D&D Historian Benn Riggs On Gary Gygax & Sexism

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The recent book The Making of Original Dungeons & Dragons 1970-1977 talks about the early years of D&D. In the book, authors Jon Peterson and Jason Tondro talk about the way the game, and its writers, approached certain issues. Not surprisingly, this revelation received aggressive "pushback" on social media because, well, that sort of thing does--in fact, one designer who worked with Gygax at the time labelled it "slanderous".

D&D historian Ben Riggs--author of Slaying the Dragon--delved into the facts. Note that the below was posted on Twitter, in that format, not as an article.

D&D Co-Creator Gary Gygax was Sexist. Talking About it is Key to Preserving his Legacy.

The internet has been rending its clothes and gnashing its teeth over the introduction to an instant classic of TTRPG history, The Making of Original D&D 1970-1977. Published by Wizards of the Coast, it details the earliest days of D&D’s creation using amazing primary source materials.

Why then has the response been outrage from various corners of the internet? Well authors Jon Peterson and Jason Tondro mention that early D&D made light of slavery, disparaged women, and gave Hindu deities hit points. They also repeated Wizard’s disclaimer for legacy content which states:"These depictions were wrong then and are wrong today. This content is presented as it was originally created, because to do otherwise would be the same as claiming these prejudices never existed."

In response to this, an army of grognards swarmed social media to bite their shields and bellow. Early D&D author Rob Kuntz described Peterson and Tondro’s work as “slanderous.” On his Castle Oldskull blog, Kent David Kelly called it “disparagement.” These critics are accusing Peterson and Tondro of dishonesty. Lying, not to put too fine a point on it.So, are they lying? Are they making stuff up about Gary Gygax and early D&D?

Well, let's look at a specific example of what Peterson and Tondro describe as “misogyny “ from 1975's Greyhawk. Greyhawk was the first supplement ever produced for D&D. Written by Gary Gygax and Rob Kuntz, the same Rob Kuntz who claimed slander above, it was a crucial text in the history of the game. For example, it debuted the thief character class. It also gave the game new dragons, among them the King of Lawful Dragons and the Queen of Chaotic Dragons. The male dragon is good, and female dragon is evil. (See Appendix 1 below for more.)

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It is a repetition of the old trope that male power is inherently good, and female power is inherently evil. (Consider the connotations of the words witch and wizard, with witches being evil by definition, for another example.)

Now so-called defenders of Gygax and Kuntz will say that my reading of the above text makes me a fool who wouldn’t know dragon’s breath from a virtue signal. I am ruining D&D with my woke wokeness. Gygax and Kuntz were just building a fun game, and decades later, Peterson and Tondro come along to crap on their work by screeching about misogyny.

(I would also point out that as we are all white men of a certain age talking about misogyny, the worst we can expect is to be flamed online. Women often doing the same thing get rape or death threats.)

Critics of their work would say that Peterson and Tondro are reading politics into D&D. Except that when we return to the Greyhawk text, we see that it was actually Gygax and Kuntz who put “politics” into D&D.

The text itself comments on the fact that the lawful dragon is male, and the chaotic one is female. Gygax and Kuntz wrote: “Women’s lib may make whatever they wish from the foregoing.”


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The intent is clear. The female is a realm of chaos and evil, so of course they made their chaotic evil dragon a queen.

Yes, Gygax and Kuntz are making a game, but it is a game whose co-creator explicitly wrote into the rules that feminine power—perhaps even female equality—is by nature evil. There is little room for any other interpretation.

The so-called defenders of Gygax may now say that he was a man of his time, he didn’t know better, or some such. If only someone had told him women were people too in 1975! Well, Gygax was criticized for this fact of D&D at the time. And he left us his response.

Writing in EUROPA, a European fanzine, Gygax said:“I have been accused of being a nasty old sexist-male-Chauvinist-pig, for the wording in D&D isn’t what it should be. There should be more emphasis on the female role, more non-gendered names, and so forth."

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"I thought perhaps these folks were right and considered adding women in the ‘Raping and Pillaging[’] section, in the ‘Whores and Tavern Wenches’ chapter, the special magical part dealing with ‘Hags and Crones’...and thought perhaps of adding an appendix on ‘Medieval Harems, Slave Girls, and Going Viking’. Damn right I am sexist. It doesn’t matter to me if women get paid as much as men, get jobs traditionally male, and shower in the men’s locker room."

"They can jolly well stay away from wargaming in droves for all I care. I’ve seen many a good wargame and wargamer spoiled thanks to the fair sex. I’ll detail that if anyone wishes.”


So just to summarize here, Gygax wrote misogyny into the D&D rules. When this was raised with him as an issue at the time, his response was to offer to put rules on rape and sex slavery into D&D.

The outrage online directed at Peterson and Tondro is not only entirely misplaced and disproportional, and perhaps even dishonest in certain cases...

Part 2: D&D Co-Creator Gary Gygax was Sexist. Talking About it is Key to Preserving his Legacy....it is also directly harming the legacies of Gygax, Arneson, Kuntz and the entire first generation of genius game designers our online army of outraged grognards purport to defend.

How? Let me show you.The D&D player base is getting more diverse in every measurable way, including age, gender, sexual orientation, and race. To cite a few statistics, 81% of D&D players are Millenials or Gen Z, and 39% are women. This diversity is incredible, and not because the diversity is some blessed goal unto itself. Rather, the increasing diversity of D&D proves the vigor of the TTRPG medium. Like Japanese rap music or Soviet science fiction, the transportation of a medium across cultures, nations, and genders proves that it is an important method for exploring the human condition. And while TTRPGs are a game, they are also clearly an important method for exploring the human condition. The fact the TTRPG fanbase is no longer solely middle-aged Midwestern cis men of middle European descent...

...the fact that non-binary blerds and Indigenous trans women and fat Polish-American geeks like me and people from every bed of the human vegetable garden ...

find meaning in a game created by two white guys from the Midwest is proof that Gygax and Arneson were geniuses who heaved human civilization forward, even if only by a few feet.

So, as a community, how do we deal with the ugly prejudices of our hobby’s co-creator who also baked them into the game we love? We could pretend there is no problem at all, and say that anyone who mentions the problem is a liar. There is no misogyny to see. There is no **** and there is no stink, and anyone who says there is naughty word on your sneakers is lying and is just trying to embarrass you.

I wonder how that will go? Will all these new D&D fans decide that maybe D&D isn’t for them? They know the stink of misogyny, just like they know **** when they smell it. To say it isn’t there is an insult to their intelligence. If they left the hobby over this, it would leave our community smaller, poorer, and suggest that the great work of Gygax, Arneson, Kuntz, and the other early luminaries on D&D was perhaps not so great after all…

We could take the route of Disney and Song of the South. Wizards could remove all the PDFs of early D&D from DriveThruRPG. They could refuse to ever reprint this material again. Hide it. Bury it. Erase it all with copyright law and lawyers. Yet no matter how deeply you bury the past, it always tends to come back up to the surface again. Heck, there are whole podcast series about that. And what will all these new D&D fans think when they realize that a corporation tried to hide its own mistakes from them?

Again, maybe they decide D&D isn’t the game for them. Or maybe when someone tells you there is **** on your shoe, you say thanks, clean it off, and move on.

We honor the old books, but when they tell a reader they are a lesser human being, we should acknowledge that is not the D&D of 2024. Something like...

“Hey reader, we see you in all your wondrous multiplicity of possibility, and if we were publishing this today, it wouldn’t contain messages and themes telling some of you that you are less than others. So we just want to warn you. That stuff’s in there.”

Y’know, something like that legacy content warning they put on all those old PDFs on DriveThruRPG. And when we see something bigoted in old D&D, we talk about it. It lets the new, broad, and deep tribe of D&D know that we do not want bigotry in D&D today. Talking about it welcomes the entire human family into the hobby.To do anything less is to damn D&D to darkness. It hobbles its growth, gates its community, denies the world the joy of the game, and denies its creators their due. D&D’s creators were visionary game designers. They were also people, and people are kinda ****** up. So a necessary step in making D&D the sort of cultural pillar that it deserves to be is to name its bigotries and prejudices when you see them. Failure to do so hurts the game by shrinking our community and therefore shrinking the legacy of its creators.

Appendix 1: Yeah, I know Chaos isn’t the same as Evil in OD&D.

But I would also point out as nerdily as possible that on pg. 9 of Book 1 of OD&D, under “Character Alignment, Including Various Monsters and Creatures,” Evil High Priests are included under the “Chaos” heading, along with the undead. So I would put to you that Gygax did see a relationship between Evil and Chaos at the time.

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Look, folks, we know how a conversation like this goes on the internet. Because, internet. Read the rules you agreed to before replying. The banhammer will be used on those who don't do what they agreed to.
 

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With respect, I feel this is assuming the conclusion of your argument, rather than supporting it. For this to be true I think requires a pretty specific definition of "referee" that is specific to certain games and playstyles.

Also, I think in saying, "within the rules or without," you are overstepping in assumption.
I had a player in 2e that almost broke our table (it did get delayed until the edition war did that but he was the first attempt) who use to say "If your not cheating your not trying"

I attempted to explain to him that as a DM I could "win" anytime I wanted... the fun was to create an illusion where the game was a challenge and ended up with a fair possibility (due to dumb things or bad luck) to fail/tpk but more often then not ended with the 'good ending'.

he attempted to hide plans from DMs (normally getting mad that if he didn't pre declare it he didn't do it)
he attempted to trick DMs with word play and tried to teach US that "If you get the DM to agree even if through lying they can't take it back" (we later met a group that felt that way until we came in using this guys tricks)
my personal favorite was when he would try to use his real world scientific concepts in our fantasy worlds (he was a nuke/bio tech in the military with degrees while the rest of the group was HS and just starting college age) then get mad that in a world with magic and weirdness (like a literal acid lake that bubbled up from the earth) his advanced physics degrees held no water.
 

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I had a player in 2e that almost broke our table (it did get delayed until the edition war did that but he was the first attempt) who use to say "If your not cheating your not trying"

I attempted to explain to him that as a DM I could "win" anytime I wanted... the fun was to create an illusion where the game was a challenge and ended up with a fair possibility (due to dumb things or bad luck) to fail/tpk but more often then not ended with the 'good ending'.

he attempted to hide plans from DMs (normally getting mad that if he didn't pre declare it he didn't do it)
he attempted to trick DMs with word play and tried to teach US that "If you get the DM to agree even if through lying they can't take it back" (we later met a group that felt that way until we came in using this guys tricks)
my personal favorite was when he would try to use his real world scientific concepts in our fantasy worlds (he was a nuke/bio tech in the military with degrees while the rest of the group was HS and just starting college age) then get mad that in a world with magic and weirdness (like a literal acid lake that bubbled up from the earth) his advanced physics degrees held no water.
Someone like that would be ejected from my table.
 

This doesn't mean the DM has to be proactively aggressive (I think that misinterpretation is what led to many DM horror stories) and smack down the players for no reason. But - and this is what Gygax is getting at - the DM may and should (and sometimes must) reactively push back when the players try getting away with things, in order to preserve a fair and playable game.

Which means, in my view Gygax's advice is bang-on.
SOME of his advice is reasonable in that context. Other advice is just over the top and dumb. Like the advice about screwing over Thieves at every opportunity. Or assuming anyone who wants to play a monster PC is a basically a jerk power gamer and that it's basically always bad for the game.


I have no idea which Gygax advice we're talking about here but as a DM I do very much run my games/DM in a very neutral/'dice fall where they may' sort of way. I don't know if I would describe that as "adversarial", but it is my job to create challenges for the players which, by their very nature, are a sort of conflict in one way or another.
No, that's perfectly reasonable, more "neutral referee" style. I wouldn't call that adversarial at all.

And when (not if) the players try to get away with something, is pushing back adversarial or challenge-creating?

'Cause that's what we're talking about here: Gygax's advice to (greatly paraphrased) push back against players who try to exploit the rules and-or otherwise break the game.

And before anyone says "Oh, but my players don't do that!", I'll just point out right here that one of the "jobs" of a player in any game of any kind where referee judgment is an element of rules enforcement is to do exactly that: to do what they can to get an advantage over the opposition, within the rules or without; and if your players are in fact not doing that then they're shortchanging themselves.
"or without"? Absolute nonsense. My players have no need or desire to cheat. If you instill that desire in them, IMO you're Doing it Wrong, much as I hate to use the phrase. All good if you're all having fun with it, but it's Not For Me, Thanks.

And you're simply wrong and misremembering the contents of the DMG if you think ALL Gary's advise was just to push back on players trying to exploit the rules and break the game. I have no issues at all with that.

There’s something to be said for the late 70s/early 80s style of play that is not “story” focused, and deals primarily with no-holds-barred challenges to the players.

IMO, everything Gygax had to write about that style was bettered by Mike Carr in B1, both in explanation of the concept and practical advice.

That said, waaay too many people have taken Gygax’s “Players, amirite?” humor waaay too seriously.
He clearly wasn't always joking. I'm perfectly fine with those jokes. :)

Some of it was just bad and misguided advice, such as screwing over the poor pathetic Thieves at every turn, rather than explaining to DMs how to referee them so that they were useful and viable despite their terrible skill percentages and bad saves. Or his "do as I say, not as I do" advise on being super stingy with magic items, which implied being far more tightfisted than his modules were. Or his batspit insane advise on Wishes, particularly on them and ability scores, which again only make sense if you understand that he and his groups must have handed out Wishes like candy.
 
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Gygax is very, very well known for reaching into mythology to come up with things.

I can very easily see a scenario where he's like, "I need to make rulers for the good and evil dragons." Then he proceeds to scour mythology books and talk to mythology professors until he finds Tiamat(female) who is sometimes depicted as a dragon(perfect!) and created a lot of monsters(she will also be the mother of those she rules) to kill the other gods(evil!) and since she is the mother of the chromatic dragons, she will have one head for each of them to depict it.

Now that he has the Tiamat the evil mother of dragons he needs a ruler for the good dragons. After scouring sources he finds nothing. Since good and evil are opposites, he makes her opposite. Female becomes male. CE becomes LG. He makes him platinum since it's more valuable than gold and invents a name. No bigotry there at all(not that I'm saying he wasn't a bigot).

I find that scenario far more likely and believable than him sitting down and being like, "Women evil! Men good!" Without some sort of concrete evidence that he chose the two rules out of bigotry, we can't assume that he did so. The Tiamat example is an example of people looking for something and forcing what could possibly be rooted in bigotry and declaring it to absolutely be so. You can't do that. Gygax was a bigot and that doubling down was very bad, but not everything he did with female and male is rooted in that bigotry.

Yes. He was happy to gloat that the only obvious dragon of chaos out there was female because it fit his sexist world view, and he made a childish dig proclaiming it.

(It doesn't feel like it is nearly the dig he seems to think it is if he made the comment about a random name he just chose out of nowhere.)
As a note, she didn't get called Tiamat until 1977, in the Monster Manual. I've gone through PDFs of The Strategic Review and I've been digging through early Dragons and I haven't found any earlier reference to her being called that name.

In 1975 Greyhawk, where he makes the sexist dig at Women's Libbers, she's called The Dragon Queen, The Chromatic Dragon, and the Queen of Chaotic Dragons. Similarly, her opposite number is called the King of Lawful (and Neutral) Dragons, The Dragon King, and the Platinum Dragon. Not Bahamut until the Monster Manual.

And Tiamat doesn't get connected to Babylonian mythology until 1980 when she gets mentioned under the Marduk entry in Deities & Demigods. (Neither are included or mentioned in 1976's Gods, Demigods, and Heroes for OD&D).
 
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You know, I hadn't considered it, but this wargaming viewpoint might be the entire source of this.

Gygax was used to playing the opposing forces of another army... with the goal of winning. So, someone trying to "get away" with something could make sense in the terms of something like trying to flank him without him noticing.

But a GM very much is more like a referee, and if you are ever trying to "get away" with something so the referee doesn't notice you.... then you are likely not playing fairly, because the entire idea feels like if the ref notices you, they will step and stop you, to make sure the fight remains fair.

Which is a fine position for a neutral 3rd party.... but a DM is not actually a completely neutral 3rd party. Not only are they controlling the opposition, as stated before, but if the bad guys win the game is over. Sure, re-roll characters, start a new adventure, but THAT game that you were in with THOSE characters is gone and over, because the players lost. And for most of the GMs I have ever met... that isn't the end they want. So even if they want a fair fight... they also want the player's clever tactic to work so that the players succeed.

I wonder if Gygax just didn't have the conception or the words to express the DM role differently. Because you aren't on the same team as the players, and most board games were fully competetive, with the players trying to beat each other. But part of the power of DnD and other TTRPGs is this strange, helpful yet challenging role of the GM/DM in relation to the players.
It was new to most gamers…so the role of DM I suspect was still evolving even to the late 70s. (And still is)

The creators and players were coming from hard knocks wargaming. One bad roll can collapse your line and there is no one begging for a “better story outcome.”

I doubt he was just miserable to play with or it would not have even left his basement let alone his wider convention presence.

Much of what he says resonates with me now and some seems like it was really for a certain time, place and player population…
 

Yes.

The very fact that the players are trying to navigate their characters to outcomes in which they survive (and maybe even prosper) against game-generated opposition means it's in their best interests to at least attempt whatever they can to ensure achievement of those outcomes.

Like it or not - and, inexplicably, some don't - D&D is a game, and as such it by definition has win conditions and loss conditions; even if those win-loss conditions aren't always as black-and-white as in hockey or Monopoly or M:tG. And people don't generally play any game with the specific intention of losing.

Except "how do you win D&D?" is often a joke made to show that a new player has no idea how the game works. D&D is actually quite famous for not having a way to "win".

And secondly, again, even if you consider character death or a TPK as a "loss" the DM loses right alongside the players when that happens. So even if the players are doing everything they can to "win" in a particular instance... the DM WANTS them to win as well, and would be acting entirely against their own interests to prevent a player "victory".
 

And yet, that kind of player used to be a lot more common up through 2e, and really started dying out from my perspective when TSR was sold to WotC and 3e was announced.
Even back in our 1e days, I don't think we ever got to the point where there was a total "players vs DM" mentality. I tried to be tough but fair, and we didn't see a lot of "gotcha moves" on either the player or GM side of the screen. I will admit I might have been harder on some players if they made a dumb move on occasion, but I was going for the most fun as well as a difficult challenge. Except for maybe the end of A3 (I wish I had found an alternative to the module as written that would have had the same result as the intro to A4 - players were mad after that one!)
 

It was new to most gamers…so the role of DM I suspect was still evolving even to the late 70s. (And still is)

The creators and players were coming from hard knocks wargaming. One bad roll can collapse your line and there is no one begging for a “better story outcome.”

I doubt he was just miserable to play with or it would not have even left his basement let alone his wider convention presence.

Much of what he says resonates with me now and some seems like it was really for a certain time, place and player population…
Gary Gygax, DMG page 9:

The final word, then, is the game. Read how and why the system is as if is, follow the parameters, and then cut portions as needed to maintain excitement. For example, the rules call for wandering monsters, but these can be not only irritating - if not deadly - but the appearance of such can actually spoil a game by interfering with an orderly expedition. You have set up an area full of clever tricks and traps, populated it with well thought-out creature complexes, given clues about it to pique players’ interest, and the group has worked hard to supply themselves with everything by way of information and equipment they will need to face and overcome the imagined perils. They are gathered together and eager to spend an enjoyable evening playing their favorite game, with the expectation of going to a new, strange area and doing their best to triumph. They are willing to accept the hazards of the dice, be it loss of items,wounding, insanity, disease, death, as long as the process is exciting. But lo!, everytime you throw the ”monster die” a wandering nasty is indicated, and the party’s strength is spent trying to fight their way into the area. Spells expended, battered and wounded, the characters trek back to their base. Expectations have been dashed, and probably interest too, by random chance. Rather than spoil such an otherwise enjoyable time, omit the wandering monsters indicated by the die. No, don’t allow the party to kill them easily or escape unnaturally, for that goes contrary to the major precepts of the game. Wandering monsters, however, are included for two reasons, as is explained in the section about them. If a party deserves to have these beasties inflicted upon them, that is another matter, but in the example above it is assumed that they are doing everything possible to travel quickly and quietly to their planned destination. If your work as a DM has been sufficient, the players will have all they can handle upon arrival, so let them get there, give them a chance. The game is the thing, and certain rules can be distorted or disregarded altogether in favor of play.
 

I think the Gygax playstyle really needed to evolve with the DM as the referee for a game consisting of the Player Side and the Monster Side, with the DM there to handle disputes.
 

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