Tag Archives: Society for Creative Anachonism

For Years AD&D Rounds Lasted Six Times Longer Than D&D Rounds and Only Gary Gygax Thought It Made Sense

When gamers imagine an attack in a game like Dungeons & Dragons, they picture a wind up and sword swing, perhaps one second of motion. So two combatants only need a few seconds to trade blows, even with extra attacks. But in the Advanced Dungeons & Dragons Player’s Handbook (1978) Gary Gygax wrote that a combat round lasted a full minute, surprising gamers used to the 10-second rounds in the D&D Basic Set (1977). AD&D’s 1-minute round originated with the original D&D release (1974). Nonetheless, minute-long rounds failed to match our imagination. Rather than making battles “fast and furious” like Gary claimed in the little, brown books, the time scale suited underwater ballet.Miniature figures lined up on a sand table for a Chainmail game.Gary brought 1-minute rounds from the Chainmail miniature rules, where armies needed minutes to mount attacks. By keeping the same time scale, a clash of armies on a sand table could zoom into D&D fights where battlefield champions faced off. Another early roleplaying game, Chivalry & Sorcery (1977), shows even more interest in fitting individual combat within warring armies on a battlefield. After 15 pages of rules in minuscule 5-point type for staging wars at 25mm scale, the game finally covers single characters. “There are 2 combat turns in every 5-minute game turn.” The game’s 2-and-a-half-minute rounds last almost as long as a boxing round. Most weapons allow three attacks or “blows” per round. C&S archers armed with bows can fire once every 75 seconds. Do archers craft their own arrows between shots?

In “Bows,” published in The Dragon issue 39, William Fawcett wrote, “A trained Mongol horse archer could fire from three to five arrows per minute, and longbowmen have been attributed with volleys of six or more arrows per minute.” D&D archers firing twice a minute never came close.

Miniature warfare aside, surely Gary liked how nicely a minute fit with the 10-minute turns used during a dungeon crawl. Every modern D&D player has finished an epic fight that spanned hours of real time, realized the showdown only lasted 60 seconds in game, and then felt shocked. In original D&D, a fight could easily take less real time than game time. As the lone author of Advanced Dungeons & Dragons, Gary stuck with his preference for 1-minute rounds.

In The Dragon issue 24, dated April 1979, Gary tried to bridge the gap between gamers’ imaginations and his 1-minute combat round. “If the participants picture the melee as somewhat analogous to a boxing match they will have a correct grasp of the rationale used in designing the melee system. During the course of a melee round there is movement, there are many attacks which do not score, and each to-hit dice roll indicates that there is an opening which may or may not allow a telling attack.” His Dungeon Master’s Guide (p.61 and p.71) mounts a similar defense of the counter-intuitive duration.

Warlock in the Spartan Simulation Gaming Journal #9 August 1975

Despite the explanation, most gamers favored much shorter rounds, as did newer roleplaying games. TSR’s own Metamorphis Alpha (1976) used 10-second rounds—nobody thought pulling the trigger on a laser pistol might take 60 seconds. Widely circulated house rules like Warlock (1975) from Caltech also settled on 10-second rounds.

Steve Jackson and Steve Perrin brought their experience battling with blunt weapons in the Society for Creative Anachronism to the combat rules they designed. Jackson’s Melee (1977) opted for 5-second rounds, while Perrin’s popular house rules The Perrin Conventions went with 10 seconds. Perrin’s Runequest (12-second rounds) would advertise a combat system “Based upon 12 years of actual hand-to-hand combat by the author while in the SCA.”

J. Eric Holmes editor of the D&D Basic Set (1977) came from a gaming community that favored the Warlock rules and its 10-second rounds. He surely saw Metamorphis Alpha too. In his manuscript for the Basic Set, he writes, “Each round consists of an exchange of two blows with ordinary weapons,” so his version of a round matches the popular conception. Naturally, he selected 10-second rounds for his presentation of D&D. Gary either overlooked the change to shorter rounds or chose not to object. TSR kept printing versions of basic D&D until the Dungeons & Dragons Rules Cyclopedia ended the line in 1991. The 10-second round stayed in every version.

Meanwhile, the designers of second-edition AD&D (1989) dutifully stuck with 1-minute rounds even though that meant writing a quarter-page defense in the edition’s Player’s Handbook. “An action that might be ridiculously easy under normal circumstances could become an undertaking of heroic scale when attempted in the middle of a furious, heroic battle.” As an example, the text spends four paragraphs describing the lengthy process of spending a minute drinking a potion. Apparently, potions must go into a backpack and not into handy little pockets.

Third-edition D&D (2000) dropped the AD&D brand and gave designers a chance to abandon the 1-minute round in favor of something intuitive. “It could have been a 6-second round or a 12-second round,” lead designer Jonathan Tweet recalled in a discussion. “How long does it really take to get a potion out of your backpack?”

“We were talking about how much you can accomplish in a round, what you can do with an action, and there was some contention between Jonathan, Skip [Williams], and I about what you could actually realistically do,” designer Monte Cook said. “We had a stopwatch and Jonathan had to mime all the different actions that were in the Player’s Handbook and see whether he could accomplish them within a round.” The team settled on the 6-second rounds that the fifth-edition game still uses.

Unless gamers quibble about realism and the stopwatch timing of a 30-foot move, a round’s duration seldom matters. Both D&D and AD&D played fine despite the sixfold difference in time scale. However, game time matters when players need to figure out what non-combat activities characters can accomplish in six seconds. And for that, a longer round probably plays better. For GURPS, Steve Jackson opted for 1-second rounds, which hardly allows time for anything other than emptying magazines and hacking like a lumberjack. Gary picked 1-minute rounds because it played well alongside warring armies and dungeon crawls.

Although the third-edition designers took pains to find a time span that seemed realistic, modern versions of D&D favor allowing characters to accomplish an unrealistic amount in 6 seconds because it adds fun. Could anyone really make multiple attacks, move, react, and also drink a potion in a 6-second span? D&D 2024 heroes can because players liked drinking potions as a bonus action. Not so long ago, similar characters needed a full minute just for the drink. Of course, no one swallowed that either.

Chivalry & Sorcery: What if Gary and Dave had not found the fun?

Back in “What does D&D have to do with ironclad ships,” I wrote about how, in the wake of Dungeons & Dragons release, a mania for realism consumed role-playing game design. In Dragon issue 16 from 1978, Gary Gygax wrote “‘Realism’ has become a bugaboo in the hobby, and all too many of the publishers—TSR included—make offerings to this god too frequently.” At his cranky best, Gary rails against the champions of realism for another  3,800 words.

In 1977, Chivalry & Sorcery tried to top other system’s more realistic combat systems, and the more authentic magic systems, with a REALISTIC FEUDAL SOCIETY.

A page from first edition Chivalry & Sorcery

A page from first edition Chivalry & Sorcery

You can tell that C&S is as serious as a legal contract because it’s written in the same, punishing 6-point courier as a contract’s fine print. I imagine the published text was typewritten and then reduced to half size. C&S needed the micro-text to reach the goal of offering “the most complete rule booklet ever published.”

C&S feels like half role-playing game, and half broadside against the decadent practices of some other game, which I won’t name but which has the initials D and D. I presume most of the passages in the original C&S draft began, “Actually, in a real feudal society…,” but that the editors cut for space. To be fair, the game features a cherry-picked version of feudal realism that dwells on historical customs drawn from the Society for Creative Anachronism. You have fair ladies, honorable knights, church-bound clerics, and boot-licking peasants. Plus, you have a fanciful notion of chivalry—something more than the church’s public service campaign aimed at getting a ruling class of murderous, mounted thugs and warlords to behave.

To a young D&D fan, circa 1978, C&S seemed like a systematic attempt to drain everything fun from D&D and replace it with an educational exercise.

This might seem fun But actually…
Dungeons Because of the constant escalation in the numbers and the power of ‘magical’ spells, the dungeon expedition has become a form of walking nightmare to player and dungeon master alike.” (p.64)
The mere fact that a ‘dungeon complex’ exists within a larger world means that there is a natural limit to what it can and will contain. A large concentration of ‘evil’ will attract the Church and might bring down a ‘Crusade’ against it. A large concentration of loot will attract the King, a personage always in need of money. Nor is it possible to keep such a dungeon complex secret for long. Myths and legends about such a place and what is to be found in it soon become common knowledge.” (p.105)
So dungeons won’t exist, because the church or king will get them. And that’s a good thing, because they become a kind of walking nightmare, and not the fun kind.
Dragons The first rule when dealing with Dragons is to do everything possible to avoid them.” (p.115)
Wizardry Far too many players who have Magick Users assume a blithe complacency about the subject. To most, it is a type of ‘weapons technology,’ a quick and really easy method of burning, blasting, and otherwise crushing opponents which they cannot destroy by mere wit and superior tactics. When in doubt, use ‘over-kill!’ What these ego-trippers and uninformed players do not understand is that it is not in the nature of magicians to risk their skins unless some great treasure is to be had.
What real ‘experience’ is to be had in a dark, damp dungeon? The Arcane Arts are essentially contemplative in nature, the actual practices being done only after long preparation and research. The magical effects are too difficult and are often too dangerous to achieve to permit any Magick User, however highly placed, the luxury of blazing away with spell after spell, or of taking time off from important work to go down into a dungeon!
These quotes only sample the screed on page 64, explaining that if your Magick User does anything but study, you’re doing it wrong!
Magic items Chivalry & Sorcery has deliberately avoided the tendency in some games to publish extensive lists of miraculous and highly predictable magical devices. It is our feeling that each device is unique and must be designed as one of a kind by the Player-Referee. Thus Magick will be somewhat scanty because no player in his right mind will consent to spending weeks of time merely writing of the characteristics of hundreds of magical items.” (p.106)
The game includes no lists of magic items, leaving the dungeon master the tedium of creating them. But that’s for your own good.
Freedom and adventure When the society demands that a man occupy a definite place in the rank order of things and conduct himself accordingly, anyone who proves to be a ‘maverick’ counts for little.” (p.1)
Most characters who do not have a ‘living’ from a holding will have to take service with some Master or great lord. Usually, such service provides food, shelter, and a limited amount of money in the form of wages. Characters will probably have to settle for such positions simply to stay alive…” (p.13)
Sword wielding One of the features of social class that dominates Chivalry & Sorcery is the rather great distinction made in the matter bearing arms. Knights have the prerogative of bearing weapons that are forbidden to the lesser classes of society.” (p.1)
Some weapons are reserved for the use of noble or near-noble ranks. Historically, permission was occasionally granted to those normally prohibited to bear such arms, but that right was considered a high honor.” (p.13)
Playing a character you like Random rolls determine every aspect of your character. If you wish to play a non-human, you still have an 80% chance of being required to play a human. The random determination of social class stands as the game’s most oppressive feature. Sure, you could roll a king, but you stand a much higher chance of rolling a peasant. Given the game world’s rigid social structure, your character’s social standing locks you in. Imagine a modern-day game where your random chance of being a spy or vampire hunter stood realistically infinitesimal, dwarfed by your change of working in a cubicle.
The introduction hints that a group might just agree to play knights and noblemen, but I keep getting the feeling that the authors will pop up and scold me for such pleasure seeking. (Maybe that’s just me. I also expect my father to appear and scold me whenever I touch my house’s thermostat.)
Joining an adventuring party What you do in the game varies widely depending on your job and status. If you’re lucky enough to roll a Knight, then you can fight, woo the ladies, and enter tournaments. As an administrator, you can run the royal bureaucracy and build influence. (Hint for bureaucrats: See page 11 for the section “Temporarily Increasing One’s BIF,” that’s Basic Influence Factor to those new to the game. Page 12 lists the sixty-some stations in the royal bureaucracy.) If you’re a Magician, you research and study. If you’re a peasant, you scratch out a meager living until the pox takes you.
The game offers few opportunities for players to join together in play.
alry & Sorcery first edition

Chivalry & Sorcery first edition

I do not mean to declare that C&S cannot be fun. Obviously, some folks found it fun, but then I just saw a TV commercial where a woman claims to find doing taxes fun. I see the target audience of C&S as the sort of Society for Creative Anachronism enthusiast, who lambastes poser members for the hidden zippers in their costumes.

For the rest of us, not every aspect of C&S is less fun than D&D. Personally, I’m always uncomfortable role-playing the act of flirting with a beautiful maiden as played by a chubby bearded guy. I know that I need to free my mind from those hang-ups. Luckily, C&C brings a wargamer’s eye to romance by providing formulas for a Knight’s Courtly Romance Factor (KCRF) and a Lady’s Courtly Romance Factor (LCRF). “Check out the LCRF on that saucy maiden!” Page 22 and 23 include typically dense rules for turning courtly love into a percentage chance of gaining her ‘favour,’ Wink wink nudge nudge.

I have a copy of first edition C&S from 1977, old enough that you can play a Hobbit.® Take that, Tolkien estate! In Dragon issue 95, Gary Gygax wrote about the minimal influence of Tolkien on D&D. “The seeming parallels and inspirations [from Tolkien] are actually the results of a studied effort to capitalize on the then-current craze for Tolkien’s literature.” Gary drew from authors like Poul Anderson and Fritz Leiber, and then added some Tolkien as a sop to his fans. Beyond feudal history, C&S draws almost entirely on Tolkien, and then adds bits from D&D to appease its fans. In a much fairer review of C&S than the one you’re reading, Robert Dushay writes, “While many of the D&D creatures could be inserted into a feudal Europe as dangers unknown to the common folk, the Tolkien elements are harder to explain and C&S didn’t even try. There was no discussion of the social status of non-humans, whether the proud elves and dwarves respected human feudal customs, or the particularly thorny question of non-human relations with the militant Catholic Church of the day.”
The extent of C&S’s Tolkien lore nearly matches its feudal lore. Page 84 describes this necromantic spell: “The Ring of Great Command: A spell which the Necromancer places in an enchanted Ring of Power. The Ring binds the possessors of lesser Rings also fashioned by the Necromancer: 9 for mortal men; 7 for Dwarf Lords; and 3 for the Elven Kings. Upon completion of the Ring, which takes 1 year to fashion, the Necromancer places much of his Power in it. The Ring gives him the power to assume the form of a Nazgul for a period up to his Time Factor once per day.” The rules for Sauron go on from there.

Beyond the passion for social realism, C&S features a 1970s wargamer’s passion for pervasive abbreviations. Just about everything in the game has a factor! Just like math! With a quick flip though the text, I spy Military Ability Factor (MAF), Personal Combat Factor (PCF), Personal Magick Factor (PMF), and Magick’s Level (MKL, but presumably corrected to MKLF in the second printing). MILF must be in there somewhere. How hardcore wargamers like Dave and Gary avoided this mania, I’ll never know, but I thank them for it. If you think the white box was inaccessible, imagine it filled with more factors than a math text book.

Chivalry & Sorcery leads me to a thought experiment that increases my appreciation of Dave Arneson and Gary Gygax’s original creation. We tend to think of role-playing as D&D’s biggest invention. For the first time, a game let you play a character, who has traits and abilities modeled by the game, in an open-ended world. In my thought experiment, I wonder if D&D would have ever succeeded if it had played more like C&S. What if instead of winning treasure and powerful magic, players gained influence and loyalty? What if wizards only indulged in research and study? What if instead of braving mysterious dungeons to face terrifying monsters, players took more mundane roles in realistic, feudal kingdoms? In short, what if Dave and Gary had lacked such a gift for finding the fun?

Would we have seen D&D’s explosive growth in the eighties? Would we have Ultima, Zork, or World of Warcraft? Would Gary Gygax have appeared on 60 Minutes or Futurama? How many of us would even be playing this game? I suspect that a “realistic” version of D&D would have remained a tiny hobby appreciated by a few enthusiasts, unknown to the wider world. We would never have seen an game scene grow enough to the accommodate folks who do enjoy playing Chivalry & Sorcery for its nuanced, sober attention to medieval lore, and the folks who enjoy killing monsters and taking their stuff.