word sections; mix ’em up and reconnect them. You can get some pretty interesting idea combinations like this. You can use them as is or, if you have a craven need to not lose control, bounce off these ideas and write whole new sections.”

Bestselling DM’s Guild author M.T. Black uses a program to make random lists of titles, plots, and other idea seeds. He explains, “I use randomness all the time when I’m creating an adventure. Otherwise I find I’m just slipping back into very comfortable tropes and ideas. Randomness really helps me bring something fresh to the table.”

Creation doesn’t stop during writing and preparation. It extends into the game session when the dice inject that random element.

Fairness

Random chance separates the players’ success or failure from the dungeon master’s fiat. In a role-playing game, no one wants the DM to control the characters’ fate. When player characters succeed, the players want credit for the victory; when PCs fail, the DM wants the dice to take the blame.

Random rolls reduce the DM’s power to control the game. In a sense, these rolls unite DM and players in a shared enterprise. Everyone watches the roll of the dice together and shares the surprise when the result shows where fate will take them.

D&D historian Jon Peterson writes, “Die rolls impart to players a sense of fairness, they also give the referee a way to decide events impartially when they can’t trust themselves. Back when referees were adjudicating between competing parties (and in early D&D, they still were, sometimes). Referees needed a way not to show favor, even unconsciously, to one competing party over another. Dice play an important part in hedging against the risk of unintended bias.”

In modern D&D we tend to associate dice with the attacks, checks, and saves at the core of the game, but the games’ founders used dice to impartially settle questions about the game world. Many DMs still roll to direct a monster’s attack, but otherwise the technique seems faded. Now we seldom roll to learn a shopkeeper’s disposition, or the guards’ morale, or for the weather. To settle these and other questions in the game, we seldom think to just ask the dice.

D&D adventure designer Will Doyle knows the technique’s power. “I use ‘lucky rolls’ literally all the time. For example, player is sneaking down a corridor, I call for them to make a lucky roll to see what happens. On a 10 or above, it’s probably clear. Roll lower than that, and guards come whistling along.”

Preference

Ultimately, how much your rely on luck depends on your taste for a game that can feels as surprising and as messy as life. James Maliszewski associates a big dose of random chance with old-school gaming and writes, “Much like life, old-school gaming is often ‘just a bunch of stuff that happens’ and sometimes that stuff can be frustrating, boring, or even painful. The only ‘meaning’ that stuff has is what the players and their referee bring to it.”

How much of the future do you and your players want to force, and how much do you want to keep unexpected?

“What do dice represent?” D&D video creator Matt Colville asks. “They represent the future and the fact that the future is ultimately unknowable,” “You know we may know the odds of the different horses in a race and who’s likely to win and there may be a horse that is very heavily favored to win, but that doesn’t mean that they’re guaranteed to win. No. Because the future is uncertain. That’s what the dice represent.”

4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed

The media keeps telling us how we, the geeks, have won popular culture. A show with dragons became prestige television, and networks keep aiming to produce  the next Game of Thrones. A minister I know boasted that she was a member of her high school Dungeons & Dragons club. The Return of the King won best picture. Fan culture is everywhere. So we forget that in the early days, when D&D burgeoned by word-of-mouth, no one had seen anything like it.

Of course, little in D&D stands as completely new, but in the 70s, unless you joined a tiny cult of miniature gamers interested in fantasy, the game defied understanding. Unless you followed a few, obscure genre authors, you would never have seen anything like it. You shared popular assumptions that D&D would explode.

1. Fantasy is for children and a few oddballs.

Forget the The Lord of the Rings, and then name a work of fantasy that was widely known before D&D. Anything you name is a fairy tale or fable—something for children. Conan? He’s a comic book character. Every grown up knows comics are for children. Now consider The Lord of the Rings. It enjoyed enough popularity to get cited by Led Zeppelin and some other long hairs, but when Hollywood tried to trade on its popularity, they added musical numbers. Hollywood did not think they could reach a big enough audience of oddballs, so they adapted for children.

In making the 1978 movie Superman, the producers needed adults to see a movie about what they saw as a children’s character. Imagine marketing a Thomas the Tank Engine film to adults. To free grown ups from the embarrassment of buying tickets, they gave a fortune to Important Actor Marlon Brando. For 15 minutes of screen time, Brando received $3.7 million up front, plus 11.75% of the film’s take, right off the top. The film’s marketing rested heavily on the actor’s performance. All so grown ups could gain an excuse to see the movie on date night.

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. A game where trolls lived in dungeons and refused to die. The original Monster Manual revealed beholders, mind flayers, chromatic dragons and countless other dreadful wonders that filled me with excitement.

The public’s unfamiliarity with fantasy contributed to the panic that surrounded D&D in the 80s. God fearing adults saw their teenagers obsessed with spells and children’s fairy tale nonsense, but darker and more violent. They settled on the only logical explanation, demon worship, because the culprit could not possibly be a really fun game.

Meanwhile, I worked to find the books named in The Dragon’s Giants in the Earth column and later in Appendix N. I found none. Admittedly, I suffered the disadvantage of shopping from a mall bookstore. I knew nothing of used book stores or inter-library loan. Nonetheless, few of Gary Gygax’s inspirations remained in print. Today, fantasy books of all stripes crowd the shelves. Then, I took years to collect the books that inspired the game.

2. Games are terrible.

In the 70s, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. The winner becomes obvious long before the end, yet they took forever to finish. Games covered prosaic subjects like Life and Payday, or financial wish-fulfillment like Monopoly or, well, Payday. Still, I liked games enough that I even played terrible ones endlessly. (Except, of course, for Monopoly, which I suspect Hasbro makes to convince millions that games are tedious. I cannot fathom their plot’s endgame.) My standards were so low that I liked the 1974 game Prize Property where you launched legal actions against your opponents to stall their building developments. Legal actions. The box claimed fun for ages 9 and up.

People suffered from narrow ideas about what a game could be. Someone wins, someone loses, the game never extends past the board and never continues after you close the box.

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

Dungeons & Dragons Basic SetSo in a mere 48 pages, the Holmes Basic D&D rule book shattered my notion of what a game could be.

Later, when I described the new game, everyone asked the same questions: “How do you win?” and then, “if you can’t win, what’s the point?” Everyone struggled to grasp the notion that you played to have fun without any chance of winning. For more, see But how do you win?

3. Only young children should roleplay.

People sometimes say that D&D did not invent the roleplaying game. Kids have always roleplayed; we just called it make believe. By spreading roleplaying beyond the playground, D&D alarmed parents, ministers, and other responsible adults.

When D&D first reached mainstream attention, reporters painted the game as a “bizarre” activity enjoyed by “secretive” and “cultish” players.  Parents feared that playing a role in D&D would lead their children to confuse fantasy with reality. After all, wasn’t anyone old enough for such a complicated game too old for make believe? Kids talked about being a wizard or a thief and folks worried that kids believed it. See The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America.

D&D’s revolution went beyond make believe. Much of the appeal came from playing a character with stats that carried to the next session, and from the idea that characters gained experience and improved. In Playing at the World, while describing D&D’s reception, Jon Peterson shows new players and reviewers always touting the experience system. The steady reward of experience and levels forged an obsession for many players. The combination proved so compelling that just about every computer role-playing game borrows it.

4. Dungeons are just medieval jails.

Zombies and vampires appear everywhere in popular culture. Both archetypes seem medieval, but the popular conception of zombies only dates back to George Romero’s 1968 movie Night of the Living Dead.

The concept of a dungeon as an underground sprawl with monsters and treasures, is even newer.

In the fantasies that inspired the game, no character explores a sprawling dungeon. At best, you can find elements of the dungeon crawl, such as treasure in the mummy’s tomb, orcs in Moria, traps and underground cities in a Conan yarn, and so on. Forget Indiana Jones; he came later.

Now, the dungeon adventure qualifies as a trope that appears in virtually every computer fantasy game.

Stone Mountain dungeon cross section from 1977 basic set

Stone Mountain dungeon cross section from 1977 basic set

In my world before D&D, games gave the fun of launching legal action against fellow real estate developers. When I opened the basic rules, I could brave the peril and mystery of the dungeon shown in the Stone Mountain cross section. Still today, no image inspires my enthusiasm to play as much. I jumped from property law to Greyhawk.

For more, see How the Dungeon Powered the Success of D&D and the First Role-Playing Games.

By the end of the 70s, fandom had yet to dominate popular culture, but Star Wars and Superman and Dungeons & Dragons had established a beachhead. The gains would only continue.

For me, the 48 pages of the 1977 Basic Set did more than introduce the best game in the world, those pages turned some of what I understood upside down.

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

When Dave Arneson ran a session of his Blackmoor dungeon for his Dungeons & Dragons co-creator, Gary Gygax’s biggest impression came from two innovations: (1) the dungeon expedition and (2) how characters improved with experience. In Playing at the World, author Jon Peterson describes reactions to the revolutionary game and shows new players and reviewers always touting the experience system. The steady reward of experience and levels forged an obsession for many players. I shared their fervor. In my junior high cafeteria, when I overheard some kids talking about a strange game where you could kill an orc, gain experience points, and get better at fighting, that single notion hooked me.

Early in Dave’s Blackmoor campaign, characters earned one experience point for each hit point of the monsters they killed. Players rarely saw the details. Blackmoor player Greg Svenson recalls, “We didn’t track our experience points as is done now. Dave simply told us when we had transitioned from one level to another.” Dave liked to shield players from his game’s numbers, partly for mystery, partly so he could change rules whenever he thought of something better.

His method for awarding experience certainly evolved. In a 1978 interview, Dave Arneson recalled awarding experience for characters who used skills associated with their class. “Each player increases in ability in a given area by engaging in an activity in that area. For a fighter this meant by killing opponents (normal types of monster), their ability to strike an opponent and avoid the latter’s blows was increased.”

While realistic, awarding experience points (XP) for different activities could have split groups to work their separate professions. If characters gained, say, spellcasting ability through endless hours of practice and study, players would face choosing between the fun of exploring dungeons and the drudgery of practice. “While it is more ‘realistic’ for clerics to study holy writings, pray, chant, practice self-discipline, etc. to gain experience, it would not make a playable game,” Gary wrote in the Advanced Dungeons & Dragons Dungeon Master’s Guide. “Magic users should be deciphering old scrolls, searching tomes, experimenting alchemically, and so forth, while thieves should spend their off-hours honing their skills, casing various buildings, watching potential victims, and carefully planning their next job. All very realistic, but conducive to boredom.”

In the pursuit of realism, Chivalry & Sorcery (1977) took study so seriously that the authors argue that magic users shouldn’t leave their labs at all. “What real ‘experience’ is to be had in a dark, damp dungeon?”

Gary saw dungeon expeditions as the second compelling innovation in Dave’s game. To succeed, the budding D&D game needed a way to lure every character into the dungeon, and then to reward their risk taking. Players loved seeing their characters gain power, so Gary motivated them to explore dungeons by stocking the underworld with treasure and by awarding characters experience for winning gold. The rogue might want wealth, and the paladin might want to smite monsters and to give to the church, but they could both win experience in the dungeon. Plus, the hunt for treasure resonated with players. Gary wrote, “If you, the real you, were an adventurer, what would motivate you more that the lure of riches?”

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

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

Once treasure led characters to the dungeon, Gary harnessed the system to tempt players to higher risks. In the early D&D game, players chose the amount of difficulty they wanted. Every level of the dungeon corresponded to a level of character, so the first level offered challenges suitable for first-level characters. Players could seek greater challenges—and greater rewards—as they went deeper.

When Gary created this aspect of the game, he needed to find ways to entice players deeper into the dungeon. If a cautious party could gain nearly as much loot on an easy dungeon level as on a deeper one, why go down? Gaining experience could become a safe—and dull—grind.

To draw characters to danger, Gary doubled the number of experience points needed to advance to each level, then matched the increase with similar increases in treasure. To rise in level at a tolerable rate, players needed to delve as far down as they dared.

Doubling both experience requirements and rewards offered a second benefit: Low-level characters could join a higher-level party and catch up quickly. This gave newer characters a boost and so made dead characters easier to replace. Also, the quicker advancement made monsters that drained characters of levels a bit less punishing.

In the decade after D&D’s introduction, a mania for creating realistic alternatives to D&D dominated the hobby. Every D&D player who ever wielded a foam sword cooked up a more realistic alternative to the D&D combat system.

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

Without XP for gold, only killing monsters earned specific experience awards. Players liked to say the D&D only awarded XP for killing things, but that has never been true. While second edition stopped granting experience for gold, “a character can earn experience points for successfully completing an adventure or achieving a goal the DM has set.” But neither dungeon masters nor published adventures tended to follow the advice. Everyone, professionals included, tended to ignore improvised awards for experience in favor of the set numbers printed for each monster.

In the countless video games that adopted experience points, the mechanic proved its psychological draw. With every battlefield victory, gamers saw their score rise, leading to higher levels and greater power. This feedback of rewards kept gamers hooked. Electronic games brought advantages to an XP system. The computer freed players from working the math, and CPUs patiently served an endless stream of foes to characters who needed to grind their way to the next level. Still, grinding hardly sounds fun.

When second edition stopped awarding XP for gold, D&D superficially became more of a game of killing than ever. Except D&D matured anyway. Adventures started spinning stories deeper than that one time we killed a minotaur for gold. Originally, every character chased treasure; now, characters pursue adventure for justice or for honor or for countless other reasons, including treasure. And that worked so long as when players joined a game, they joined an unspoken pact to find reason for their character to accompany the other characters in following the plot.

In the newer, story-driven play style, some players stopped seeing the point of counting experience. Those players included current D&D head, Mike Mearls. “Tracking experience points and using them to award levels makes a lot of sense in open-ended games, where the players can go where they wish, tackle the specific challenges that appeal to them, and create their own goals as a campaign progresses. In this type of game, when the players decide to assault the lair of a blue dragon, their primary goal is most often the treasure and XP they’ll gain for defeating it,” Mike wrote.

“In a more story-driven campaign, however, that lair assault could have a more complex purpose. Defeating the dragon removes a threat to the realm and creates a key event in the campaign’s story arc. In this type of campaign, treasure and XP take second place in the characters’ goals, behind the dragon’s importance in the narrative. The reward lies in making the kingdom safe and completing the mission, not necessarily in collecting loot. Leveling up might feel like the best way to mark that campaign milestone, even if the XP earned by slaying the dragon doesn’t quite cover it.”

In addition to faulting XP for failing to serve narrative campaigns, D&D’s designers disliked the bookkeeping behind XP. Jonathan Tweet and Rob Heinsoo, the designers behind D&D’s 3rd and 4th editions wrote, “We think that XP systems are better left to computer games.

Even today, players still mischaracterize D&D as a game that only awards experience for slaying, mainly because every monster lists an XP number, while diplomatic and other challenges lack them.

Meanwhile, the game’s designers abandoned experience points in favor of milestones—leveling after story-driven accomplishments. Mearls wrote, “In the past, we’ve always defaulted to using experience point rewards for everything. However, for narrative-driven adventures like adventure paths, that approach can prove troublesome. Designers have to jam in the ‘correct’ number of combat encounters to make sure the PCs level up at the right pace. Adventure design thus becomes a process of matching up the right flow of XP to the correct tempo of the plot. Otherwise, if characters don’t level up at the expected rate, subsequent chapters in an adventure path become too difficult or too easy.”

When Mike complains about jamming in combat encounters, he reinforces the canard that the D&D rules only allow XP for killing monsters. Even a long-time designer never considers other XP awards. To be fair, story awards that help characters meet the level requirements of an adventure yield the same result as a DM announcing that everyone gains a level. Milestones lose the math, but they also lose the hook of small XP rewards for successes, seeing progress, and then earning levels.

The fifth-edition hardcover adventures lack enough monster-slaying XP to keep characters on pace with the adventure’s target levels. The designers could have added XP awards for other accomplishments, but they show little interest in supporting XP. This disinterest posed a problem for those of us who ran the hardcover adventures for the Adventurers League through the first 7 seasons. The league used experience then, and if the characters had only earned XP for slaying, they would never reach the levels targeted by the adventure. I may have violated the letter of League rules by awarding extra XP for overcoming non-combat challenges. I may be good, but I’m not completely lawful. Don’t tell the administrators.

Now, the League follows the D&D designers by dropping XP in favor of granting players the option to advance after an adventure, chapter, or other milestone.

Next: XP versus milestone advancement—at least we can all agree that awarding XP just for combat is terrible.

How Dungeons & Dragons Got Its Ability Scores

The earliest character sheet for the game that inspired Dungeons & Dragons includes 8 character traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning. The character comes from Dave Arneson’s Blackmoor campaign, which launched in 1971. See A History of D&D in 12 Treasures from author Jon Peterson.

The sheet organizes these traits under the heading, “Personality,” and measures of personality dominate the list more than abilities like strength and health. The Blackmoor campaign represented Charisma with three scores—Credibility, Looks, and Sex, as in “sexual prowess.”

Blackmoor evolved from miniature wargame campaigns. These games only represented individuals when they served as commanders for military units or as leaders of countries. When the referee needed to determine how well a commander followed orders or honored an alliance, measures of personality such as courage and loyalty mattered. One early campaign adopted a system for generating life events such as marriages and sickness for important characters. You can imagine how health and even sexual prowess could factor in such a game. Abilities like strength never figured in play.

Blackmoor started with players controlling single characters who would act in political intrigue and as leaders in battle, so the game emphasized traits for personality and leadership. The characters could fight solo or learn magic, so Strength, Health, and Brains found a place in the game.

In the Blackmoor campaign, Dave used ability scores as the basis of tests that resemble modern saving throws or ability checks. “Players would roll against a trait, Strength for example, to see if they were successful at an attempt,” writes Blackmoor scholar D. H. Boggs. For example, on page 28 of The First Fantasy Campaign (1977), Dave describes how characters had to roll under their Dexterity score to remove their armor before drowning in Blackmoor Bay.

That example cites D&D’s Dexterity attribute, a score the original Blackmoor characters lacked. If Dave and his players used ability scores for saves, how did the rules omit a score for dodging? For his game, Dave also borrowed the saving throw categories from Chainmail—a 1971 set of rules for miniature-figure battles. Boggs speculates that these types for Dragon Breath, Spider Poison, Basilisk Gaze, and Spells covered enough cases to make a Dexterity attribute unnecessary.

How did Blackmoor’s personality traits turn into D&D’s six ability scores?

In 1972, Dave introduced his Blackmoor campaign to Gary Gygax, the author of Chainmail. Dave’s game transformed bits of Chainmail into something new and irresistible—something that broadly resembled D&D.

Based on Dave’s demonstration, feedback, and notes, Gary added his own contributions to make the D&D game that reached print. Dave recalled that Gary and his Lake Geneva group “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.”

In the case of ability scores, Gary reworked the Blackmoor attributes into D&D’s. For example, Gary never favored simple, informal terminology like “Brains” and “Health,” so he opted for Intelligence and Constitution.

Gary consolidated Credibility, Looks, and Sex into Charisma. (Later, Unearthed Arcana and other roleplaying games would experiment with splitting Charisma back into traits for charm and beauty.)

Gary’s early games paired players with gangs of followers, so Charisma helped recruitment and retention. As play styles turned away from henchmen and hirelings, Charisma became less important. The 1977 Basic Set provided no rules crunch for Charisma.

On the Blackmoor character sheet, Cunning looks like a late addition. In both Dave and Gary’s pre-D&D campaigns, Cunning became the prime requisite for clerics. “Cunning” suggests a faith-healing charlatan more than a priest who’s spells worked. Still, the first cleric character, as played by Mike Carr in Dave’s Blackmoor game, had working spells. So eventually Cunning turned to Wisdom and became a measure of spirituality.

Unlike fighters, wizards, and thieves, the cleric lacks a clear archetype in the fantasy tales that inspired D&D. Instead, the class draws inspiration from bits of Christian priest and crusader, from Friar Tuck and Van Helsing. These clerics made an awkward fit in the pulp-fantasy world of D&D and lacked a place in other games. In 1975, when TSR adapted the D&D rules to different settings to create Metamorphosis Alpha and Empire of the Petal Throne, the games dropped clerics and their Wisdom attribute.

Instead designers saw a need to measure a character’s mental toughness with a sort of mental counterpart to Strength and Constitution. Metamorphosis Alpha swaps Wisdom for Mental Resistance. Empire of the Petal Throne replaces Wisdom with Psychic Strength.

Apparently, these games led Gary to see a need for a similar rating for D&D characters. Instead of adding a new attribute, Gary broadened Wisdom to include willpower. The Advanced Dungeons & Dragons Player’s Handbook grants characters with high wisdom a bonus to saves against “mental attack forms involving will force.” Only a strained definition of wisdom includes willpower, but until then Wisdom only served clerics. The broader scope gave Wisdom similar weight to the other attributes.

Years later, Wisdom would gain an association with perception. Games without Wisdom tend to associate perception with Intelligence.

Dexterity arrived to the game last. Gary must have felt that Strength needed a counterpart for characters wielding crossbows, so Dexterity showed aptitude for ranged weapons. After the original books reached the public, the Thief entered the game and took Dexterity as a prime requisite.

Even though the original D&D release turned the scores from measures of personality into measures of ability, the game still says that the scores aid players “in selecting a role” like one of those personality tests that help students select a career.

When Gary wrote D&D, he never explained how to use ability scores for checks. In his own game, Gary preferred a loose method where he decided on a character’s chance of success and improvised a die roll to match. For saves, Gary just elaborated on the system from the Chainmail rules.

So according to D&D’s original rules, ability scores counted for little. The abilities barely deliver any game effects: At most a +1 to hit or an extra hit point per die.

These slight effects mean that early D&D characters in the same class all played much the same. But ability scores ranging from 3 to 18 seemed to promise bigger game effects than a mere +1. With the release of the Greyhawk supplement in 1975, Gary began linking more game effects to the scores: High strength meant more damage, high Wisdom and Intelligence yielded more spells, and so on.

With that development, D&D started down the road to the modern game, which builds on ability scores as the foundation for every check and save.

Related:
The awkward role of Wisdom in fantasy role playing.

Ability Checks—From the Worst Mechanic in Role-Playing Game History to a Foundation Of D&D

For 25 Years, D&D Put Saving Throws In Groups Made For Just 3 Creatures and 2 Spells

The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

Today, the number 1 rule imposed by Gen Con 17 in 1984 seems ridiculous. “Live action events are not allowed.” Today, that would forbid an entire track of live-action roleplaying, any sparring with foam swords, and the immensely popular True Dungeon.

Game Master letter from Gen Con 17 in 1984

To gamers in 1984, the rule seemed just as silly, but we understood why it existed. Live-action role playing fueled a toxic misunderstanding of Dungeons & Dragons among non-gamers. D&D’s publisher, TSR, owned Gen Con and the company forbade live-action gaming to avoid alarming parents and journalists.

At Gen Con in the 80s, any live action gaming came from the match between players of Steve Jackson’s Killer and the convention administrators fighting to stomp out this rebellion.

What toxic misconception led to rule 1?

This story begins five years earlier on August 15, 1979 when a 16-year-old college student and computer nerd named James Dallas Egbert III disappeared from Michigan State University. His parents hired private detective William Dear to find their missing boy. (If this tale were fiction, the name Egbert would seem too on the nose.)

Dallas Egbert played D&D, a game that seemed strange enough to becomes Dear’s key lead. “Incredibly, there were more than one hundred dungeons in the East Lansing area alone when Dallas disappeared,” Dear wrote in his 1984 account, The Dungeon Master. His phrasing makes D&D dungeons seem like real locations hidden from polite society. The investigation uncovered rumors that some students played live-action D&D in the steam tunnels under the university. One contact explained, “If you’re familiar with the game, you’ll know that the tunnels are as close to the real thing as you can get.”

The detective focused his hunt on the notion that Egbert had played D&D in the eight miles of steam tunnels and remained lost, hidden, or trapped. Dear wondered if D&D had broken the “fragile barrier between fantasy and reality.” Perhaps D&D left Egbert so deluded that he believed he was a wizard exploring the dungeon. Perhaps his attempt to make the game real had left him hurt or even dead in the tunnels. “Dallas might actually have begun to live the game, not just to play it.”

Dear asked to search the steam tunnels, but the university refused. To force action, he turned to the press and the story fired a media furor. “Within a week, reports on Egbert had appeared in virtually every major American media outlet, as well as many international sources,” Jon Peterson writes in Playing at the World.

In Dragon magazine 30, editor Tim Kask wrote, “As I am writing this (11 Sep), Dungeons & Dragons is getting the publicity that we used to just dream about, back when we were freezing in Gary’s basement in the beginning. If we had our druthers, it would not have happened in such a fashion. Whatever the circumstances of the incident, it has been a nightmare for his parents and family, as well as for TSR Hobbies, Inc.”

Under the media spotlight, the story grew. University police took anonymous phone calls from a woman who claimed Egbert and others had played D&D in the tunnels. She said if anyone found Egbert, he would be found dead.

Egbert’s disappearance introduced Dungeons & Dragons to America. The reports painted the game as “bizarre” and its players as a “cult.” A story in The New York Times speculates that Egbert became lost “while playing an elaborate version of a bizarre intellectual game called Dungeons & Dragons.”

“Students at Michigan State University and elsewhere reportedly have greatly elaborated on the game, donning medieval costumes and using outdoor settings to stage the content.”

On September 9, The San Francisco Chronicle and Examiner published an article titled, “Fantasy cult angle probed in search for computer whiz.”

“Police hunting for a missing 16-year old computer whiz, yesterday completed a futile search of tunnels beneath the Michigan State University campus where fantasy lovers acted out roles in a bizarre game.”

Reporters consistently painted D&D as a “bizarre” game enjoyed by “secretive” and “cultish” players. Under the story lies the notion that D&D pulls players so deeply into fantasy that they lose touch with reality—that the game lures players to play out the fantasy in real life.

Dear’s account gives an example. “If the dungeon master believes that a particular character is weak, he can send that character off on his own. Not just in the game, not just in his head. He can send him on a real mission. ‘You have to prove you’re worthy to play with us,’ the DM might say. ‘You have to show your mettle. I have a mission that you must complete.’ Usually the mission is something like spending a night in a haunted house, but it’s not hard to imagine that it could be much more demanding.”

Dear showed a talent for chasing fanciful tales. Later, he would appear in a 1995 broadcast showing an alien autopsy that Fox Television teased as possibly real.

On September 13, less than a month after the disappearance, Egbert called and revealed his location. The teen’s attempt to flee depression had led him on a trek that took him to the home of an older male “admirer,” to Chicago, and then to Morgan City, Louisiana. During his trek, he survived two suicide attempts.

Egbert had turned to D&D for respite from his other troubles. He faced intense academic pressure from parents who had pushed him to skip two grades. He was gay at a time when few people accepted or tolerated the trait. (Later, he would beg Dear to keep this secret hidden.) In the book Perfect Victims, journalist Bill James writes, “Egbert was living among older kids who had nothing in common with him and who didn’t particularly like him. He was regarded as an irritating little twerp. He was 16, but looked 12. He got involved in numerous campus activities and groups, each of which devised a new kind of rejection for him.”

In a press conference, Dear said the teenager’s disappearance was not related to Dungeons & Dragons. But the detective still sees D&D as a bad influence. “You’re leaving the world of reality into the world of fantasy,” Dear said. “This isn’t a healthy game.”

Three years later, the group Bothered About Dungeons & Dragons would start promoting the notion that D&D encouraged devil worship. The satanic panic began. But the premise that D&D unhinged kids from reality inspired wider concerns. My community was closer to Lake Geneva than the Bible Belt, so no one took the threat of Satanism seriously. Still, plenty of parents felt that D&D players showed an unhealthy detachment from reality.

The story of James Dallas Egbert ends sadly. In 1980, he died from a self-inflicted gunshot wound. Perhaps if he had lived just a little longer, his tale could have led to a happier ending. The intelligence that isolated him could have become an asset. The secret that tormented him became more accepted. It gets better. Perhaps, in more time, D&D could have helped him find his people.

In 1984, neither Gen Con nor TSR wanted to risk letting wizards and warriors blur fantasy and reality in live action games—not where parents, journalists, and other concerned citizens might see.

Cast members of the live D&D interactive held at Gen Con 2019 (Photo by Eric Menge)

Since then, D&D’s reputation has improved, and not just because society turned to blaming video games instead.

Today, instead of seeing D&D as a break from reality, parents see real-life connections. Ethan Schoonover hosts a D&D club at the all-girls middle school where he teaches. To sell the game to parents, he offers a simple formula: “You just say, ‘no screen time’ and parents’ eyes light up.”

D&D makes a game of the cooperation and problem solving skills that kids need to succeed. More to the point of this tale, D&D teaches social skills and empathy, two assets everyone should develop.

Empathetic D&D players can see a measure of our own struggles in Egbert’s tragedy. Now we know that D&D isn’t the game that dooms geeks like Egbert. Sometimes, it’s the game that saves us.

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

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

My last post explained how Dave shaped a combat system that featured hit points, 2d6 to-hit rolls, damage rolls, and armor classes where higher numbers represented better protection.

Based on Dave’s demonstration, feedback, and notes, Gary added his own contributions to make the D&D game that reached print. In Pegasus issue 1, Dave recalled that Gary and his Lake Geneva group “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.”

Gary changed Dave’s combat rules in 3 key ways:

  • Hit points became less realistic and more fun.
  • To-hit rolls switched to a twenty-sided dice, creating a new market for funny dice.
  • AC ratings flipped to make lower values better, forcing awkward, negative ACs on players.

Unrealistic hit points

Gary’s changes let characters gain hit points as they leveled. In Blackmoor, Dave wrote, “As the player progressed, he did not receive additional hit points, but rather he became harder to hit.” Dave based armor class on armor, but fighters gained better saving throws. By the Blackmoor rules, saves applied to weapon attacks, so fighters could avoid damaging blows. “Only Fighters gained advantages in these melee saving throws. Clerics and magicians progressed in their own areas, which might or might not modify their saving throws.”

In Chainmail, a hero fought as 4 ordinary soldiers and a superhero as 8. D&D translated this scheme by making heroes 4th-level fighting men and superheroes 8th level. When Gary reconciled Dave’s rules for hit dice with the notion of heroes that fought as several men, he probably decided to give characters more hit dice as they leveled. The mechanic seemed unrealistic. After all, nobody gets 10 or more times more durable through experience. But rising hit points helped power the game’s success. They boosted the positive reinforcement of leveling. Plus, heroes capable of unrealistically surviving many blows supported D&D’s combat-intensive, dungeon-bashing style. These advantages helped make the game so appealing.

Every “realistic” system to follow D&D echoed Dave Arneson’s original method of using hit points to measure a character’s body’s physical capacity to survive injury. In D&D, hit points rise as characters advance, and that turns hit points into an elegant damage-reduction mechanic. As characters level, they essentially reduce the damage they take from blows.

Using hit points for damage reduction boasts a number of virtues:

  • Combat plays fast because players do not have to calculate reduced damage for every single hit.
  • Although damage is effectively reduced, the reduction never makes a combatant impervious to damage.
  • Once characters gain enough points to survive a few blows, hit points provide a predictable way to see the course of battle. If a fight begins to go badly, the players can see their peril and bring more resources like spells and potions to the fight, or they can run. In a realistic fight, things can go bad in an instant, with a single misstep resulting in death.
  • Most attacks can hit and inflict damage, providing constant, positive feedback to players while everyone contributes to the fight. Realistic combatants do not wear down from dozens of damaging blows; instead each hit is likely to kill or maim. In more realistic systems like Runequest and GURPS, when two very skilled combatants face off, they block or dodge virtually all attacks. The duels turn static until someone muffs a defense roll and lets a killing blow slip through. This model may be realistic—it reminds me of those Olympic competitions where years of training turn on a single, split-second misstep—but the realistic model lacks fun. No popular sports begin as sudden-death competitions where the first to score wins.
  • Battles can gain a dramatic arc. Fights climax with bloodied and battle-worn combatants striving to put their remaining strength into a killing blow. No one likes to see the climactic battle fizzle with a handful of bad rolls, especially at their character’s expense.

Bottom line: Using hit points for damage reduction enables a combat system where you can hit a lot, and hitting is fun.

Funny dice

When Dave adapted the Chainmail rules for his Blackmoor campaign, he kept using ordinary 6-sided dice. He later explained, we had “no funny dice back then.”

The twenty-sided die may not have reached Dave’s corner of gaming yet, but Gary had funny dice and they enchanted him. At first, polyhedral dice only came from vendors in Japan and the United Kingdom, so getting a set required significant time and money. But by 1972, polyhedral dice started arriving from domestic sources. Gary recalled buying his first set from a teacher-supply catalog. In 1972, Creative Publications of California started selling 20-sided dice in a set of polyhedrals, and word spread among gamers. By 1973, Gary wrote an article touting funny dice. “The most useful are the 20-sided dice,” he explained. The original d20s came numbered from 0 to 9 twice, so most gamers rolled twice to generate a percentage from 1-100. Gary noted that gamers could do more. “Color in one set of numbers on the die, and you can throw for 5%—perfect for rules which call for random numbers from 1-20.” As an example, he mentions being “busy working up chance tables for a fantasy campaign game.” Gary found his new d20 so irresistible that he changed Dave’s 2d6 to-hit tables into D&D’s d20-based system.

Descending Armor Classes

As Gary reworked his attack table, he discovered that switching to descending AC numbers created a mathematical elegance. Game historian Jon Peterson describes how this system appears in a draft of the D&D rules. “If you were a first-level fighter rolling to hit, the number you needed was equivalent to 20 minus the armor class of your target. To hit AC 2, you needed an 18, to hit AC 3, a 17, and so on. Armor class descended to make it easy enough to calculate your needed roll that you wouldn’t even have to consult a table.”

If D&D had settled on this system, we might now be rolling a d20 to hit, adding the foe’s AC, and trying to reach a target number based on our character.

D&D reached players with a muddled system that kept descending armor classes, but hid any reason for the scheme. So players wondered why lower armor class represented better protection. Usually, bigger is better.

What happened?

When Gary expanded D&D to account for a greater range of levels than 9, he lost the mathematical simplicity. While the draft rules just present to-hit numbers for fighters up to level 9, the published D&D rules extend the table up to level 16 and beyond. To keep a steady advancement over a greater range of levels, Gary reworked the table and broke an elegant design. This left a system where players just used armor class to reference a row in a table and where intuitive, rising numbers could have worked just as well.

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

In 1977, when I first read the Dungeon & Dragons basic rules, the way armor class improved as it shrunk from 9 to 2 puzzled me. Shouldn’t higher numbers be better? Players just used AC to find a row on a table, so rising ACs would have worked as well. Magic armor introduced negative ACs, making the descending numbers even more awkward. Also, many of the demons described in 1976 in the Eldrich Wizardry supplement sported negative armor class.

D&D’s designers seemed to think rising armor classes made more sense. The game rules stemmed from co-creator Gary Gygax’s Chainmail rules for miniature-figure battles. Chainmail rated armor from 1 to 8, with better armor gaining higher values. Co-creator Dave Arneson based his Blackmoor fantasy campaign on Chainmail. His campaign developed into D&D. In Blackmoor, higher armor classes represented better armor.

So how did the first D&D rules set the puzzling convention of descending armor class?

The answer lies toward the end of the genesis of D&D’s combat system.

In the original D&D rule books, the combat system that everyone used appears as the Alternative Combat System. “Alternative” because players could just use the combat system from Chainmail instead. When Dave launched Blackmoor, he tried the Chainmail system. But it focused on battles between armies sprinkled with legendary heroes and monsters. For ongoing adventures in the dungeon under Castle Blackmoor, the rules needed changes. Original Blackmoor player Greg Svenson recalls that within about a month of play, the campaign created new rules for damage rolls and hit points. (More recently, Steve Winter, a D&D designer since 1st edition, tells of playing the original game with the Chainmail combat rules.)

Much of what we know about how Dave adapted the rules for his Blackmoor campaign comes from two sources: a 2004 interview and The First Fantasy Campaign, a raw publication of notes for his game. Most quotes in this post come from those sources.

Chainmail’s melee combat matrix

To resolve melee combat, Chainmail used a combat matrix. Players matched the attacking weapon or creature against the defender, rolled a pair of 6-sided dice, and consulted the table for an outcome. “That was okay for a few different kinds of units, but by the second weekend we already had 20 or 30 different monsters, and the matrix was starting to fill up the loft.”

Dave abandoned the matrix and extended Chainmail’s rules for missile attacks to melee combat. In Chainmail, ranged attackers rolled 2d6, and tried to roll higher than a target number based on increasing armor classes. Blackmoor gained melee to-hit rolls.

Chainmail’s man-to-man combat and ranged combat tables

In Chainmail, creatures lacked hit points, so a single hit killed. But with extraordinary individuals like heroes, wizards, and dragons, a saving throw allowed a last chance to survive. For example, the rules say, “Dragon fire will kill any opponent it touches, except another Dragon, Super Hero, or a Wizard, who is saved on a two dice roll of 7 or better.”

Under rules where one hit destroyed a character, Dave tried to spare player characters by granting saving throws against any hit. “Thus, although [a character] might be ‘Hit’ several times during a melee round, in actuality, he might not take any damage at all.”

But the system of saving throws still made characters too fragile to suit players. “It didn’t take too long for players to get attached to their characters, and they wanted something detailed which Chainmail didn’t have,” Dave explains.

Chainmail battle on a sand table

“I adopted the rules I’d done earlier for a Civil War game called Ironclads that had hit points and armor class. It meant that players had a chance to live longer.” In a Chainmail battle that featured armies spanning a sand table, hit points would have overwhelmed players with bookkeeping. But the Blackmoor players liked the rule. “They didn’t care that they had hit points to keep track of because they were just keeping track of little detailed records for their character and not trying to do it for an entire army. They didn’t care if they could kill a monster in one blow, but they didn’t want the monster to kill them in one blow.”

When players rolled characters, they determined hit points. For monsters, hit points were set based “on the size of the creature physically and, again, on some regard for its mythical properties.” Dave liked to vary hit points among individual monsters. To set the strength of a type of monster while rolling for an individual’s hit points, he probably invented hit dice.

Dave said he took the armor class from Ironclads, but the concept came from Chainmail and the term came from its 1972 revisions. I suspect Dave meant that he pulled the notion of hit points and damage from a naval game that featured both armor ratings and damage points. Game historian Jon Peterson explains, “The concepts of armor thickness and withstanding points of damage existed in several naval wargames prior to Chainmail.” Still, nobody has found the precise naval rules that inspired Dave. Even his handwritten rules for ironclad battles lack properties resembling armor class. Perhaps he just considered using the concept in a naval game before bringing the notion to D&D.

In Blackmoor, Dave sometimes used hit locations. Perhaps naval combat inspired that rule. When ships battle, shells that penetrate to a boiler or powder keg disable more than a cannonball through the galley. Likewise, in man-to-man combat, a blow to the head probably kills.

Dave’s rules for hit locations only reached D&D in the Blackmoor supplement, which came a year after the game’s release. But hit locations made combat more complicated and dangerous. Realistic combat proved too deadly for the dungeon raids in D&D. So D&D players never embraced hit locations. Even Dave seemed to save the rule for special occasions. “Hit Location was generally used only for the bigger critters, and only on a man-to-man level were all the options thrown in. This allowed play to progress quickly even if the poor monsters suffered more from it.” Dave ran a fluid game, adapting the rules to suit the situation.

By the time Dave’s fantasy game established hit points, 2d6 to-hit rolls, and damage rolls, he showed the game to Gary Gygax.

Next: Gary Gygax improves hit points by making them more unrealistic, and then adds funny dice