Showing posts with label dave arneson. Show all posts
Showing posts with label dave arneson. Show all posts

Saturday, December 26, 2020

Dawn Of DUNGEONS & DRAGONS

 

A couple or so years ago I wrote a series of articles on RPG related things for an online pop culture website. This site was created mostly by talkbackers on Aint It CoolS New who jumped ship from there when AICN creator Harry Knowles got sucked into the #metoo morass. Below is one of the first items I wrote for them. 

The website asked for content featuring fairly raw humor, so I accommodated as best I could. Also a certain amount of artistic license was used here where salient details were somewhat lacking. Please excuse the formatting as this was copied directly from the for mentioned website.



At first Mary Jo Gygax had no reason to believe her young husband Gary was anything but a hard-working family man, who committed much of his spare time to his kids and political volunteerism.

But mysterious late nights with sketchy friends and missed family dinners led her to believe her hubby just might be slipping some Wisconsin salami to some Lake Geneva hussy.

Creeping down the basement steps of one of Gary’s best pals, she steeled herself for the sight of a sexual liaison, but instead found something potentially more terrifying; Gaz and his pals stooped over a table laden with maps and miniatures, recreating some Napoleonic combat or other.

Gary wasn’t a cheating bastard; he was a wargame god.

“this will get me sooooo laid one day”

The Fresh Prince of Lake Geneva

Gary spent his earliest years on the mean streets of Chicago, but when he started showing a childhood proclivity towards gang warfare, the family up and moved Fresh Prince style, but instead of hightailing for Belle Aire, they went for rural Wisconsin.

A high school drop-out, and an uninspired sometimes-college student, Gygax built his strong, professor-like vocabulary by indulging in science fiction and pulp fantasy while working a variety of low-end office jobs. Conan The Barbarian, Lovecraft heroes, and John Carter of Mars were his muses.

Continuing his interest in table top gaming as years rolled by, Gary remained active in the wargaming community, and wrote many articles for wargaming magazines and coming up with his own games. Always yearning for new ways to approach his games, Gary was an early adopter of multi-sided dice, discovered in math teacher supply catalogues. In 1967 he founded GenCon, a yearly meeting of wargame wonks in Wisconsin. Not long after he would produce Chainmail, a warfare simulation with fantasy elements, which would become an early template for Dungeons and Dragons.

A Dork Named Dave

“Me? Not so much”

Along came Dave Arneson, a Minnesota University history student who also loved wargames. Dave had, for the time, unique ideas about his wargame sessions. Not satisfied with merely simulating exact history, Dave liked to explore alternate histories and outcomes. He was also a proponent of “Braunsteins,” an unpublished wargame notion were non-combat goals were introduced into the rigid wargame rules.

This quickly evolved into the idea of players actually taking on the roles of individuals in the game (commanders, town mayors, community leaders and businessmen) and making non-military decisions outside of game task resolution, almost entirely based on whim. Role-playing, to put it simply.

You might remember playing Monopoly as a kid, and your friends or older siblings wheeling and dealing and negotiating outside the rules. Yep, we were all role-playing landlords and train barons. We were Braunsteining.

Dave expanded upon these games by inventing his game world,  Blackmoor (widely recognized as the first true fantasy role-playing setting), and his sessions deviated heavily from the stodgy, popular wargames of the time. He injected fantasy elements, quests for gold and monster killing, and scenarios lifted from fantasy literature.

You Got Your Dave In My Gary Butter

Dave and Gary came together like chocolate and peanut butter at GenCon 2, bonding over a mutual love of naval-based games.

Not long after, Arneson would adopt Gygax’s Chainmail rules for his games for his personal home campaigns, but also addended it with what would later be recognized as the Dungeons and Dragons tropes that game is known for, including the improving hit points concept, character development from session to session, and most importantly dungeon crawling.

His players tiring of simple castle sieges, Dave filled the basement levels with traps, magic, and monsters, and had them delve beneath rather than breech the upper walls.

D&D is Coming Together

Gary must have loved the Blackmoor games, because he quickly invented his own setting, Greyhawk. Gary and Dave began to collaborate on a unique game combining their games and rules, and Gary wanted to hustle on it as there were other wargamers with similar publishing aspirations.

Unable to find publishers, Gary and pal Don Kaye tapped friend Brian Blume (one of two brothers who would eventually lead to the downfall of Gary’s version of the company) for the moolah, and they were off and running with a first run of 1000 copies. Tactical Studies Rules (TSR) and Dungeons and Dragons were born. It was 1974.

Arneson was not a partner, and most of his rules were not incorporated into that first version of D&D (though the tropes he invented would be), but he contributed a supplement, Blackmoor, and would briefly work for TSR. But he would soon leave to pursue a separate career in game design.

Dave would receive co-writer credit for a brief time, but that was removed with the publication of Advanced Dungeons & Dragons, a somewhat different game. Still, it’s main concepts were all Arneson, and he filed several lawsuits, breaking up the friendship. In 1981 they settled, and Dave received co-creator credit and a royalty sum. This soothed the seething tensions between Gary and Dave, and the old school dorks were friends once more.

The Band is Breaking Up

Dave moved on anyway, and eventually landed a prestigious position at Full Sail University, teaching game design for many years. But he continued his home Blackmoor games, sessions that for decades gamers would beg to participate in. At conventions they often got the chance.

Before long, due to the death of TSR partner Kaye, and a buying of more shares by Brian Blume and his brother, Gary found himself the minority shareholder of the company, effectively more an employee than partner in the company that was fast becoming a huge success despite a variety of negatives.

For one thing, stories both true and false about the game in the media (gamers gone missing and suicides) caused a certain amount of eyebrow-raising scrutiny for the hobby, along with religious tongue clicking (Gygax and his wife actually left the Jehovah’s Witnesses due to pressure within their local chapter).

Also, Gary had become obsessed with playing D&D, and it occupied all of his free time. His longtime love of marijuana, the lure of young snizz his new celebrity afforded him, as well as a growing cocaine devotion, helped finish off that marriage, and Gary and Mary Jo divorced in 1983.

“I can’t believe you’re taking half the dungeon!”

Gary continued to be the face of the popular game. While the Blume family continued to run the game aspect of TSR, Gaz was sent off to Hollywood to get the entertainment division off the ground. In gamer circles, tales of Gary doing copious amounts of blow off of young gals’ tatas while cavorting in hot tubs were legendary. He co-produced the popular D&D cartoon, and worked hard (as hard as you can work while playing D&D 15 hours a day with a coke straw glued to your schnozz) to get a D&D movie off the ground.

Villainy Most Foul

The Blumes were back in Lake Geneva having their own party, buying up a fleet of company cars, overstocking the supply cabinets, overstaffing the offices, and believe it or not using company funds to hunt real treasure at the bottom of the sea. Before long, under the leadership of Tweedledumb Blume and Tweedledumber Blume, the three hundy million dollar a year company was several million in debt. Gary, who was close to locking in Orson Wells and John Boorman into his D&D film project, was informed of the Blume’s intention to sell off his beloved company to nix their debt. Spitting out his doobie, and knocking Traci Lords off his junk, Gary boogie-nighted out of his rented Hollywood mansion and hightailed back to the hearth fire in Wisconsin for a little aggressive TCB.

Captain Gygax: Civil War

His tussles with the Blumes and attempts to restructure the company could fill a library’s worth of books, but the long and short of it is Gary got things back on track. He helped hire a Hollywood friend’s sister as a business manager for TSR in 1984, perhaps the greatest mistake of his career. Her name was Lorraine Williams, and that name may as well be “Hitler” to many old school D&D fans.

Gary soon learned that Lorraine, though an excellent manager, held D&D players in low regard, and actually belittled Gary about it. Gary tried a Machiavellian move or two, but it was to no avail. The Blumes sold their shares to Williams, and with a cackle and flash of brimstone, she became the true power behind TSR.

Gary eventually said “screw it” and went on to try his hand at new gaming ventures, but like a modern Moriarty, Lorraine stymied him at every turn, eventually owning (through lawsuits most foul) and shelving his promising Dangerous Journeys game system.  Though he would always have his name linked to D&D, Gary would never replicate his original game’s success.

“I rolled a natural 20!”

Moving On

TSR sallied forth without it’s founders. To quell outspoken media critics, new editions of D&D purged Christian and demonic elements, and each such edition grew further towards glossy mainstream fantasy and away from the beloved old pulp novels beloved by Gary. Dungeon crawls became passé. Video games would have a bigger influence on D&D gameplay than dusty old fantasy tales.

Through the late 80’s and into the 90’s, and to Lorraine’s credit, TSR actually thrived despite many poor ideas, such as a Rocky and Bullwinkle RPG that included the use of hand puppets (can you imagine?). D&D remained strong, and expansions into comic books and novels were a success. But it would not last.

TSR over extended itself, and poor sales of things such as an attempt to enter the collectable card market doomed the company.

In short, Lorraine eventually sold out to Wizards of the Coast, makers of Magic: The Gathering, who themselves soon sold out to Hasbro. Dungeons and Dragons, once an underground playground for overgrown Conan fans, was in the hands of the owners of Transformers and My Little Pony. For good or bad.

Wrapping Up

Both Gary and Dave never lost their love of gaming, and the hobby continued to be the major force in their lives. Dave continued running his coveted weekly home games all the way up to when he died. Over the years many fans would live their dreams of getting to play at the tables of Gary and Dave at various gaming conventions. Gary passed away in 2008, and his old pal Dave died in 2009.

Lorraine Williams still stalks the Earth, laughing her last laughs at Gary, Dave, and their gamer ilk.

"...and your little dog Toto too!"

Saturday, August 18, 2012

Gygax Memorial - Raiding pocketbooks of the Faithful?




Only recently found out they are trying to get it together to get a memorial built representing Gygax and D&D. Although it seems to be more about Gary himself, I guess it is going to be a dragon with an inscription (yawn). I can see the children in the park now “Oh mommy, look! Skyrim!”

So there is this website you can go to for the information on this. Also, I understand the widow of Gary, Gail Gygax, shows up on convention floors with a money jar looking for contributions to this project. I can understand her wanting something like a memorial to Gary’s works, but the cash jar strikes me as kind of sad. I can’t say if Gail was left a hefty estate when Gary passed. It’s not like Gary produced a bunch of films or something. Royalties from the old D&D cartoon, and his books, can’t really be supporting a South Fork Ranch type lifestyle, could they? But anyway, the very wife of the man roaming game rooms looking for fivers from gamers just seems kind of cruddy. Are things that bad?

See, I think the memorial will be in part an ad for the current producers of D&D and their product whether they mean it to or not (plus the new reprints being sold by WOTC are tied in with this). Why is that bad? Well, I think the makers of the game, with their storied history and all, pretty much abandoned their own fanbase. That is what a lot of the voices of the OSR are about. There are a lot of older folk who stuck with the product throughout it’s various incarnations. I'm thinking the people who are the most passionate about this are the people who supported the game and it's companies, decade in and decade out, both monetarily and by bringing new people into it. I feel these are the people who have a right to ask that their voices be heard. It's a niche hobby where people come and go, but many seemed to have been buying the product for a good part of their lives. The product no longer seems to represent the game people have loved. I mean, even modern players of 3rd edition were gob smacked by 4th edition, which was just a head scratching departure from 3rd much in the way 3rd was from older editions. They don’t just want entirely new task resolution – they want support for the game they love. Many supported 3rd despite it’s differences from the old. They had faith in the company and the game, and then the company once again changed the entire game on them. You can see how the faithful would take issue with them.
Me? I'm not one of the faithful. I don't give a rats ass. I haven't bought a new TSR product brand new off the shelves of the local game jobber since around 1987. Despite ol' Gaz telling me since the earliest days of D&D that the "other" product out there was inferior and should be avoided, I started giving my money to other companies product that interested me. Hero Systems and Chaosium seemed to reward their fans by giving them what they wanted - for hearing their voices and actually having an understanding of their fanbase. I still play 1st edition, using my tore up old books. And I have props for Gary. But as far as I'm concearned I'd have more interest in Sandy Peterson or Greg Stafford getting a statue when they pass. They represented a company and product that DELIVERED.

Actually, no knock at Gary by any means, but if a memorial was going to in part represent the D&D that I play, then that memorial would be for Dave Arneson. He most represents the game I love, even though when I was young I had no idea of his contribution. When I was a little kid eagerly buying the first Blackmoor book, I had no idea who the man was or what he meant. Gary was the face of the game. I didn’t know there was this heart and soul named “Dave Arneson.”

Hey, skip the dragon and make it statues of both Gary and Dave doing a fist bump and I’ll crack open my dusty wallet in a heartbeat. But you can keep your 120 dollar memorial set, WOTC. My tore-ass old books are still workable for my games.

Saturday, June 9, 2012

Does Gygax get too much credit?




I'm sure this has been discussed in the OSR plenty already, but I'm actually not all that well versed on the subect of Gygax and Arenson's contribution distribution. It sounds to me like, more or less, it is like a Stan Lee/Jack Kirby situation fron Marvel's Comics silver age. Jack did a lot of hard work on characters that would become billion dollar icons, but Stan was the "Funky Flashman" charismatic face of the company. Face front, true believers!

In this Cracked.com article, the Gygax and Arneson history gets a small, but biting, entry in an article about getting too much credit for things.Cracked is awesome in general, but seeing D&D make a significant appearance on one of the sites articles really got me jacked. Here's the meat of it if you don't feel like looking at it (although with lines like "...Gary was more like the weird uncle who lived in the garage and clogged the toilet" you might want to check it out). If this is all true, the Dave created everything I love about the game except the part about using dice.


Who Actually Deserves the Credit:


During a nerd side quest, Dave Arneson and Gary Gygax had an epic random encounter when they chanced to meet at Gen Con in 1969. Gygax was working on something called Chainmail, which was a war simulator only a bit more complicated than the average board game. With Arneson's influence, Chainmail was adapted to include:

- Exploring dungeons

- Using a neutral judge/dungeon master

- Conversations with imaginary characters (NPCs) to develop the storyline

- Hit points

- Experience points

- The concept of role-playing an individual character rather than just rolling dice

So, basically, he put the "R" in RPG.

Thursday, April 9, 2009

My Two Pence on Dave


Even though I have been a gamer for around three decades, I do not consider myself any kind of expert in the history of RPG’s (one of the reasons I decided to take a more low-brow approach in my blogs). I was mostly about the gaming, not the “Behind the Music” stuff. But I am old school, and I did love Blackmoor like I did so many books and supplements of my youth. But 99% of what I know about the man behind Blackmoor, I learned in the last few months.

I am indeed a child of the white box, and I owned the Blackmoor supplement in Jr. High. I didn’t know a ton about the dude that put it together, I just knew I loved what was inside it, including that Temple of the Frog. I probably used that setting a half dozen times when I needed a quick adventure. I probably only used “The Lichway” from White Dwarf magazine more for first level games.

Most of my friends had gotten into the game a couple years after I discovered it, and by then were picking up the newer, larger box Dungeons and Dragons books, so Blackmoor was my little secret. It had already been around for quite a while by the time I got my own group together. Before that, it was all about reading those original booklets, and day dreaming of the adventures to come (I also played in solo games “run” by the dickwad who got me into the game, but he didn’t own any books. He just had dice and made it up as he went along (You can read about this in my first post at my secret blog mygaminghistory.blogspot.com).

So outside of that, I didn’t know much about Dave. What little I did beyond the Blackmoor book I probably overheard at Aero Hobbies in Santa Monica when I hung out there. Let’s face it, Gygax was the man. To me and my friends, he was the God of D&D. I didn’t know that Gygax was the “money man” who handled the biz, and also that Gary wasn’t all that fond of what made Dave’s games great (I imagine, anyway) – Gary was a rules guy, and Dave was the role-play guy.

Now I have to say, I just gamed over the decades and didn’t put much effort into learning the behind the scenes antics. But as an adult I love that stuff, and so in the last year or so have learned so much about Gary and Dave, and others who made the hobby what it is. My minor heroes included Dave Hargrave and Paul Jaques, but Gygax and Arneson got the boat sailing.

It seems that Gary was more into the mechanics of things: encounter charts, stats, lists, various minutiae. But Dave was the true role-player with the unique voicing of NPC’s and getting deeper into characterization. The role-play aspects are what I love the most; the power of bringing a personality to life. So really, I guess in that respect Dave H. is my father of role-playing. That he was a true wargamer, but softened up to include personality and warmth into his gaming style, says a lot for the guy. A certain openness that I think was in my genes as well as a DM. Gary G. was into a lot of the details that I chose to leave a lot out of my game. What Dave was into was a lot of what I loved and chose to build on. I could not get enough character growth in my game.

Even so, Dave came up with a couple of my favorite mechanics – those of hit points and AC. He was a wargamer at the core, and these details came from a civil war wargame he had worked on. These were the concepts we used the most outside of games. Got hurt in the football game and was bleeding from the lip. “Shit, I think I’m down 3 hit points.” Or somebody throws something at you and you dodge it easily “You can’t hit my AC dude!” The only things we came close to using so much in real live was saving throws (“I got a cold, failed my save”), and alignment (instead of asking a chick her sign, we’d say “Hey baby, what’s your alignment?”).

So both these guys came together like chocolate and peanut butter to make a game that has taken up a lot of my life. I love them both. I just wish Dave had appeared in that Futurama episode right next to Gary, rolling a D20 to see if it’s “a pleasure to meet you!”