The Evolution of RPGs: Dungeons & Dragons (OD&D)
Perhaps the most surprising fact I have learned over the course of this project is that Gary Gygax was widely considered "the rules guy" among the wargaming clubs of Minnesota and Wisconsin around 1970. In this (one and only) sense, he was quite progressive: pushing for miniatures wargames to exit their folk/oral tradition and join the modern world of recording and publishing. So when Gygax read Blackmoor's "battle reports" in one of the wargaming zines, he asked Dave Arneson to visit him and demonstrate the game – whereupon he immediately suggested they collaborate to create the manuscript that would eventually become Dungeons & Dragons. But I found this story surprising because, in reading through the original 1974 version of D&D, I can find no trace of this supposed "rules guy". Just like the Chainmail rules before them, OD&D's rules are written with a miniatures wargamer audience in mind – which is to say, they assume that the reader is used to designing a new system, from scratch, every time they decide to play a new scenario. OD&D is completely unusable unless the reader is prepared to personally contribute an enormous amount of potentially game-breaking design choices. So to compare OD&D to, say, any of Avalon Hill's board games is like comparing a set of guitar strings to a music album. Even with regards to what is actually provided in OD&D, the quality is abysmal. The core concept of the game is so poorly explained that it would be hard for a complete neophyte to tell how any of the material is meant to be used, and that material is frequently unintelligible due to the ambiguities and obtuse phrasing. It is little wonder that such an amateurish-looking effort was rejected by Guidon Games, Avalon Hill, and indeed every other publisher Gygax sought out. Instead, with the help of Don Kaye, he co-founded Tactical Studies Rules so as to publish D&D independently. The final iteration of the rules (now referred to as the "white box" version) was rushed to production, without Dave Arneson's approval, in order to have it ready for GenCon – the humble first step in Gygax's years-long effort to cut Arneson out altogether.
And that, my friends, is the ignoble story of how the first commercially-published role-playing game came to be.
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