Tag Archives: Lee Gold

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?

Meet the Woman Who by 1976 Was the Most Important Gamer in Roleplaying After Gary

In 1976, after Dungeons & Dragons co-creator Gary Gygax, the most important person in roleplaying games was a Los Angeles woman named Lee Gold. She still contributes to the hobby and still runs a campaign using her Lands of Adventure (1983) game.

Lee who? And what happened to Gary’s co-designer Dave Arneson? Although Dave and his circle of Minneapolis gamers deserves the most credit for inventing roleplaying games, Dave’s passion centered on sailing ships in the age of Napoleon. He never matched Gary’s fervor or written output. In 1976, Dave would work briefly for TSR, but little came of it. See Basic and Advanced—Dave Arneson takes a job at TSR.

Meanwhile, D&D’s popularity exploded. Nothing else like the revolutionary game existed and it proved irresistible to most wargamers and fantasy fans. See 4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed.

In 1975, Hilda and Owen Hannifen told their friend Lee Gold of a wonderful new game called Dungeons & Dragons. “Hilda had made up a dungeon and she ran it for us. So you see our first experience was with a female game master. It was a lot of fun.” Lee’s friends gave her a photocopy of the rules, but not before they watched her post a check to TSR for an official copy. “I started making up a dungeon—and told our local friends that they could start coming over and participating in D&D games that I’d be game mastering.”

Alarums & Excursions issue 2

Even before Internet message boards and blogs, science fiction and fantasy fans liked sounding off. So they published fanzines, or just zines. To publish, fans typed their thoughts, printed copies on a mimeograph or an employer’s photocopier, and then mailed to friends. “A zine may include essays, comments on previous issues, poems or songs, a writeup of a gameplaying session, artwork, and just about anything imaginable,” writes Lee. For efficiency, zine publishers started collaborating in amateur press associations, or APAs. These associations bundled collections of zines under a single cover to save on postage and to create publications matching the substance of a magazine.

Excitement in the new D&D game fueled so much discussion that it started to overwhelm the pages of the APA-L from the Los Angeles Science Fantasy Society. To meet surging interest, and to the let APA-L refocus on literature, Lee Gold started a new APA devoted to roleplaying games. She named it Alarums & Excursions after a phrase Shakespeare used to denote a confused uproar in stage directions. Plus, a name starting with ‘A’ would appear at the top of any list of APAs. Pronounce “Alarums” as alarms. The first issue debuted in June 1975 as the first periodical devoted entirely roleplaying games.

For a standard APA, an official collator collects fanzines and then mails the collections to the authors. “I didn’t want anything that minor,” Lee explains. “I also wanted subscribers, and the subscribers would support the contributors. It was something that had never been tried before. Therefore, I wanted to have something where there would be lots of subscribers and then contributors wouldn’t have to pay anything for postage. This was a whole new thing that had never been done before. It was my entirely new and brilliant, I hoped, idea.” This model allowed Alarums to reach a wider audience than a traditional APA. Hobby shops stocked issues of A&E alongside magazines. As A&E gained contributors, the page counts burgeoned from 30 to 150, when the limits of binding and shipping forced Lee to hold contributions for future issues.

The shabby state of D&D’s original rules inspired much discussion, and Lee’s Alarums & Excursions served as the hub of this network. “All the role players I know, when we looked a Gary Gygax’s game with its “% liar” and all its typos said, ‘this stuff needs tinkering.’ Ken St. Andre looked at it an wrote Tunnels & Trolls, and the people in Michigan wrote their thing, and the people at CalTech wrote their thing, and Steve Perrin wrote his thing. Everybody tinkered with D&D because it needed tinkering to be playable. The nice part about D&D was that it obviously needed player help. Well, obviously to all the players I knew.” (The people in Michigan likely refers to Kevin Siembieda and his Palladium Books the Metro Detroit Gamers, who published the original tournament versions of the TSR modules S4 Lost Caverns of Tsojcanth and O1 The Gem and the Staff, and regularly ran conventions like Wintercon and Michicon. The thing from CalTech is the Warlock rules which came to influence D&D through J. Eric Holmes. For more on Warlock and Steve Perrin, see How D&D Got an Initiative System Rooted in California House Rules.)

The zines that Lee published in A&E became profoundly influential on the evolution of role playing games. Lee says, “I remember zines from Dave Hargrave giving tidbits of the Arduin Grimoire, Steve Perrin’s Perrin Conventions (which were the start of the system that later grew into Runequest), Ed Simbalist and Wilf Backhaus’s discussion of Chivalry & Sorcery, John T. Sapienza, Jr.’s discussion of various game systems, and other professional and semi-professional writers. I remember Mark Swanson’s ‘character traits,’ a way of individuating characters with minor bonuses and minuses. I remember a number of people (including myself) getting tapped to write games professionally because RPG publishers read their A&E zines.“ Other contributors included D&D Expert Set author Steve Marsh, third-edition D&D lead designer Jonathan Tweet, Vampire: The Masquerade designer Mark Rein-Hagen, fourth-edition D&D lead designer Rob Heinsoo, Paranoia and Star Wars roleplaying game designer Greg Costikyan, and more. Plus, a fellow named Gary Gygax contributed to issues 2, 8, and 15.

Alarums & Excursions issue 1

Soon though, Gary came to hate APAs like A&E. Partly, he seemed to see APAs as ringleaders for thieves, and not just the sort who—in Gary’s estimation—stole a ride on his coattales. Remember that Lee Gold started with a photocopy of the D&D rules. Early on, copies of D&D, especially outside of TSR’s reach in the Midwest, proved scarce. The $10 price of the original box struck many gamers as outrageous. In the first issues of Alarums & Excursions, some contributors argued that TSR’s profiteering justified Xerox copies of the D&D rules. Gary wrote a rebuttal and Lee told readers that Gary deserved to gain from his work and investment. Surely though, he remained incensed.

Eventually, all the discussion of D&D’s flaws and all the redesigns of the game wore on Gary’s pride in his creation. In issue 16 of The Dragon, he wrote, “APAs are generally beneath contempt, for they typify the lowest form of vanity press. There one finds pages and pages of banal chatter and inept writing from persons incapable of creating anything which is publishable elsewhere. Therefore, they pay money to tout their sophomoric ideas, criticize those who are able to write and design, and generally make themselves obnoxious.” For a rebuttal of Gary’s criticism, refer back to A&E’s list of contributors.

Meanwhile, Lee published A&E and began writing games. Much of her work showed an interest in history and particularly Japan, where she lived 4 months during A&E’s first year. Land of the Rising Sun (1980) extended the Chivalry & Sorcery system to Japan. Her game Lands of Adventure (1983) aimed for roleplaying in historical settings. Her other credits include GURPS Japan (1988) and Vikings (1989) for Rolemaster.

Men dominated the gaming community of the 70s, but Lee felt insulated from that culture because she came from science fiction fandom. “The SF fan experience was largely male when I entered in 1967, but it wasn’t male-dominated. SF fandom of the late 1960s had only a few women, but they were highly charismatic women—including women like Bjo Trimble—and they were not dominated by men. I entered the Los Angeles Science Fantasy Society as an editor and the leader of a sub-group that produced a fanzine, The Third Foundation.

“This pattern of female equality also held true for the D&D play and roleplaying that took place in SF fandom—and that’s where I did my roleplaying. Not at hobby stores but at the LASFS and at science fiction conventions, usually with old friends or with people I’d met through A&E. A&E started through people who already knew one another through APA-L or through science fiction fannish connections.”

Meanwhile, the men in gaming tended to suppose that only men contributed to the hobby. Lee remembers visiting the Origins convention and spotting shirts for sale that identified the wearer as a “wargaming widow.” Why else would a woman attend a gaming convention?

After Lee finished writing Land of the Rising Sun for Fantasy Games Unlimited, she met publisher Scott Bizar at a local convention to sign the contract. She recalls discussing the game’s credits.

“Do you want to say this game is written by yourself and your husband Barry?” Bizar asked.

“No,” I said. “Barry didn’t write any bit of it. He did the indexing, and I gave him full credit for that. I wrote all of the game. Just say the game is by Lee Gold.”

“Most female writers say they wrote a game with their husbands,” said Bizar.

“I don’t care what other people do,” I said. “Just say the game is by Lee Gold.” And so Land of the Rising Sun came out as written by Lee Gold.

Her one personal encounter with Gary Gygax revealed a similar bias. Early on, Lee sent copies of A&E to TSR. After a couple of months, she received a phone call, which she recounts.

“This is Gary Gygax,” said the voice, “and I’d like to speak to Lee Gold.”

“I’m Lee Gold,” I said. “I gather you got the copies of A&E I sent you.”

“You’re a woman!” he said.

“That’s right,” I said, and I told him how much we all loved playing D&D and how grateful we were to him for writing it.

“You’re a woman,” he said. “I wrote some bad things about women wargamers once.”

“You don’t need to feel embarrassed,” I said. “I haven’t read them.”

“You’re a woman,” he said.

We didn’t seem to be getting anywhere, so I told him goodbye and hung up.

Despite her design credits, Alarums & Excursions rates as Lee Gold’s most stunning achievement. Since 1975, she has sent the APA monthly with only two lapses: one during her stay in Japan and a second scheduled for health reasons. Today though, many subscribers take their copies through email.

Basic and Advanced—Dungeon & Dragons goes two directions (Part 3)

By 1976, Dungeons & Dragons had reached beyond the audience of miniature gamers who stood a chance of understanding the inches, attack matrices, and Chainmail conventions spread across 7 little, brown books. Co-creator Gary Gygax saw his original rules limit D&D’s growth. He saw accessible imitators like Tunnels & Trolls and Warlock attract players.

But D&D’s sketchy rules caused other problems.

In Los Angeles in 1975, Lee Gold started Alarums & Excursions, a fanzine that collected articles and comments from D&D enthusiasts. Her zine attracted contributions by Gary Gygax and influenced the entire role-playing hobby. When the D&D house rules used around Caltech diverged from the brown books, Gold ruled that experience awarded in these Warlock games would no longer apply to characters in other Los Angeles D&D games. Her ruling appears in A&E issue 5, from October 1975.

In these days, players tended to take characters from one DM’s dungeon to another, much like today’s organized play brings players from one game table to another. The megadungeons of the era made dropping in for a delve easy—so long as the DMs ran similar games. But unlike today’s Adventurer’s League, the early games followed no campaign standards and shared no dungeons. Back then, every DM saw players bring outrageous characters from another dungeon.

In the March 1980 issue of Dragon, Gygax said that the original books “were hastily put together in late-night and spare-time hours, by and large, with little or no editing. Each supplement reflected development and evolution of the game, so there was contradiction, duplication, and vast areas of ambiguity and non-direction.”

Even if DMs played by the book, they disagreed about Gygax’s intentions. Old school gamers still dispute how Elves were supposed to switch between acting as a magic user and a fighting man. And to fill areas of “non-direction,” players needed house rules.

At best, house rules tended to get spread among players in a region, so nearby players might share rules for elves, morale, and negative hit points. These sorts of house rules turned into the Warlock rules and the Perrin Conventions.

D&D’s original rules invited so many house rules that players struggled to go from one DM to another. When players gathered at conventions, Gygax saw the trouble. “It’s very frustrating for someone to go from one place to another and sit in on a game that he or she doesn’t recognize and it’s called Dungeons and Dragons.”

At conventions, D&D games continued the wargaming tradition of competitive tournaments. The party that achieved the most won. For example, Tomb of Horrors debuted in a competition held at Origins in 1975. The G, D, and A-series adventures all came from tournaments. The first tournaments drew judges from Gary Gygax’s friends and family, but soon similar D&D competitions appeared everywhere.

Gygax understood that such events demanded a consistent set of rules. “I was not satisfied with Dungeons & Dragons in that it did not allow continuity of play from group to group and from region to region”

In the December 1977 issue of Dragon, Gygax recalled making a plan. “Two years ago, we determined to revise the whole of D&D in order to clean up the errors and fill in the holes. The project is a long and complicated one, a task not accomplished overnight.

“Some players have impatiently demanded immediate release of [revised] material, but we are not about to step into that mess again,” he wrote. “D&D originally came out as it did because of demands of those who had tested it and fallen in love with the concept.”

Gygax realized his revision would take years—ultimately 3 years of work. But D&D needed help immediately.

Help came from a man who had mixed D&D with the Warlock rules—a D&D “parody” that needled Gary Gygax. “As if by divine inspiration,” J. Eric Holmes contacted TSR and volunteered to revise the original rules into a beginners’ book.

Tim Kask recalls the decision to take D&D into two directions: “With the input from Mr. Holmes, they were going to scale back the system and rewrite it for a younger market in a form that would be easier to grasp.” With Advanced Dungeons & Dragons, they would “re-publish the game, correcting all of the contradictions, and dropping bits and pieces that hadn’t worked well.”

Next: Recreating Dungeons & Dragons without Dave Arneson—while Dave works at TSR