Sunday, October 5, 2014
Over on Medium, I posted a new and lengthy piece about the first female gamers, and how Dungeons & Dragons managed to win the interest of women where prior wargames had not. The process of making the hobby more inclusive was not an entirely smooth one, as the illustration above might suggest. You can read the essay here:
Wednesday, August 27, 2014
One of the many pleasures of writing about the history of games is receiving unexpected correspondence from the people whose work I study, sometimes people who are very surprised to learn that a pastime they briefly enjoyed decades ago has brought them to the attention of posterity. Such was the case with Craig VanGrasstek, whose 1974 Rules to the Game of Dungeon I covered on this blog (and in Playing at the World) as the earliest known Dungeons & Dragons variant. Craig wrote to me having long lost any copy of the Rules and understandably curious about my interest. This is easily explained: the Rules provide one of our earliest windows into fantasy role-playing as practiced by some of its first fans, a tradition that has survived as "Minneapolis Dungeon."
In the course of my exchange with Craig, he volunteered to make his work available to the readers of today. We therefore present this week the complete text of the Rules to the Game of Dungeon [download PDF] as Craig VanGrasstek originally wrote it up in the summer of 1974. I provide a bit of commentary and context in an Afterword and in endnotes. After the jump, we review three of Craig's play records from 1974, which give further insight into how this important early community went about dungeoneering. Give it a try the next time you want an "old school" experience, and see how it plays!
Monday, August 11, 2014
With Gen Con in Indianapolis this week, today we're exploring what is almost certainly the first press coverage of the convention, just following its debut in 1968. This comes from a regional paper, the Beloit Daily News, and it ran two days after the first Lake Geneva Wargames Convention - no one called it Gen Con yet. We can read within that Gary Gygax hosted the convention, and other familiar names from the International Federation of Wargaming feature into the story as well, among the "over 90" gamers who attended.
Expect attendance to run a bit higher than that this weekend, but you still might stumble over me wandering the halls: and on Saturday afternoon at 2:00, I will be appearing on the D&D Documentary panel at the Westin (the room is Capitol I, http://gencon.com/events/66470).
Monday, July 28, 2014
Yesterday was Gary Gygax's birthday: an occasion to celebrate his achievements and successes. Today, I'm releasing a long piece about another, less cheerful part of his story: the upheaval of TSR's corporate governance which ultimately led to Gygax's ouster in 1985. I have noticed over the years that there has been some confusion about the details of company ownership, structure, and performance which led to this turn of events. I therefore spent some time building a historical record based on the evidence as I see it today. You can read it here:
The Ambush at Sheridan Springs
I tried to keep the narrative high level and uncluttered with footnotes, so there are a number of details that would benefit from further explication. Below we will consider just one of them: the situation that, in 1981, TSR was named one of Inc. magazine's ten most profitable privately-held companies due to an apparent misrepresentation of their revenue.
Monday, July 14, 2014
Wednesday, May 14, 2014
FANTASY NUTS UNITE! [Someone] is producing a multi-player Fantasy game... It will include giants, wizards, Heroes and Rulers as some of the cast of Characters. The rules of the game are but a guide to the use of your own imagination in play. Many unique concepts are outlined.
This blurb appeared in 1972, about a month before the first notice of Arneson's Blackmoor campaign in the Domesday Book; just a rumor spreading through science-fiction and wargaming zines. Of course we all know what game that was about - or do we? As Dungeons & Dragons developed over the next year and a half, another fantasy campaign game that let players adventure as magicians and warriors in an imaginary world developed in parallel. It was one of the Midgard games, which briefly lived in the shadow of their more famous cousin. The particular game that inspired the blurb was "Midgard II," which took place on the map shown above.