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.

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
So Gary Switzer, not Gary Gygax, is to blame for the Thief?

...I suppose EGG is to blame for putting it in Greyhawk, and every subsequent custodian of the IP for not re-combining it with the hero.

(I'm sorry, I really liked hearing "hero or wizard" instead of 'Fighter or Magic-User,' in the context of Arneson and his buddy demo'ing that first TTRPG to Gary &c.)

Sometimes the hero of the story can be a wizard.
 

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Yaarel

He Mage
That's not what you said.

But since you feel it is necessary to keep digging, you said the transcripts. Now you are saying manuscripts, but whatever. Let's go with that.

I did mean transcripts. Specifically, they were carbon copies of the transcripts that Gail Gaylord typed out during sessions.

I corrected the post.
 


Sacrosanct

Legend
So I'll ask again. If Gary was willing to credit Dave in the forward, why would he not only not credit him for the thief class, but credit Gary Switzer instead? The actual evidence is that Gary was more than willing to give credit for that class to someone else. So why Gary S and not Dave?

At this point, I'll take anyone's answer, since Yaarel doesn't seem to want to.
 

The core premise of the trial was that AD&D was derived from OD&D, thus Arneson was entitled to royalties from both works.

When I say derived, I mean plagiarized. The trial evidence presented by Arneson's lawyers was targeted at proving OD&D was the source, and it was very strong evidence too, I've seen a lot of it.

Arneson had complete drafts of D&D that he had had typed up. Those drafts and all the other material proved he was both capable of designing games and also co-author of D&D.

At the last Gary Con I used a draft of the aerial combat system for OD&D as initially proposed by Arneson to run a battle in the skies game, I used copies of all Arneson's original work for that and it is quite fun to play.

Dave Arneson truly was a genius, without him we wouldn't have RPG's.
 


Yaarel

He Mage
I need to research this specific case to find out exactly what ‘out of court’ means. Settlement, binding arbitration, nonbinding arbitration, informal agreement reached between two friends, etcetera? The court case went before a judge but was settled out of court.

The lawsuit involved dispute over the legal contract between Arneson and Gygax. The wording in the lawsuit says, "a royalty of 10% of the cover price of the game rules or game on each and every copy sold."

The dispute happened after Gygax published D&D 1e, concerning whether or not 1e was still an aspect the "game" that Arneson developed. Essentially, Arneson said yes because this is still recognizably the same "game" as D&D 0e, while Gygax said no because he and TSR worked many hours on 1e without Arneson.



In any case, for the judge who commented on the transcripts, what they established was Arneson (with his players) was indisputably a developer of the D&D "game".

Exactly how this applied to gaining royalties from D&D 1e was settled out of court.
 


Yaarel

He Mage
The trial evidence that Arnesons lawyers presented includes the transcripts of the Arneson campaign.

All of this trial evidence is valuable historical documents.



I am disappointed at @lowkey13 devolving the discussion.
 

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