Tag Archives: Jon Peterson

Why the Temple of the Frog, Dungeons & Dragons’ first printed dungeon, seemed unplayable

In the winter of 1977, the Dungeons & Dragons basic set introduced me to the game. Hooked, I sought everything I could find for the game. The new Monster Manual delivered a treasury of creatures—with pictures! The white box gave spells to 6th level, and then Supplement I Greyhawk raised spells to 9th level.

But Supplement II Blackmoor disappointed me. My dungeon had no room for aquatic monsters. Monks broke my notion of fantasy. Assassins invited trouble. A strange dungeon obsessed with frogs stole half the pages. Anthropomorphic frogs belonged in children’s books; not in this daring new game.

I resolved to overcome my bias against monstrous frogs. As far as I knew, no other dungeons were in print, and Temple of the Frog came from the creators of the game. Surely the temple showcased the best of my new passion, and I decided to run it for my friends.

Temple of the Frog begins with pages of backstory. Eager for a peek at an dungeon from D&D’s creators, I skipped past the dense history to the underground’s room key.

So my trouble started on that first level, where the party could easily stumble into an encounter with 200 soldiers, part of an army housed in connected barracks. On the next level, the breeding pool contains over a 1000 killer frogs. Few of these rooms include interesting content, just hordes of soldiers, frogs, and coinage. Even if my players could handle the threats, I saw no way to make it fun.

I kept setting the temple aside and then returning to it, hoping to unlock whatever secrets enabled D&D’s designers to play this adventure. I never cracked it. I did not realize you couldn’t play the temple as a D&D adventure, because it still fit the style of Dave Arneson’s Blackmoor campaign and the Chainmail mass-combat rules that spawned it. Even some of its terminology reached back to Chainmail, with creatures who “take 3 hits” rather than “have 3 hit points,” and trolls who “fight as” ogres.

The temple vexed me, but I had skipped the introduction, so I never even saw the strangest parts. The high priest, Stephen the Rock comes from a sci-fi version of our world. His +3 flying battle armor and +3 shield combine to grant 18(00) strength, 18 dexterity, invisibility, and protection from any magical, mental, or energy attacks. His +3 sword shoots lightning. He enjoys instant communication with 179 ring-bearing henchmen. Blackmoor’s version of Kang the Conqueror has a medical kit that heals any damage short of an anatomical jigsaw puzzle and a communication module that teleports to anywhere on the planet or to an orbital scout ship.

Blofeldpleasance67The high priest is a super villain. The Temple of the Frog exists as a lair fit for plotting world conquest. Like any villain’s lair, this one comes with a messy way of disposing of Mr. Bond and the henchmen who fail to kill him. Rather than piranha, alligators, or laser sharks, the temple’s trap door leads to killer frogs. Add a monorail and Blofeld could move in.

Between his wish-fulfilling gear and ordinary name, Stephen the Rock shows his origin as a villainous Mary Sue.

Dave Arneson’s campaign started as miniature battles with the players taking all the sides, hero and villain. In 1973, he collaborated with Stephen Rocheford to create a nefarious persona for the game. Pronounced Rockford, Stephen’s last name gained him the nicknames Rocky and the Rock, which led to a name for his baddie. Stephen recalls, “Dave approached me to invent an evil character that would be different from the norm in this world. Ergo, I thought and settled on a character that was not of this world of Blackmoor. My inspiration eventually was from an old episode of the original Star Trek television series. In it, Captain Kirk found a planet of Nazi’s and found the earthling, an historian, who founded it in the hope eliminating it’s excesses and organizing this society for the betterment of all in the name of efficiency. I told Dave Arneson and he was delighted.

My character was a soldier (I was an Army Officer) who crash landed in Blackmoor with several others from a spaceship. He found a village organized around a group of monks. They and the villagers thought the stranger was a very powerful wizard; in fact he was a man who used a phaser and so overawed the indigenous people that he was proclaimed the High Priest of the Monks of the Swamp.

Dave Arneson’s friend from the era, Jeff Berry, thinks H. P. Lovecraft inspired the frog theme. “You just had to have frogmen and other servants of the Old Ones infesting the [swamp],” he writes. “It gave the players something to do when they weren’t exploring the dungeons.” Dave’s exact inspiration may be the frog-like deity Tsathoggua, as described by Clark Ashton Smith in his story “The Seven Geases.” Plus, legend says that Dave used a ceramic frog from his mother’s garden as a game prop.

As Stephen’s account continues, he seems like someone playing a character in a one-on-one role-playing session. “I set about to organize a theocracy based on the worship of frogs, which were in great supply in the swamp. These frogs were bred and genetically improved over time until some special breeds grew to enormous size. A temple was erected and an Order of Monks reorganized around this hall of worship.” Stephen’s Roman Catholic upbringing led to the temple’s Catholic flavor, complete with a pipe organ and papal robes.

Eventually, rumors of a secret society in the swamp led the heroes of Blackmoor to investigate, but they came unprepared for a confrontation with the “weird guy in the robes who shot an immensely powerful lightning bolt.” They woke later in the swamp with gaps in their memory.

Blackmoor’s heroes probably never returned to the temple, but if they had, the rules would have changed—literally—to Chainmail and its mass-combat scale. D&D historian Jon Peterson explains, “How could a party of adventurers be expected to assault a temple with twenty men at its gate tower, thirty at its main gate, ten men per corner tower and a thousand guards in reserve in case of trouble? Or to deal with the first level of the dungeon, where a given barracks room might contain hundreds of men? The answer of course is to bring an army, and stage a wargame rather than a dungeon crawl.

To unlock Temple of the Frog, players needed to treat it as a James-Bond villain’s lair to be infiltrated. And after their spying ran its course, they would need follow Bond’s playbook and call in the commandos, ninjas, or their men at arms. Players needed Chainmail for that endgame.

No wonder this adventure vexed a generation of players.

Next: How did an adventure that did not work as a dungeon crawl—or even work with D&D’s rules—become the first D&D adventure in print?

4 popular beliefs Dungeons & Dragons defied in the 70s

The media keeps telling us how we, the geeks, have won popular culture. Golfers chat about Game of Thrones at the country club. 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. The book Playing at the World devotes hundreds pages exploring threads of influence. But in the 70s, unless you joined a tiny cult of miniature gamers interested in fantasy, you would have never seen the game coming. 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 fairytale 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’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. Adults cannot play act a role.

People sometimes say that D&D did not invent the role-playing game. Kids have always role played; we just called it make believe. Saying that D&D just brought make believe to adults misses the true innovations. The revolution 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.

For more, see “The fun and realism of unrealistically awarding experience points for gold.”

Meanwhile, 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 responsible citizens worried that kids believed it. The D&D panic stemmed as much from this unfamiliar blurring of reality as from spells and demons.

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 dungeon. At best, you can find elements of the dungeon crawl, such as treasure in the mummy’s tomb, orcs in Moria, traps in a Conan yarn, and so on.

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 “From Blackmoor to Dungeons & Dragons: The invention of the dungeon crawl.”

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.

How Dungeons & Dragons gained its ability scores

In History of D&D in 12 Treasures, Jon Peterson shows a character sheet from Dave Arneson’s Blackmoor campaign, the game which inspired Dungeons & Dragons. The sheet includes 8 personality traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning.

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.

How did these many personality trait turn into D&D’s six ability scores?

Gary Gygax never favored simple, informal terminology like “Brains” and “Health,” so he opted for Intelligence and Constitution. Even though “constitution” sent a young DM David to the dictionary, I prefer Gary’s more precise word choices.

Gary consolidated Credibility, Looks, and Sex into Charisma. Unearthed Arcana and other role-playing games experimented with splitting Charisma back into traits for charm and beauty, but Sex had to wait for players of the Ironwood RPG.

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 actually worked. Still, the first cleric character, as played by Mike Carr in Dave’s Blackmoor game, had working spells. Eventually Cunning turned to Wisdom and became a measure of spirituality.

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.

The abilities barely deliver any game effects: At most a +1 to hit or an extra hit point per die. In the early days, ability scores counted for little. 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. I started with the 1977 basic set, which provided no rules crunch for Charisma.

Despite different ability scores, 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 becoming a game like D&D Next, which builds on ability scores as the foundation for every check and save.

From Blackmoor to Dungeons & Dragons: the invention of the dungeon crawl

In my post, “How the dungeon crawl’s advantages propelled Dungeons & Dragons to success,” I argued that the invention of the dungeon crawl contributed as much to the initial popularity of Dungeons & Dragons as the invention of the role-playing game. In the dungeon, D&D found a fun and evocative activity for a group of players.

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: treasure in the mummy’s tomb, orcs in Moria, traps in a Conan yarn, and so on.

Dave Arneson’s Blackmoor game—the campaign that spawned D&D—began with a gaming group playing fictional versions of themselves in a fantasy world. The characters became champions in series of miniature battles featuring armies clashing above ground. Without any further inspiration, the Blackmoor game might have evolved into a role-playing game such as Chivalry & Sorcery, a game I found short on fun. But somehow, Dave invented a new activity that transformed the campaign and ultimately made a lasting addition to popular culture.

Dave Arneson never gave a good account of his invention the dungeon crawl. By the time people started asking, he obviously no longer remembered the details.

Playing at the World by Jon Peterson

Playing at the World by Jon Peterson

I’m currently reading Playing at the World, Jon Peterson’s sprawling, exhaustive investigation of D&D’s genesis. The book spans 700 dense pages, and seems to encompass a lifetime of research. In writing the book, Peterson explored sources like early interviews, court testimony, and Gary and Dave’s contributions to wargaming fanzines in the 60s and 70s. This is no breezy read; Peterson’s style is scholarly: He cites Greek terms in the Greek alphabet. He includes a quarter-page footnote on whether the author of an 1803 book of chess rules spelled his name with one or two “l”s. (I won’t spoil the answer.) But for anyone who shares my interest in D&D’s early history—or in the games and fiction that inspired the game—the book is a feast. I relish every detail. I drew on Peterson’s discussion of the origin of the dungeon for this post.

Blackmoor moves underground

The nascent Blackmoor campaign had very few ingredients that seemed to lead to dungeon delves. The campaign used Gary Gygax’s Chainmail rules, which never mention dungeons. At most, they suggest using graph paper to map efforts to tunnel under fortifications.

Dave’s Blackmoor games did include 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.”

So what inspired Arneson to invent the new style of play?

Different Worlds issue 3 June/July 1979

Different Worlds issue 3 June/July 1979

His best account may come from the “My Life in Role Playing” article Dave wrote 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!!).”

Robert E. Howard’s influence

While Robert E. Howard’s Conan never willingly enters a dungeon, he often finds himself trapped in dungeons, forced to overcome monsters to earn freedom.

Weird Tales 1935 -The Hour of the Dragon

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 the “Scarlet Citadel,” Conan finds himself chained in “the very Halls of Horror named in shuddering legendry, the tunnels and dungeons wherein Tsotha performed horrible experiments with beings human, bestial, and, it was whispered, demoniac, tampering blasphemously with the naked basic elements of life itself. Rumor said that the mad poet Rinaldo had visited these pits, and been shown horrors by the wizard, and that the nameless monstrosities of which he hinted in his awful poem, The Song of the Pit, were no mere fantasies of a disordered brain.”

Playing at the World summarizes the events that follow. “Conan also begins his tenure in the dungeon of the ‘Scarlet Citadel’ chained to the wall, though in this case he has been left the plaything of an enormous serpent known as Satha, the Old One. Inadvertently freed by an assassin who came to take his life but instead fell to the serpent, Conan sets out with a torch in one hand and a sword in the other to find an exit from the dungeon. In his exploration he meets other monsters, including humans horribly reshaped by the evil wizard Tsotha. Eventually, he finds himself lost in a maze of tunnels with no obvious exit; its various rooms are described almost thoroughly enough that one could sketch a rudimentary map of the area. Finally, he discovers and liberates Pelias, a rival sorcerer of Tsotha, and together they escape when Pelias conveniently resurrects a deceased eunuch on the other side of the bars who can raise the gate. Jointly, the ‘Hour of the Dragon’ and the ‘Scarlet Citadel’ establish dungeons as places to explore, where monsters reside that must be confronted.”

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.

J. R. R. Tolkien’s influence

Arneson names Conan rather Tolkien as a source, but I suspect that The Hobbit and The Lord of the Rings provided nearly as much inspiration. Tolkien’s parties of heroes 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. Next, the dwarves are imprisoned by the wood elves in an underground fortress. “The king’s cave was his palace, and the strong place of his treasure, and the fortress of his people against their enemies. It was also the dungeon of his prisoners.” Finally, 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 dungeon as an underground jail, Tolkien takes a bit of poetic license and refers to the halls as a dungeon. The dwarves sing,

Far over the misty mountains cold
To dungeons deep and caverns old
We must away ere break of day
To seek the pale enchanted gold.

Unlike any of the Conan tales, in The Hobbit, the adventurers seek the dungeon in search of gold and treasure.

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.

From Blackmoor to Dungeons & Dragons

In 1971, Dave Arneson started with a toy castle and the notion that something might lurk in its cellar. 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 do the hard work of fleshing 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 took root in popular culture.