Calico_Jack73 said:Yeah... I'll bite!
I invoke the almighty name of Bill Gates as proof of your statement. Did he actually code MSDOS? Depends on who you ask.
Digital Research Site said:In Memory of Dr. Gary A. Kildall
All of the products above would not have been possible without the valiant and brilliant work of the founder of Digital Research, the late Dr. Gary A. Kildall. On July 11, 1994, Gary Kildall passed away following a blow to his head at the Franklin Street Bar & Grill in Monterey, California on July 8, 1994. At the time of his death, Gary was 52. He was born in 1942, a few years before the first electronic computer even existed, and his software made possible PC computing as we know it at the turn of the 20th century. He is survived by a son. Scott, and a daughter, Kristin, as well as his former wife, Dorothy Kildall, with whom Gary co-founded Digital Research, Inc. in 1974.
Gary created the first Operating System for the microprocessor, CP/M. The most advanced current version of CP/M in 1999 is IMS Ltd. REAL/32. CP/M also serves as the basis of all modern DOS versions including the outstanding Caldera DR DOS and other derivitaves including PC-DOS from IBM, and MS-DOS from Microsoft, whose position in the computer industry is based on its unauthorized 1981 "cloning"of Dr. Gary Kildall's Digital Research CP/M, which gave birth to the IBM PC standard upon which Microsoft MS-DOS, Windows CE, Windows 95, Windows 98, and Windows 00 (now 2000, formerly NT) are based today.
It is of course a "what if" game still, but Marc Miller (the Traveler god)rogueattorney said:I've heard this a lot. And I've always wondered... Who? What game? Other than D&D, what classic RPG's were produced in the 70's? Which one was going to be published right on the heels of D&D independant of D&D's creation?
...
Traveller (1977): Like C&S, does this get published (by the great wargaming company GDW, no less) if D&D hadn't already happened and become quite popular?
Calico_Jack73 said:Have you ever "played" Tunnels & Trolls? I thank God that RPG's didn't stray too much from the D&D mechanic and veer toward the T&T mechanic. For the uninitiated during combat you get a total dice pool with dice contiributed by every character in the party and roll that against one dice pool for the other side. Whichever side loses has hit points deducted from ALL members of the losing side. Yeah... if you think D&D has an abstact combat system then you ain't seen nothin yet.
Calico_Jack73 said:Have you ever "played" Tunnels & Trolls? I thank God that RPG's didn't stray too much from the D&D mechanic and veer toward the T&T mechanic. For the uninitiated during combat you get a total dice pool with dice contiributed by every character in the party and roll that against one dice pool for the other side. Whichever side loses has hit points deducted from ALL members of the losing side. Yeah... if you think D&D has an abstact combat system then you ain't seen nothin yet.
rogueattorney said:I've heard this a lot. And I've always wondered... Who? What game? Other than D&D, what classic RPG's were produced in the 70's? Which one was going to be published right on the heels of D&D independant of D&D's creation?
Let's see, we've got:
Empire of the Petal Throne (1975): came after D&D, was mechanically based on D&D, and was produced by G.G.'s company, TSR.
Chivalry & Sorcery (1977): came out a full 4 years after D&D was first published. Is there any chance that the impetus for its publication might have had a little something to do with D&D's popularity?
Runequest (1978): now a full 5 years after D&D's first publication, with BRP rules with a few similarities to D&D (attributes, some with the same name, ranging from 3-18, for example).
[snip]
With all due respect to the creators of the above games, they would not have have been published when they were published if D&D hadn't already happened.
I think it's telling that Avalon Hill, the dominant gaming company of the time, refused to publish D&D (as did everyone else it was offered to), and was subsequently unable to ever develope their own RPG, eventually buying Runequest from Chaosium. And #2, SPI, wasn't able to come up with their own RPG, Dragonquest, until seven years after D&D came out. This doesn't indicate that G.G. and D.A. were a couple guys following the crest of a trend. This indicates to me, some pretty radical thought. I think it's apparent from reading the initial D&D rules, the subsequent Supplements, and the early issues of S&T and TD, that G.G., et al. were still coming to grips with their creation and realizing exactly what they had through 1976 or so.
And even if I'm wrong... There's a reason we celebrate Columbus day and not John Cabot day. There's a reason why we give the gold medal to the guy that finishes first. There's a reason we know who Henry Ford is, but not the second guy to build an assembly line, etc. I'm sure someone else would have eventually invented the light bulb; I'm just glad that Edison did it when he did it. Ditto Gygax and Arneson creating the RPG.
Generation 0 Freeform, rule-less role-playing....The latter end of this generation includes such proto-rpg campaigns that were going on in the late 60s in Britain and the U.S. (for example, Tony Bath's Hyborean Campaign, as chronicled in the various issues of Slingshot from that time).
There is evidence of a shadowy, pre-D&D history of role-playing games. Prof. M.A.R. Barker was using gameplay (albeit of a more traditional wargaming type) to develop his Tekumel world before he encountered D&D. Greg Stafford, having despaired of seeing his fantasy fiction published, conceived of a board wargame, White Bear and Red Moon as a means of exploring his personal world, Glorantha.
If one wishes to look further back then such diverse elemest as...some of the more deranged pieces of experimental literature in the 50s and 60s and some types of charades and parlour games have all been seen as precursors to role-playing games. The writers of role-playing products, are, for some reason, particularly keen to claim that their games are a direct descendant of the imaginative 'lets pretend' games that virtually all children play.
It is debatable whether Gygax and Arneson intended D&D to be a role-playing game in any modern sense. Gary Gygax is markedly hostile to modern developments in interactive narrative, although he has also, incredibly, claimed that he does not perceive much difference between D&D and current products. Certainly, early D&D did not encourage the development of character and plot that are now so central to role-playing games. My own feeling is that Gygax designed D&D to be a personalized, tactical-level miniatures wargame, using the now-familiar setting of teh 'dungeon' as its battlefield. As players began to take an interest in their characters as more than painted playing pieces, something resembling 'role-playing' as we would understand it came into being.
By 1970, Dave Wesely and his compatriots had achieved the following innovations:
The Origin of Dungeons & Dragons: Over the long term, Dave Arneson was the most dedicated of the Twin Cities referees. He had run a number of historical campaigns, including games set in the Wild West and Napoleonic Europe. By 1971 he was ready for something new, and his thoughts turned to heroic fantasy. He devised the mythical medieval barony of Blackmoor and informed his players that they had been hurled into the distant past where monsters roamed and magic worked.
- If the players have varying goals, or are going to act together rather than against one another, a game needs a referee to manage their opponents, describe their environment, and make rules decisions.
- If each player has one character figure, that figure can represent the player.
- Characters can be used over and over again, and individual game sessions can be linked together into a continuing campaign that tells a story over time.
- If the setting isn't tied down to one specific place, then the characters can go anywhere and do anything, which implies that they can do a lot more than just fight other figures. With this final innovation, true role-playing was born.
...
These characters were not just static collections of statistics--they developed their combat and magic skills by battling and defeating their fantastic enemies. The more foes they defeated, the greater their abilities became--and thus Arneson introduced the concept of character improvement.
In 1967, Wesely created a battle scenario centered arou]d a town called Braunstein....However, Wesely had some very interesting ideas that he was trying out taht particular night, ideas based on his studies and research. Rather than assign the usual forces..., he conceived a sort of "pre-game" scenario in which each of teh players would assume the role of various people involved in the situation.
...
Technically, it was still a miniatures wargame,...They were not supposed to be able to actually do anything unless their figure had been properly moved to a given location.
However, two things worked against this principle....
Second, Wesely had not counted on the imagination and enthusiasm of his players. They were almost immediately enchanted with the idea of assuming a single role with special and secret goals. Within minutes of the game's start (in fact, even before it got officially underway, i am given to understand), players were off in various corners of teh house conspiring and discussing with one another.
When Wesely got wind of what was happening, he tried to reign it in. People would come and ask him things out of turn; when he asked how it was the University student was in communication with th advance french scout (since his miniature was still in town), the player shrugged and said "let's pretend that i swam the rever and got out there, OK?" Wesely, trying to ensure everyone was having a good time, endeavored to acquiesce as much as possible.
...
Thus ended what was probably the world's first actual roleplaying game.
In 1970, Arneson developed a game idea based on him and his friends disappearing in the mountains and reappearing in a fantasy realm called Blackmoor. Though the idea fascinated his friends, there wer some stumbling blocks that hindered them.
For one thing, there weren't many good rules for medieval combat....Arneson Pretty much made everything up as he went, and it seemed that his rulings lacked a great deal in consistency. This eventually drove his players nuts, who insisted on playing by more concrete and sinsible rules. Not really being a hard-core rules designer, arneson decided to look into other possibilities....
This is where Gygax re-enters the picture. As stated, he had been working with Perren on the Chainmail rules, and he had shared those rules with Arneson. Arneson then adopted various mechanics and matrices from the Chainmail system to improve his game.
...
"So where did this dungeon business come from?"
Interesting question, and one with an interesting answer. On what was apparently a lark, Arneson decided to set one game around the idea of the heroes being asked by the Elf King to rescue his daughter. She was being held beneath the abandoned Blackmoor castle in what would legitimately be called a dungeon....
Yet another "Dave" in thegroup, this one named Dave Meggary, was utterly enchanted with the concept....
Why mas Meggary so enchanted? Because the structure of the adventure had introduced a whole new dimension to their miniatures battles....
Right after this, the three "Daves" (Arneson, Meggary, and Wesely) sat down to look at what they had done. Meggary's revelation had opened their collective eyes--and they knew then that they had something beyond a mere extrapolation from the age-old wargame.
They had a whole new type of game on their hands...
It is vital to note at this point that Gary Gygax was doing a lot in his own neighborhood to reinforce where the "Daves" were going,...
Over the next couple of years, Gary wrote, playtested, and re-wrote a complete set of rules (transcribing Arneson's various notes and verbal ideas).
Dogbrain said:Quite true. We are still just freakish apes, when you get down to it, and "Hoot-bark, pant, grunt?" is still far more easy for us than is sitting down to an index, learning its quirks, optimizing searches, etc.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.