The_Gneech
Explorer
Torm said:Seems almost a sure thing that they will include a hook for minis in any future RPG products, and it might even lead to an instance of reversal - an RPG BASED on a miniatures game.
If memory serves, isn't that what D&D is?
Ref: http://www.cgonline.com/features/011218-f1-f1.html
The Castle & Crusade Society was quick to embrace the rules, and Gygax and Perren added new ideas and supplements as quickly as they could cook them up. Inspired by authors such as J.R.R. Tolkien, Fritz Leiber, and Robert E. Howard, they created a supplemental set of fantasy rules that took wargaming out of the realm of history altogether. Archers and pikemen gave way to orcs and elves, heroes and wizards, fairies and dragons. In 1971 Gygax and Perren republished their revised medieval warfare rules—along with the fantasy supplement—as Chainmail: Rules for Medieval Miniatures. The publisher was a tiny company called Guidon Games that operated out of Gygax's basement. "That fantasy supplement was the tail that wagged the dog," explains Gygax.
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Chainmail did not pretend to be anything other than a wargame, albeit a somewhat unusual one. Still, it planted a lot of the seeds that would later find a place in the Dungeons & Dragons rules. "Heroes had four dice instead of being fourth level," Gygax explains, "and superheroes had eight dice instead of being eighth level, and wizards were basically two dice guys who could throw fireballs and lightning bolts and so forth. In fact for a long time, the burst radius of the wizard's fireball was the burst circle for a catapult, and the lightning bolt was very much like the old cannons used in medieval warfare. We would use the regular military miniatures rules for the spells."
There had always been an element of role-playing in most wargames, however, even if it wasn't an explicit part of the rules. One player might be playing the role of a Viking chief, another the role of a Thane or the leader of a hill fort. The game was about commanding the troops, but part of the allure was the fact that you were the commander. "Have you ever played Diplomacy?" Gygax asks. "To put yourself in the role of the Kaiser, or the arch-duke, or the Sultan of the Ottoman Empire and so forth… there was always a little role-playing in most miniatures games, and in Diplomacy."
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Dave Arneson was the founder of yet another wargaming group—the Midwest Military Simulation Association, at the University of Minnesota in Minneapolis-St. Paul. He was also a member of the IFW, although he didn't meet Gygax until later. "I met Gary at an early Gen Con—1970 as I recall," Arneson says. "We collaborated on a sailing ship game called Don't Give Up the Ship that I tested at that year's Gen Con."
Gen Con started as a small weekend gaming event organized by Gygax and other wargamers from the Lake Geneva area. The name is an abbreviation for "Geneva Convention," something of an inside joke among the wargaming crowd. In 1968, the event became a full-blown official convention, and drew nearly 100 attendees. Last year's convention—which hosted everything from role-playing games to computer games to the old standby, wargames—took place at the 800,000 square foot Midwest Express Center in Milwaukee, where it hosted roughly 21,000 people from all over the world.
Guidon Games published Don't Give Up the Ship, which provided rules for Napoleonic-era naval battles, in 1971. By that time, Arneson and Gygax were well on their way to better things.
In 1970, Arneson created a scenario using the 1:1 variant of the Chainmail rules in which a small group of characters had to sneak inside a stronghold and open the gates from the inside. The scenario represented a remarkable shift in focus from past wargaming by placing the emphasis on heroic adventuring rather than on military conquest. Arneson brought the scenario to Gen Con in 1971, where Gygax (among others) had a chance to play it.
That scenario launched Gygax and Arneson in an entirely new creative direction. Their games rapidly became less about commanding armies and more about enacting the role of a single character on heroic quests. "We were playing this game where you are this guy, right there, and if he got killed, it was over," says Gygax. "The game went a long way into exploring the subterranean world. Then it started to become a matter of whether you had a sword or an axe, and a backpack, and rope and spikes and all these spelunking tools… That was Dave's main thing, to start as a zero level hero and go from there..."
I'm always amused by sneers over using miniatures in D&D.
-The Gneech
