TSR Q&A with Gary Gygax

This is the multi-year Q&A sessions held by D&D co-creator Gary Gygax here at EN World, beginning in 2002 and running up until his sad pasing in 2008. Gary's username in the thread below is Col_Pladoh, and his first post in this long thread is Post #39.

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This is the multi-year Q&A sessions held by D&D co-creator Gary Gygax here at EN World, beginning in 2002 and running up until his sad pasing in 2008. Gary's username in the thread below is Col_Pladoh, and his first post in this long thread is Post #39.

Gary_Gygax_Gen_Con_2007.jpg
 

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Col_Pladoh

Gary Gygax
SuStel said:
Hi, Gary! Thanks for answering my previous question about detail and materials. You only missed one part: if another referee took up your prepared notes for a game, how much sense would they make to him?
Well blast! sorry to have missed that. If the Gm was familiar with my style, imaginative, and enjoyed winging play, the notes would serve well, as they did for Rob Kuntz. Otherwise, they would be disappointing at best. Imagine: "5-8 bugbears, guard with m s +2 damage, each 10-60 g; c trapdoor/trap with spikes in NW leads to niche with 1-2 random magic items."

I have another question for you, this one relating to the early games in the '70s. How did you deal with "missing" players? That is, did adventuring parties typically leave the dungeon at the end of every game session, or did they decide to stop the game in the middle of the adventure, to resume it the next time the game was on? If the latter, how did you handle characters for those players who couldn't make it to the game? Since you've told us that you often had a score of people crammed into your basement to play D&D, such a solution must have caused a lot of problems.
Generally, parties left the dungeon at the end of a session so PCs could get their experience point awards, resupply, and heal. that was a must i insisted upon for large groups. If the party was of small size and wished to remain active in any location awaiting the next session, then the usual manner for managing a missing player was that he was ill and able only to move along with the others, not do any other sort of action.

When I suggest to players that the party will want to leave the dungeon before we wrap up the game for the evening, I usually get bewildered looks. Such an attitude is apparently not the trend among gamers today.
Instruct, do not request :]

How did you handle this back then? How do you handle it now?
See above, and this is one area where I have not changed much...

Cheers,
Gary
 

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Col_Pladoh

Gary Gygax
weasel fierce said:
Im curious as to, in the early D&D games, how much character and personality did the players put into the PC's ? How much did they differ in personality, or was the PC mainly a mechanical way to interact with hte game ?
The main thrust for most players back then was the action, so a few PCs were unnamed, and we referred to them rather caustically as "Joe's fighter," or "Bob' cleric."

The core group, the regulars, were much more concerned with developing their PCs, interacting with each other and some NPCs in character.

How much involvement did you have with the creation of the Moldway/Cook or Mentzer D&D rules ? Im personally a big fan of Mentzer's D&D, and still play it from time to
time. My players tend to be fans of a bit more character detail though, so its mostly AD&D 1 (with some elements of 2nd edition)
Moldvay and Cook worked under the Blumes afgter 1981, so I had little input in their work.

Frank Mentzer worked directly under me. He would sketch out what he planned, and I would comment. He then would move forward as agreed to, the creative part then as he saw fit knowing the game and my style.

In AD&D, I wonder about the bard's connection to druids. Where did the inspiration for this come from ?
Historically, bards were a class of druid. We don't know much at all about what the druids did in their religious practices, but we know their organization into three branches--the priests, lawyers (ovates), and bards.

Likewise the Rangers use of magic user spells, as opposed to more nature based magic. Was the ranger originally intended as something else than the foresting, robin hood type ?
Ask the originator of the class, Joe Fischer. I polished his original material for The Strategic Review, and all the readers loved it the way it was, to it remained in that general form for the AD&D game.no sense in fixing something that isn't broken as far as most players go.

Do you have a webpage or similar, where the changes you have made to oD&D could be found ? Im sure there's a lot of people who would love to have a shot at "gygaxian" D&D :)
No, that game is the property of others, not me.

Did you ever have players who wanted to play their character as a different class than what they had picked ? How did you handle such situations ?
Yes. I made them create now PCs.

Do you ever use alternate means of earning XP, such as story or objective goals (i.e. party earns 1000 xp for reaching the heart of the dungeon, where the artifact lies or some such) or rewards for good roleplaying ? How much of the earned XP do you recommend coming from such sources, as opposed to killing and looting XP (traditionally the main source of experience points)
I gave XP awards for clear thinking, use of spells, clever solutions to problems, and sometimes for repartee. Determining what constitutes good roleplaying is situational and subjective. Most other awards are based on action and easy to determine. Basing XP awards thus means no players felt discriminated against. Besides, all of the players scorned amateur theater and loved hack & slash, so it was quite difficult for me to have them enjoy much in the way of yakking unless i worked very hard to make a scenario that was interesting to them and demanded roleplaying that came naturally because of the circimstances established.

Cheers,
Gary
 

Col_Pladoh

Gary Gygax
oldschooler said:
OH-erth, orth, erth or oith? How do you usually pronounce many Greyhawk terms? I usually concider the "O" to be silent (Oeridian being pronounced er-RID-eean). But then, I didn't create the world, I just like to use it;)
Say it as "Oi-th" as if you were from Brooklyn, and that's the way I pronounce it. That annoys all who take a fantasy world far too seriously :p

Heh,
Gary
 

Col_Pladoh

Gary Gygax
warlord said:
Mr. Gygax did you invent the RPG?
I suppose that is the case, if you ignore the children's game of "Let's Pretend" that's been around for a lot of centuries. I can state I am the author of the first formal RPG...

:D
Gary
 

Col_Pladoh

Gary Gygax
Beckett said:
...
I guess I will have to eventually budget in a con, and Gary's bar tab :)
That's the proper spirit lad! also keep in mind, the better the booze, the more elequent the tale related :lol:

Now I am off to mind another Q&A thread before I pick up where I left off in the developmental editing of a ms.

Cheers,
Gary
 

SuStel

First Post
Col_Pladoh said:
If the Gm was familiar with my style, imaginative, and enjoyed winging play, the notes would serve well, as they did for Rob Kuntz. Otherwise, they would be disappointing at best. Imagine: "5-8 bugbears, guard with m s +2 damage, each 10-60 g; c trapdoor/trap with spikes in NW leads to niche with 1-2 random magic items."

Wonderful! This is exactly the sort of thing I was looking for. I am reminded of Judge's Guild's Tegel Manor, which was published in this very… er, manner.

Generally, parties left the dungeon at the end of a session so PCs could get their experience point awards, resupply, and heal. that was a must i insisted upon for large groups. If the party was of small size and wished to remain active in any location awaiting the next session, then the usual manner for managing a missing player was that he was ill and able only to move along with the others, not do any other sort of action.



Instruct, do not request :]

Heh. I tend to use strong persuasion. These days I usually announce this policy before the start of the game, to get past the inevitable eyebrow-waggling of incredulity before the action begins.

Many thanks for the informative replies! Oh, and will the aggrieved relatives of the recently-late Old Guard Kobolds be taking their sweet revenge soon? :]
 

Tuzenbach

First Post
Gary,

Thanks for answering my question about "The Tomb Of Horrors" and 'role-playing' equating to death within such. 'Twas very enlightening.


I was curious about something. What are your views regarding magical aging, both in 1E and how the rules currently work in 3E? IMHO, today's rules governing magical aging are nothing more than the RPG version of "Affirmative Action" for all races who's lifespan neither meets nor exceeds 160 years.

Back in 1E, I liked the idea that if the party met with a ghost, it was OK for the humans, half-orcs, and halflings to immediately run from it and have the elves and dwarves deal with the foe. That circumstance made ghosts more frightening and gave long-lived races a certain kind of "specialness". Granted, 1E held that dwarves and elves could advance no further than 10th or 14th level respectively, but that's neither here nor there.

Also, back in 1E I was kind of a 'rules-lawyer'. I had a character who was a Drow (ambidexterity) specializing in darts (ordinarily 4 thrown darts per round but double it due to ambidexterity) who always carried a couple of potions of speed. My view was that if one such potion was imbibed, his rate of fire would increase from 8 to 16. If the second potion was taken, his rate of fire would then jump to 32. In fact, I kept this knowledge to myself until such a time that I was able to single-handedly knock off a 100-hit-point-plus black dragon! Ah, ignorant DM's can be so fun. :)

Anyway, was it your intention for the Drow's ambidexterity to double his number of attacks? And were potions of speed cumulative with each other to a probable infinity? I only ask because I could never find anything in the rules opposing my theories. And if a Drow lives to be 1000+, who cares about a bit of magical aging, 'ya know?

Again, humble apologies if these sorts of questions were answered in previous Q&A's. But if so, just let me know and I'll go look for them. Thank you!
 
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weasel fierce

First Post
Col_Pladoh said:
Frank Mentzer worked directly under me. He would sketch out what he planned, and I would comment. He then would move forward as agreed to, the creative part then as he saw fit knowing the game and my style.

Did you ever get a chance to play "his" D&D ?
In that regard, I am also curious as to your thoughts on the races as classes, vs races with classes argument and difference between D&D and AD&D. I personally like, and can see reasonings for both, but was it part of the original idea of D&D, or did it just pan out because the first rules didnt really have a lot of classes, and the cleric and wizard were not appropriate for hobbits and such anyways ?

Col_Pladoh said:
Historically, bards were a class of druid. We don't know much at all about what the druids did in their religious practices, but we know their organization into three branches--the priests, lawyers (ovates), and bards.


Ask the originator of the class, Joe Fischer. I polished his original material for The Strategic Review, and all the readers loved it the way it was, to it remained in that general form for the AD&D game.no sense in fixing something that isn't broken as far as most players go.

Makes sense, and much obliged. In my own tabletop games, I must admit to using the 2nd edition bard, as I prefer the bard being immediately available, rather than the somewhat clunky multiclass system of 1st edition. I think I will definately run them with druidic magic though, now.



Thanks much for your answers and your taking the time to answer the loads of questions, we throw at you :)

I do have a couple of additional questions though (its like taxes, there's always another one lurking)


When did the change of the hobbit / halfling from a warrior type to a rogue type take place ? More interestingly, what brought about this change ? Simply differentiating from the dwarf ?

AD&D notes that NPC elf and dwarf clerics exist, and such also made appearances in Mentzers D&D (the gazeteers) but AD&D prohibited players from having a cleric. (untill UA anyway). What was the thoughts behind this, and what prompted the change ?
How do you do it at your table?

I know you are a wargamer or at least used to be. What nationalities or armies do you generally play, when you have a chance ?

Finally, have you ever had Danish beer ?


Cheers!
 

oldschooler

First Post
Three questions, each spaced a bit so as not to strain the brain too much...


I like your pronounciation of Oerth, sounds like Bugs Bunny. What about a couple of other commonly confusing names: Oeridian and Flanaess? I usually pronounced them er-RIDI-an and flan-ESS, how's about you?

What's your favorite alcoholic drink (assuming it's safe for you to drink of course;) )? Mine is usually Canadian beer (especially lite or ice varieties) or maybe the odd rum with Coke.

Big one: I have very few players (if any) at any given time. Should they each use more than one character, or should I just cut down on encounter strengths in published adventures? I'd hate to slice the number of critters in, say, Castle Zagyg by half or more! How many characters have you allowed a player to run at one time in the same adventure?
 

Gray Mouser

First Post
Col_Pladoh said:
I gave XP awards for clear thinking, use of spells, clever solutions to problems, and sometimes for repartee.

XP for repartee? Heh, the influence of Jack Vance is quite obvious here, Gary. But I'm not sure of Cugel would've gotten much for clear thinking ;)

Gray Mouser
 

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