Tag Archives: Steve Jackson

Curse of Vecna and the Creative Method of Asking How Can This Be True?

As a kid obsessed with roleplaying games, The Space Gamer ranked as my favorite magazine, and their articles where game designers analyzed their creations excited me the most. This article by Steve Jackson on The Fantasy Trip made such an impression that I’ve quoted it several times in my posts. My love of designer’s notes makes writing similar posts for my adventure designs irresistible. This brings me to Curse of Vecna, my second Dungeons & Dragon adventure available on the DMs Guild. This post spoils virtually everything in it.

I run weekly, open games at a local game store. One kid started with fourth edition’s D&D Encounters program, played at my table for years, grew up and went to college. During a return home, he asked to revisit old times with a new adventure for a favorite level-7 character. A night at the game store only gave me 2 hours to fill, just time for an unforgettable hook, a bit of roleplaying, and a showdown versus a boss monster.

For the hook, I remembered playing DDEX03-14 Death on the Wall by Greg Marks and its irresistible hook: Someone fleeing pursuit dumps a pack containing a message on the characters and then drops dead. The mystery behind the hook makes it so compelling. What’s the message and why did someone die to deliver it?

The best hooks include enigmas that raise the players‘ curiosity. I decided on an unexplained message, but instead of killing the messenger, I imagined a sympathetic child unable to read the note that could get him killed. So the adventure starts when 8-year-old Mika hands the party a note that reads, “I poisoned my parents. I am a very wicked boy and I should hang.”

This idea started my most productive creative activity, one called How can this be true? I needed to explain this note.

Some fey creatures relish mischief, so I searched for fey in D&D Beyond and sought something wicked enough to work such a cruel prank. I found the boggle, “the little bogeys of fairy tales,” who “hide under beds and in closets, waiting to frighten and bedevil folk with their mischief.” Better yet, a “child might unintentionally conjure a boggle and see it as a sort of imaginary friend.” Suddenly the note came from a boggle who Mika saw as a funny-looking friend. My roleplaying encounter would feature a meeting with the creature.

But Mika had a real problem with his parents, and since I wanted a good end, they could not actually be poisoned, only sleeping. The boggle turned my imagination to fairy tales, poisoned apples, and magic mirrors. The apple has been done, but what if a mirror captured the parents’ souls, leaving the players to rescue the spirits. I liked the idea, and decided to imagine the details after I found a villain.

For a foe, I turned to my own list of monsters by function and found a mastermind likely to challenge 7th-level characters. I selected the skull lord based on fond memories of battling them and because I fancied my skull lord miniature. This choice was a small misstep. At level 7, skull lords prove very dangerous. I underestimated the skull lord because I selected it while playing lots of D&D with tactical experts. During play, I dropped the creature’s legendary actions to even the match up.

So a skull lord used a magic mirror to capture the parents’ souls, but why? How could that be true? According to Monster Manual lore, skull lords suffered a curse from Vecna. What if this lord could lift its curse by trading places with three new victims? Such an exchange felt like it fit with magic and folklore. It explained why the skull lord might seek the two parents’ souls plus a third. In the final adventure, that third soul becomes Mika’s younger sister Affie.

For the two-hour version, the players met Mika, learned about the skull lord from the boggle, and then went beyond the magic mirror to face the skull lord and rescue the parents’ spirits. I liked the result well enough to plan a 4-hour version for part of a D&D weekend.

I decided to add 2 hours by expanding the skull lord’s lair to a complete dungeon. For this, I took inspiration from Curse of Strahd. In that adventure, the players gather magic items that give them enough of an edge to beat Strahd. In my expanded dungeon, players would learn enough secrets to give them the help they needed to destroy the skull lord. This scheme enabled me to keep the overpowered villain without requiring dramatically more powerful characters. The design also let me use one of five tricks for creating brilliant dungeon maps from Will Doyle. Check number 3, “Give players goals that compel them to explore.”

As I drew the dungeon, I consulted Will‘s five tricks, and sought to use more.

I interpreted number 2, “Show the final room first,” loosely by previewing the players‘ target. I added a way for the players to see the skull lord through the magic mirror before entering the dungeon.

For number 5, “Give each level a distinctive theme,” I imagined the dungeon that traps the parent’s souls as a dark reflection of the world on the other side of the mirror. I put that behind-the-mirror reflection on the Shadowfell and I aimed for a haunted feel. This echoes the upside down on Stranger Things, the show that put the name Vecna into the popular imagination.

For number 4, “Make the dungeon a puzzle,” I turned to my idea notebook of dungeon tricks and found one that fit the creepy tone. I had imagined a tyrant who had punished murdered rivals by wiring their corpses up like scarecrows as a demonstration of power and revenge. (I would later learn of a real-life ruler who did something similar.) In my idea, each corpse lacks an essential piece, like the mule’s head that once topped the body labeled as “willful.” As the party finds and returns the missing pieces, the dead tell secrets. To explain what makes the dead chatty, I again asked, “How can this be true?” The answer came from Vecna’s rival the Raven Queen. In death, all secrets belong to the Raven Queen, and she can arm the party with secrets that help win victory.

Not all the dungeon’s tricks come from one post. To Jaquays the dungeon, I added cave-ins and shafts connecting the two levels and the surface. Plus, I filled the rooms with interactive features and things to figure out.

To develop this adventure, I ran it four times, then playtesters helped me perfect it. Nine other DMs ran the adventure and shared their results. Their experience and feedback forged a better adventure than the one I drafted.

Curse of Vecna makes a great level 8-10 one shot and also works as a side-quest that fits easily into a campaign. So grab a copy for yourself or as a gift for your favorite dungeon master.

Why D&D’s d20 Tests Make Experts Look Inept and How to Make the Best of It

Decades ago, I read game designer Steve Jackson explain why he swapped the d20 to-hit roll in Dungeons & Dragons for the 3d6 roll used in his alternative combat system Melee (1977). Steve considered the 3d6 bell curve so superior that he trashed the d20 without a second thought. His roleplaying games The Fantasy Trip and GURPS use 3d6 core mechanics. Then, I struggled to grasp Steve’s dislike of the d20.

Now, I understand Jackson’s disdain, but I love D&D. Like esteemed game designers such as Jeremy Crawford and Monte Cook, I find reasons to embrace the d20.

In Cook’s designer’s notes for his Numenera RPG, he describes the d20’s flaw. “Using the d20 introduces a great deal of randomness into a game. It’s difficult to use a d20 as a task resolution die and still have character aspects play a big part in success or failure without all of a sudden finding yourself using pretty big numbers.” He gives an example like this: Suppose two archers try to hit a bullseye by rolling a 20 or higher. An untrained person with a decent 12 Dexterity gets +1 and hits 10% of the time. In comparison, a 12th-level ranger trained in the bow and boasting an 18 Dexterity gets a +8, but still only hits the bullseye 45% of the time.

D&D games show this dynamic when the DM asks everyone to roll an Intelligence (Arcana) check to recognize ancient sigils, and then the brainy wizard fails while the barbarian knucklehead succeeds. That outcome may seem funny the first time, but similar scenes play frequently and can feel disappointing. Instead of rewarding the player who chose to make a character good at something, the d20 roll often makes experts look inept.

If D&D used bigger bonuses, then experts would get a boost. Suppose the expert archer gained a +25 and hitting the bullseye required a roll of 30. Now, the sharpshooter feels more like Annie Oakley. But that arrangement makes difficult tasks impossible for unskilled characters when we really want success to become rare.

Instead of using big modifiers, fifth edition’s bounded accuracy uses modest bonuses that give every character a chance of success at the price of making experts inconsistent.

Monte describes an alternative. “Now imagine that you used 2d10 instead. 2d10 gives us a more normal distribution. In other words, you end up with a much better chance of getting a 10 than a 20. Using the same bonuses, the archer still hits the bullseye 45% of the time, but the unskilled guy only 3% of the time. That makes more sense.” With a 2d10-based game, clumsy newcomers at Faerûn athletic competitions luck into fewer medals. (In one of my very first posts, I grappled with a related issue.)

This more natural range of outcomes leads game designer Steffan O’Sullivan to write, “I’m not fond of dice systems with a flat distribution. I’m solidly in the bell-curve camp.” O’Sullivan created the Fudge RPG, which became the basis for the popular Fate system. Both games use a set of four special 6-sided dice marked on two sides with a plus (+), two with a minus (-), and two blanks. “When you need to roll dice in Fate, pick up four Fate dice and roll them. When you read the dice, read every + as +1, every blank as 0, and every – as –1. Add them all together. You’ll get a result from –4 to +4, most often between –2 and +2.” No roll requires counting past 4, so even little kids add the results easily. “The fewer mathematical calculations used to figure out a dice result, the more likely you are to stay in roleplaying,” O’Sullivan writes. “So Fudge Dice were born, and I like them a lot. They’re a joy to use and don’t slow the game down at all, one of my early design goals.” The system’s bell curve makes results of -4 and +4 rare, but possible. So a +4 (1.23%) matches my real-life chance of a bullseye, while an Olympic archer scores a bullseye on any roll better than -4.

Despite the virtues of the bell curve, Monte Cook still opted for a d20 for Numenera and D&D creators Gary Gygax and Dave Arneson chose the d20 for to-hit rolls and saving throws. The d20 rolls beautifully, it generates a big range of numbers without adding, and the icosahedron feels deliciously different from the bland cubes in countless games like Monopoly. Gygax became particularly enchanted with the exotic new dice from Japan.

Most importantly, d20s yield predictable odds compared to mechanics that combine multiple dice. Monte Cook explains, “If you’re using a system where the GM has to assign a target number for a task, it’s a lot easier to do that on the fly with a d20 than, say 3d6 or 2d10. Why? Because with a d20, the difference between, say, 17 and 18 is the same as the difference between 8 and 9. They’re basically just 5% increments. With a bell curve, that’s a lot harder to figure for the GM, particularly on the fly.”

In 1974, D&D lacked ability checks. To decide between success and failure, Gary Gygax suggested that DMs estimate the chance of success, and then improvise a roll that fits the odds. A d20 roll made the math easy.

Playing D&D means learning to embrace the d20’s swings. To help gamers love the d20, D&D’s current rules architect Jeremy Crawford offered advice on the October 3, 2019 episode of the Dragon Talk podcast. “Any time the d20 is in the mix, that is a swingy die so get ready for the unexpected. What I encourage groups, players and DMs alike to do, is rather than viewing that as something to chafe against or be unhappy about, embrace it as a storytelling opportunity. Over the years, the longer I play D&D and DM D&D, the more I have come to love the unpredictability of the d20, because so often it will create moments that will challenge the DM and the players to really stretch their storytelling ability to come up with a fun reason for why this transpired. Why did the ace rogue who triggered this battle, why did she end up going last?

“When the d20 throws you a curve ball, catch it and follow through with the curve. Just see where it leads you rather than saying, ‘this is dumb’ or ‘this isn’t how it should play out.’ No, in D&D, what the d20 does is really showing how this is going to play out. Let’s ride it and see where this craziness goes.”

If I were magically transported back to a version of 1974 that somehow lacked Gary Gygax and Dave Arneson, would my attempt to bring dungeons and dragons to the world use a d20? I might choose Fudge Dice, but I would never stop giving those new icosahedrons from Japan forlorn looks.

Related: D&D and the Role of the Die Roll, a Love Letter
When You Describe Outcomes, Flatter Your Game’s Heroes and Monsters
In D&D, Letting Everyone Roll Certain Checks Guarantees Success, So Why Bother Rolling?

A Game Design History of the Dump Stat

In 1974, Dungeons & Dragons introduced roleplaying games and—less significantly—dump stats where players set their least-useful ability to their lowest score. According to the original D&D rules, players rolled abilities in order. Actually, by the rules as written, “it is necessary for the referee to roll three six-sided dice in order,” but everyone let players roll instead. Innovations like point-buy character generation or even rearranging rolled scores were years away.

Still, original D&D had dump stats of a sort. Fighters could trade Intelligence for Strength, the fighter’s “prime requisite.” Clerics could trade Intelligence for Wisdom. Magic users could trade Wisdom for Intelligence. Every class came with at least one potential dump stat, and these exchanges cost 2 or 3 points for 1 point of the prime requisite. When I first read those offers, the exchange rates struck me as a bad deal. I was wrong. None of those classes gained anything from their dump stat, so the trades only benefited the characters. In the original rules, Strength, Intelligence, and Wisdom just brought advantages to the class that used the ability as a prime requisite. (Intelligence brought extra languages; few players cared.) The rules prevented players from reducing Constitution and Charisma, but those abilities could help every character with more hit points or more loyal followers.

Advertisment for Melee and WizardIn 1977, the hand-to-hand combat game Melee by American designer Steve Jackson showed a different and influential approach to ability scores. Melee used just two attributes, Strength and Dexterity, but the scores brought bigger mechanical effects than in D&D. Strength permitted more damaging weapons, stouter armor, and functioned as hit points. Dexterity determined to-hit rolls and who struck first. In this combat game, dueling characters needed to enter the battlefield evenly matched, so rather than rolling attributes, players bought them with points. Modern role-playing games virtually always let players build their characters, but in 1977 the point-buy system proved a massive innovation.

Also in 1977, the obscure game Superhero ’44 used a point-buy system. In Heroic Worlds (1991), D&D Designer Lawrence Schick called that game “primitive,” but also “ground breaking.” Superhero ’44 even let players trade flaws for more points. “Characters who accept weaknesses or disabilities (Kryptonite, for instance) should be awarded with extra power.” This innovation spread to games like Champions (1981), GURPS (1986), and Savage Worlds (2003).

When I played Melee, I marveled at the balance between Strength and Dexterity. Every point moved between the two attributes traded a tangible benefit for a painful detriment, and the difficult choice between stats made character generation into a fascinating choice. Just as important, the simple choice led to fighters who played differently but who proved equally effective. No other game would ever feature such a precise balance between ability scores, but with 2 scores and just one character type, Melee’s narrow scope helped.

A magic system to accompany Melee appeared in Wizard (1978). This addition introduced a third stat, Intelligence, but wizards still needed Strength to power spells and Dexterity to cast them. Intelligence became a dump stat for the original game’s fighters, while wizards gained enough from spells to offset the need to invest in three stats. When Melee and Wizard became The Fantasy Trip roleplaying game, IQ also bought skills, so some balance between stats remained.

Some games lump Strength and some of Constitution’s portfolio together. In both The Fantasy Trip and Tunnels & Trolls (1975), wizards drew from their Strength to power their spells, and since characters in both games increased stats as they advanced, experienced TFT and T&T wizards grew muscles as swollen as steroid-fueled bodybuilders.

Choosing ability scores introduced a complication avoided when players just roll. Some stats prove more useful than others. Chivalry & Sorcery included an attribute for bardic voice. No one but bards would have invested there, and C&S lacked bard as a class. Also, the attributes that power your character’s key abilities bring much more value than the rest. The original D&D rules recognized that factor in the unequal exchanges that let players increase their character’s prime requisites.

In Advanced Dungeons & Dragons (1978), the recommended technique for generating ability scores allowed players to rearrange scores any way they liked. For most classes, Intelligence just brought extra languages and Wisdom only gave a saving throw bonus against magic “involving will force,” so these abilities became favored places to dump low scores.

In D&D, the value of ability scores mainly comes from the value the scores offer to classes that don’t require them. Constitution always comes out ahead because it adds hit points and improves a common saving throw. You may never see a fifth edition class based on Constitution because the attribute offers so much already. In earlier editions of D&D, Strength proved useful because every class sometimes made melee attacks. Nowadays, classes get at-will alternatives to melee attacks that use their prime requisite.

The value of ability score depends on what characters do in a campaign, and that adds challenge to balancing. In original D&D, shrewd players paid hirelings and henchmen to accompany their dungeon expeditions and share the danger. Characters needed Charisma to recruit and keep followers, so by some measures Charisma offered more benefits than any other attribute. But not every campaign played with hirelings. The 1977 D&D Basic Set skipped the rules for hiring and retaining help, so Charisma offered no value at all unless a DM happened to improvise a Charisma check—the game lacked formal rules for checks.

A similar factor makes Strength a common dump stat in fifth edition D&D. Strength provides the potentially valuable ability to carry more stuff, and more treasure, but few players even bother accounting for carrying capacity. The rules make dealing with encumbrance an optional variant. In the original D&D games, part of the challenge of looting the dungeon came from the logistical challenge of hauling out the loot. Runequest (1978) featured an encumbrance system that allowed characters to carry a number of “things” equal to their Strength before the weight hampered them. I remember the importance this system attached to Strength and the difficult choices of armor and equipment players faced. The secret to making Strength valuable is creating an encumbrance system that players use.When encumbrance feels like an accounting exercise that players ignore, Dexterity becomes king. By selecting ranged or finesse weapons, a Dexterity based character can approach the damage of a similar character based on Strength. Plus, a high Dexterity enables an AC nearly as stout as the heaviest armor, wins initiative, and improves common Dexterity saves rather than rare Strength saves.

Fifth edition D&D makes Intelligence another common choice for a dump stat. Of the classes in the Player’s Handbook, only wizard requires Intelligence, a prime requisite that rarely figures in saving throws. (See If a Mind Flayer Fed on D&D Characters’ Brains, It Would Go Hungry. Should PC Intelligence Matter?)

Third edition D&D boosted the value of Intelligence by awarding smart characters more skills. The fifth edition designers probably weighed the same approach, but with skills serving as key traits in the two pillars of interaction and exploration, perhaps the designers opted to award skills equally to characters of any Intelligence. So unlike in earlier editions, high Intelligence no longer brings D&D characters more skills or even languages.

Obvious dump stats limit the choices that lead to effective characters. Dump stats encourage players to create characters that fit common, optimal patterns. A fifth edition D&D party may include a wide range of classes and backgrounds, but almost everyone fits the mold of healthy, agile folks with low-average Intelligence. And not even the barbarian can open a pickle jar. (He’s dex based.)

5 Roleplaying Products That Shaped How I Play Dungeons & Dragons 1977–1978

Holmes Basic Set (1977)

The blue box of the 1977 Holmes Basic Set introduced me to D&D. To 99% of Dungeons & Dragons players, the edition that introduced them to the game stands as their most important. Why should I be different?

Dungeons & Dragons Basic SetPlayers who came later never saw how revolutionary the game and its brand of fantasy seemed in the 70s.

Then, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. These games offered minimal choices. In them, the winner became obvious well before the end, yet they took forever to finish.

Before I saw D&D, I heard of the game in a 12-year-old’s lunch-room pitch. After school, I sat with a sheet of graph paper and tried to imagine how the game would play. I got nowhere. From my experience rolling a die and moving that many squares, I had no clue how a game could allow the things the kids claimed.

So in a mere 48 pages, the 1978 basic Dungeons & Dragons rule book edited by J. Eric Holmes shattered my notion of what a game could be.

As a kid in the 70s, All the fantasy I knew came from picture books. Stories where trolls lived under bridges and bugbears under beds. Nothing prepared me for a game inspired by Appendix N.

For more, see 4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed.

City State of the Invincible Overlord (1977)

When I discovered D&D, TSR had yet to publish any setting information other than the hints published in the Greyhawk and Blackmoor supplements. For a break from dungeon adventures, the original rules suggested wandering the hex map boxed in Avalon Hill’s Outdoor Survival game and rolling encounters.

City State of the Invincible OverlordSo when the City State of the Invincible Overlord reached me, the scope of my game exploded. The $9 setting included a huge 34″ x 44″ map in four sections, and 11″ x 17″ map of the castle of the dwarven king backed with a sprawling dungeon map, three booklets detailing over 300 individual locations and the non-player characters who populate them, maps for ten more dungeon levels, plus players’ maps.

The package shows remarkable creative output. No locations in the sprawling city rate as too mundane for descriptions. Even with five bakers, the guide finds something interesting to say about each.

Instead of adopting the entire City State, I cherry picked stuff I liked. My 1977 copy of the city state still contains the pencil marks noting my favorite bits. The best inspiration came from the rumors seeding every location. Now we would call them adventure hooks. In an era when most players just wandered, these ideas suggested a way to steer the game from aimless looting to plot.

For more, see A Butcher, a Baker, and Naughty Nannies in D&D’s First Setting Book: City State of the Invincible Overlord.

Arduin (1977).

Inspired by the Greyhawk and Blackmoor supplements, Dave Hargrave printed his house rules, lore, and advice in 3 little, brown books named after his world, The pages of the Arduin Grimoire teemed with fresh ideas. When I discovered the books, I became enchanted. I haven’t found a game book that proved as enjoyable to read.

In an era when state-of-the-art setting design consisted of a map paired with encounter tables, Hargrave opened a world with detail that rivaled any setting that came later.

The Arduin TrilogyDave Hargrave’s campaign world of Arduin was not built; it was piled. To create Arduin, Hargrave took every fantastic element he dreamed up or fancied and piled them into one work of love. He preached bigger imaginary playgrounds. “The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in its content and in its appeal to people of all ages, races, occupations or whatever,” He wrote. “So don’t limit the game by excluding aliens or any other type of character or monster. If they don’t fit what you feel is what the game is all about, don’t just say ‘NO!,’ whittle on them a bit until they do fit.” (Vol. II, p.99)

He tore up the D&D rules and offered wild changes. His specific rules hardly mattered. The message mattered: Hargrave encouraged me to own the rules and my games and to create a game that suited me and my players.

For more, see The Arduin Grimoire: The “Coolest RPG Book Ever,” also the Book Gygax Mocked As Costing Readers 1 Int and 2 Wis.

Melee (1977) and Wizard (1978)

Over my first years years of playing D&D, the fun of the game’s battles waned. My games drifted away from the fights, and toward exploration and problem solving.

Advertisment for Melee and WizardGame designer Steve Jackson understood the trouble. In Space Gamer issue 29, he wrote, “The D&D combat rules were confusing and unsatisfying. No tactics, no real movement—you just rolled dice and died.” Steve turned his desire for better battles into elegant rules.

In the late 70s, ads in Dragon magazine convinced me to spend $2.95 on Jackson’s combat game Melee and $3.95 on the magic addition Wizard. I half expected to be disappointed. Role playing games required hefty books, and Melee and Wizard were not even full role playing games, just tiny pamphlets with paper maps and cardboard counters. (Melee and Wizard would become The Fantasy Trip roleplaying game.)

I loved playing the games so much that they changed the way I played D&D.

The revelation came from the map and counters. You see, despite D&D’s billing as “Rules for Fantastic Miniature Wargames,” I had never seen miniatures used for more than establishing a marching order. From local game groups to the D&D Open tournaments at Gen Con, no combats used battle maps, miniatures, counters, or anything other than the theater of the mind. Miniatures struck me as a superfluous prop, hardly needed by sophisticated players. The idea of bringing a tape measure to the table to measure out ranges and inches of movement seemed ridiculous.

I failed to realize how much battle maps would transform the game. Without a map, players struggle to follow the action unless things stay simple. In virtually ever fight, players just opted for the front, swinging a weapon, or the back, making ranged attacks. Two options. If you were a thief, you could also try and circle around to backstab. As Steve Jackson wrote, “You just rolled dice and died.”

Melee and Wizard included hex maps and counters and simple rules for facing, movement, and engagement. After just one game, I felt excited by all the tactical richness that I had formerly snubbed.

For more, see Melee, Wizard, and learning to love the battle map.

Runequest (1978)

With Dungeons & Dragons, Dave Arneson and Gary Gygax invented the role-playing game. With Runequest, Steve Perrin and Ray Turney showed how to design a role-playing game.

Runequest second edition

Steve Perrin first entered the hobby when he distributed his D&D house rules, The Perrin Conventions, at DunDraCon in 1976. This led to Runequest, a game that replaced every aspect of D&D with more flexible, realistic, and simpler alternative: Skills replaced the confining class system. Experience came from experience, not from taking treasure. Armor absorbed damage from blows that landed. Combat simulated an exchange of blows, dodges and parrys. Damage represented actual injuries. Rather than a hodge-podge of mechanics, Runequest introduced the idea of a core mechanic that provided a way to resolve every task. Rather than the game setting implied by all of Gary’s favorite fantasy tropes, Runequest supported Glorantha, a unique world built as a consistent, logical setting.

Suddenly, D&D’s rules seemed as dated as gas lights and buggy whips. I enjoyed an occasional D&D game, but I switched to electric lighting until D&D adopted much of the same technology for third edition.

Today, simulation seems less important than in 1978. I now see that rules that made D&D unrealistic also added fun by enabling the game’s combat-intensive dungeon raids. For more, see The Brilliance of Unrealistic Hit Points and The Fun and Realism of Unrealistically Awarding Experience Points for Gold.

However, elegance remains as important as ever. Aside from earlier D&D editions, D&D’s current design owes more to Runequest than any other game. Third-edition D&D’s lead designer Jonathan Tweet called Runequest the role-playing game that taught how to design RPGs. Actually, Runequest taught everyone how.

Jonathan Tweet credits Runequest with a long list of innovations that reached D&D.

  • prestige classes (rune lords, rune priests, and initiates)
  • unified skill-combat-saving-throw system
  • ability scores for monsters
  • 1 in 20 hits are crits
  • ability scores that scaled up linearly without artificial caps
  • a skill system that let anyone try just about anything
  • armor penalties for skill checks and spellcasting
  • creature templates
  • faction affiliations
  • hardness for objects
  • chance to be hit modified by Dexterity and size
  • iconic characters used in examples throughout the rule book
  • rules for PCs making magic items.

Next: 1978-2000

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.

5 role-playing products that shaped how I play Dungeons & Dragons 1977-1978

Holmes Basic Set (1977)

The blue box of the 1977 Holmes Basic Set introduced me to D&D. To ninty-nine percent of Dungeons & Dragons players, the edition that introduced them to the game stands as their most important. Why should I be different?

Dungeons & Dragons Basic SetPlayers who came later never saw how revolutionary the game and its brand of fantasy seemed in the 70s.

Then, games sold as toys and they were all terrible. They suffered from stupid, and random mechanics: Roll a die and move that many spaces. These games offered minimal choices. In them, the winner became obvious well before the end, yet they took forever to finish.

Before I saw D&D, I heard of the game in a 12-year-old’s lunch-room pitch. After school, I sat with a sheet of graph paper and tried to imagine how the game would play. I got nowhere. From my experience rolling a die and moving that many squares, I had no clue how a game could allow the things the kids claimed.

So in a mere 48 pages, the 1978 basic Dungeons & Dragons rule book edited by J. Eric Holmes shattered my notion of what a game could be.

As a kid in the 70s, All the fantasy I knew came from picture books. Stories where trolls lived under bridges and bugbears under beds. Nothing prepared me for a game inspired by Appendix N.

For more, see “4 popular beliefs Dungeons & Dragons defied in the 70s.”

City State of the Invincible Overlord (1977)

When I discovered D&D, TSR had yet to publish any setting information other than the hints published in the Grayhawk and Blackmoor supplements. For a break from dungeon adventures, the original rules suggested wandering the hex map packed in Avalon Hill’s Outdoor Survival game and rolling encounters.

City State of the Invincible OverlordSo when the City State of the Invincible Overlord reached me, the scope of my game exploded. The $9 setting included a huge 34″ x 44″ map in four sections, and 11″ x 17″ map of the castle of the dwarven king backed with a sprawling dungeon map, three booklets detailing over 300 individual locations and the non-player characters who populate them, maps for ten more dungeon levels, plus players’ maps.

The package shows remarkable creative output. No locations in the sprawling city rate as too mundane for descriptions. Even with five bakers, the guide finds something interesting to say about each.

Instead of adopting the entire City State, I cherry picked stuff I liked. My 1977 copy of the city state still contains the pencil marks noting my favorite bits. The best inspiration came from the rumors seeding every location. Now we would call them adventure hooks. In an era when most players just wandered, these ideas suggested a way to steer the game from aimless looting to plot.

For more, see “A butcher, a baker, and naughty nannies in the City State of the Invincible Overlord.”

Arduin (1977).

Inspired by the Greyhawk and Blackmoor supplements, Dave Hargrave printed his house rules, lore, and advice in 3 little, brown books named after his world, The pages of the Arduin Grimoire teemed with fresh ideas. When I discovered the books, I became enchanted. I haven’t found a game book that proved as enjoyable to read.

In an era when state-of-the-art setting design consisted of a map paired with encounter tables, Hargrave opened a world with detail that rivaled any setting that came later.

The Arduin TrilogyDave Hargrave’s campaign world of Arduin was not built; it was piled. To create Arduin, Hargrave took every fantastic element he dreamed up or fancied and piled them into one work of love. He preached bigger imaginary playgrounds. “The very essence of fantasy gaming is its total lack of limitation on the scope of play, both in its content and in its appeal to people of all ages, races, occupations or whatever,” He wrote. “So don’t limit the game by excluding aliens or any other type of character or monster. If they don’t fit what you feel is what the game is all about, don’t just say ‘NO!,’ whittle on them a bit until they do fit.” (Vol. II, p.99)

He tore up the D&D rules and offered wild changes. His specific rules hardly mattered. The message mattered: Hargrave encouraged me to own the rules and my games and to create a game that suited me and my players.

For more, see “Once subversive, the Arduin Grimoire’s influence reaches today’s games.”

Melee (1977) and Wizard (1978)

Over my first years years of playing D&D, the fun of the game’s battles waned. My games drifted away from the fights, and toward exploration and problem solving.

Advertisment for Melee and WizardGame designer Steve Jackson understood the trouble. In Space Gamer issue 29, he wrote, “The D&D combat rules were confusing and unsatisfying. No tactics, no real movement—you just rolled dice and died.” Steve turned his desire for better battles into elegant rules.

In the late 70s, ads in Dragon magazine convinced me to spend $2.95 on Jackson’s combat game Melee and $3.95 on the magic addition Wizard. I half expected to be disappointed. Role playing games required hefty books, and Melee and Wizard were not even full role playing games, just tiny pamphlets with paper maps and cardboard counters.

I loved playing the games so much that they changed the way I played D&D.

The revelation came from the map and counters. You see, despite D&D’s billing as “Rules for Fantastic Miniature Wargames,” I had never seen miniatures used for more than establishing a marching order. From local game groups to the D&D Open tournaments at Gen Con, no combats used battle maps, miniatures, counters, or anything other than the theater of the mind. Miniatures struck me as a superfluous prop, hardly needed by sophisticated players. The idea of bringing a tape measure to the table to measure out ranges and inches of movement seemed ridiculous.

I failed to realize how limited we were by theater of the mind. Without a map, nobody can really follow the action unless things stay very simple. In practice, you could be in front, swinging a weapon, or behind the fighters, making ranged attacks. Two options. If you were a thief, you could also try and circle around to backstab. As Steve Jackson wrote, “You just rolled dice and died.”

Melee and Wizard included hex maps and counters and simple rules for facing, movement, and engagement. After just one game, I felt excited by all the tactical richness that I had formerly snubbed.

For more, see “Melee, Wizard, and learning to love the battle map.”

Runequest (1978)

With Dungeons & Dragons, Dave Arneson and Gary Gygax invented the role-playing game. With Runequest, Steve Perrin and Ray Turney showed how to design a role-playing game.

Runequest second edition

Steve Perrin first entered the hobby when he distributed his D&D house rules, “The Perrin Conventions,” at DunDraCon in 1976. This led to Runequest, a game that replaced every aspect of D&D with more flexible, realistic, and simpler alternative: Skills replaced the confining class system. Experience came from experience, not from taking treasure. Armor absorbed damage from blows that landed. Combat simulated an exchange of blows, dodges and parrys. Damage represented actual injuries. Rather than a hodge-podge of mechanics, Runequest introduced the idea of a core mechanic that provided a way to resolve every task. Rather than the game setting implied by all of Gary’s favorite fantasy tropes, Runequest supported Glorantha, a unique world built as a consistent, logical setting.

Suddenly, D&D’s rules seemed as dated as gas lights and buggy whips. I enjoyed an occasional D&D game, but I switched to electric lighting until D&D adopted much of the same technology for third edition.

Today, simulation seems less important than in 1978. I now see that rules that made D&D unrealistic also added fun by enabling the game’s combat-intensive dungeon raids. For more, see “The brilliance of unrealistic combat” and “The fun and realism of unrealistically awarding experience points for gold.”

However, elegance remains as important as ever. Aside from earlier editions, D&D’s current design owes more to Runequest than any other game. Third-edition D&D’s lead designer Jonathan Tweet called Runequest the role-playing game that taught how to design RPGs. Actually, Runequest taught everyone how.

Jonathan Tweet credits Runequest with a long list of innovations that reached D&D.

  • prestige classes (rune lords, rune priests, and initiates)
  • unified skill-combat-saving-throw system
  • ability scores for monsters
  • 1 in 20 hits are crits
  • ability scores that scaled up linearly without artificial caps
  • a skill system that let anyone try just about anything
  • armor penalties for skill checks and spellcasting
  • creature templates
  • faction affiliations
  • hardness for objects
  • chance to be hit modified by Dexterity and size
  • iconic characters used in examples throughout the rule book
  • rules for PCs making magic items.

Next: 1978-2000