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RPG Evolution: The Crazy Origin of the Dungeon
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<blockquote data-quote="increment" data-source="post: 7698968" data-attributes="member: 52672"><p>This is a nice series, Mike, and I've enjoyed reading various installments.</p><p></p><p>This edition lends Gary's later reminiscences too much credence, I fear. Back in 1975, Gary gave a very different account of the origin of dungeon adventures: in the intro to the TSR Blackmoor pamphlet, he calls Dave "the innovator of the 'dungeon adventure' concept." All evidence we have suggests that this was a very novel and disruptive idea for Gary when Dave presented it to him back in 1972. If Dave invented it, then Oak Hill couldn't have been a factor in its invention.</p><p></p><p>Now, as you point out earlier miniature wargames (including Chainmail, and Fletcher Pratt's naval game even) had used pen and paper to let the referee maintain secret information. But the invention of a game where you draw a hidden dungeon ahead of time, populating it with all sorts of traps and adversaries, was not "inspired" by Oak Hill in any way. Oak Hill may have inspired Gary's approach to dungeon design, say, as he tapped into childhood memories after Dave introduced this innovation to him. But unfortunately that isn't the way Gary presented the matter after decades of lawsuits and bitter attribution disputes had surely replaced his memory around this matter (and surely Dave's as well) with talking points.</p><p></p><p>And I don't mean to pick on Mike Witwer, who is doing his job as a biographer bringing Gary's words to life. But for those of us trying to nail down history, we need to put up a bit of hazard tape when we know Gary's words are misleading. There's no harm in relating Gary's story about Oak Hill as long as it comes with some commentary to "teach the controversy." Though honestly, I don't think there is much controversy to teach here: this is one we really need to attribute to Arneson and his cohorts in the Twin Cities.</p></blockquote><p></p>
[QUOTE="increment, post: 7698968, member: 52672"] This is a nice series, Mike, and I've enjoyed reading various installments. This edition lends Gary's later reminiscences too much credence, I fear. Back in 1975, Gary gave a very different account of the origin of dungeon adventures: in the intro to the TSR Blackmoor pamphlet, he calls Dave "the innovator of the 'dungeon adventure' concept." All evidence we have suggests that this was a very novel and disruptive idea for Gary when Dave presented it to him back in 1972. If Dave invented it, then Oak Hill couldn't have been a factor in its invention. Now, as you point out earlier miniature wargames (including Chainmail, and Fletcher Pratt's naval game even) had used pen and paper to let the referee maintain secret information. But the invention of a game where you draw a hidden dungeon ahead of time, populating it with all sorts of traps and adversaries, was not "inspired" by Oak Hill in any way. Oak Hill may have inspired Gary's approach to dungeon design, say, as he tapped into childhood memories after Dave introduced this innovation to him. But unfortunately that isn't the way Gary presented the matter after decades of lawsuits and bitter attribution disputes had surely replaced his memory around this matter (and surely Dave's as well) with talking points. And I don't mean to pick on Mike Witwer, who is doing his job as a biographer bringing Gary's words to life. But for those of us trying to nail down history, we need to put up a bit of hazard tape when we know Gary's words are misleading. There's no harm in relating Gary's story about Oak Hill as long as it comes with some commentary to "teach the controversy." Though honestly, I don't think there is much controversy to teach here: this is one we really need to attribute to Arneson and his cohorts in the Twin Cities. [/QUOTE]
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