TSR The Dueling Essays of Arneson & Gygax

A recent article and documentary about Dave Arneson's involvement in Dungeons & Dragons shares a different perspective on the game's creation, with a particular emphasis on Rob Kuntz's testimony. Some of it contradicts what Gary Gygax positioned as D&D's origins. Fortunately we can read what both designers thoughts in their very own words -- published in the same book. Alzrius pointed out...

A recent article and documentary about Dave Arneson's involvement in Dungeons & Dragons shares a different perspective on the game's creation, with a particular emphasis on Rob Kuntz's testimony. Some of it contradicts what Gary Gygax positioned as D&D's origins. Fortunately we can read what both designers thoughts in their very own words -- published in the same book.

heroicworlds.jpg

Alzrius pointed out that both Arneson and Gygax contributed essays to Lawrence Schick's Heroic Worlds. What's startling is how their essays contradict each other just pages apart.

Heroic Worlds, published in 1991, was an attempt to catalog every tabletop role-playing games publication. It was a massive undertaking that was possible only because of the limited scope of the hobby. Thanks to electronic publishing, the Open Game License, and the Internet, tabletop gaming products have exploded -- DriveThruRPG has over 30,000 products alone -- making it impossible to produce a book of this scope ever again. It also provides a snapshot in time of the thoughts of various game designers, including Steve Jackon, Jennell Jaquays, Tom Moldavy, Sandy Petersen, Ken St. Andre, Michael Stackpole, Greg Stafford, Erick Wujcik and more.

Arneson kicks off the D&D controversy on page 131:
My first set of miniatures rules was for fighting out battles with sailing ships. This led me to meet several people, including Gary Gygax, at an early GenCon. These people later participated in a historical campaign I refereed. When I began refereeing what later became D&D in Minnesota, I mentioned it to them. They were interested, and when some of us went down to visit we all played this strange game...the lads in Lake Geneva got turned on to it. Tactical Studies Rules, a Lake Geneva-based game company, was already publishing historical rules and was willing to do D&D.
Gygax follows up on the origins of D&D in a short one-page essay on the very next page:
In the late 1960s a club called the Lake Geneva Tactical Studies Association met weekly at my home for military/naval miniatures gaming. From this activity sprang Chainmail. The D&D game was drawn from its rules, and that is indisputable. Chainmail was the progenitor of D&D, but the child grew to excel its parent.
This point is disputed by RPG archivist, Paul Stromberg, in the Kotaku article, "Dungeons & Deceptions: The First D&D Players Push Back On The Legend Of Gary Gygax":
“People think that Blackmoor arose from Chainmail, and thus Chainmail gave rise to Dungeons & Dragons. That is not correct,” said Stormberg, the RPG historian. While Chainmail, amongst other things, was an influence on Blackmoor, Arneson’s game was “entirely new,” he said. “It’s a game entirely unlike Chainmail. It’s like saying a Rodin uses red and a Picasso uses red so they’re the same style of painting.”
This perspective is shared by Arneson himself in his first essay:
Contrary to rumor, the players and I were all quite in control of our mental processes when D&D was designed. I also hasten to point out hat the Chainmail connection was the use of the Combat Matrix and nothing more. Find a first-edition Chainmail and compare it to a first-edition Original D&D someday and you will see that for yourself: not a hit point, character class, level, or armor class, much less any role-playing aspects in Chainmail.
Arneson's perspective on the game industry comes through in the other essays scattered throughout the book. Here's his version of how Blackmoor came about:
I originally began with a simple dungeon and expanded it into several dungeons loosely organized as a campaign. The rules were not really an organized set, more notes on what I had earlier. Today people expect a lot more detail, coherency, organization, and story.
Here's Arneson's thoughts on writing a scenario:
When I design a scenario, sometimes the plot or situation will come from books I read, and sometimes it just pops into my head...Changes are made, and then the work is sent off to be butchered--er, ah, edited, I mean...The original Blackmoor supplement included what was the very first published scenario. My intention was that it would serve as a guideline for other GMs to design their own. Instead, it spawn an entire "service" industry. Oh, well...
And finally here's what Arneson thought of the game industry:
My serious advice to the would-be role-playing-game author will sound cruel and heartless, and most will be offended and not listen. To would be game designers I say: seek useful employment in another field...play your own house rules with your friends and associates; it will be less painful and far more fun. (On the other hand, frankly, I wouldn't have listened to an old fogey like me.)
Gygax's thoughts on the subject of D&D are well-known; Arneson's less so, and Heroic Worlds is a trove of his perspective on tabletop gaming and publishing, undoubtedly informed by his legal tussles with TSR. The difference between Arenson and Gygax's approach to gaming is starkly illustrated in their essays. And yet, despite their long and sometimes antagonistic history, Gygax ends his essay on a hopeful note:
Dave Arneson and I have spoken frequently since the time we devised D&D. We don't plan to collaborate on another game, but just maybe one day he'll decide to combine talents again.
Did Gygax mean "we'll" instead of "he'll"? Gygax ends the essay with our only answer: Who knows?
 

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Michael Tresca

Michael Tresca

Yaarel

He Mage
I have two opinions-

First, that Arneson was absolutely crucial to the development of RPGs, and to D&D, but that Gygax is "moreso" the inventor of "D&D."

Second, that it does no good rehashing the dispute that the two of them put behind them, and that it is enough to remember both of them.

I think is fair to associate Gygax with D&D 1e. This is no small thing, since this is the version that gained popularity.

Arneson invented Dungeons & Dragons (0e).

For 0e, Gygax is more a popularizer for what Arneson and his group are doing.
 

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Yaarel

He Mage
Arnesons group invented D&D.

The wife of one of the players of Arnesons game typed out the transcripts of the sessions of this game.

They mailed these transcripts to Gygax.

Gygax struggled to figure out the rules of the game that are implied in these transcripts.

TSR published this codification of Arnesons game as ‘Dungeons & Dragons’.

Arneson − along with his players − invented it.
 


Yaarel

He Mage
For example, the concept of a ‘Wizard’ was INVENTED by one of Arnesons players, Gaylord, who wanted his adventurer character to be a Wizard. And Arneson figured how to make it happen.

It is Arnesons group who invent almost every aspect that we recognize as D&D.
 

Sacrosanct

Legend
There is an active thread on the first page by Rob Kuntz that directly answers much of this (and contradicts your assumptions Yaarel)
I think is fair to associate Gygax with D&D 1e. This is no small thing, since this is the version that gained popularity.

Arneson invented Dungeons & Dragons (0e).

For 0e, Gygax is more a popularizer for what Arneson and his group are doing.
Arnesons group invented D&D.

The wife of one of the players of Arnesons game typed out the transcripts of the sessions of this game.

They mailed these transcripts to Gygax.

Gygax struggled to figure out the rules of the game that are implied in these transcripts.

TSR published this codification of Arnesons game as ‘Dungeons & Dragons’.

Arneson − along with his players − invented it.

Yaarel, I'm only assuming you did not read my post earlier. Seriously, Rob Kuntz addresses many of these things you're claiming in the other thread. You need to go read it before repeating inaccurate assumptions.
 


clearstream

(He, Him)
I had a time where I was going through all the seminal games; Kriegspiel, Diplomacy, Strategos, and so on.

When they say the instructions for Strategos (Totten) are challenging, they aren't kidding. It was written in 1880, so ... yeah, not exactly modern game design. ;)
Just to say I meant "free kriegsspiel" not kriegspiel.
 

Yaarel

He Mage
Regarding the Kuntz thread. It is a great thread and like what Kunts says.

If there is a particular thing he said, feel free to cite it in detail.
 


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