As stated in my last post, I've been reading a vintage book written by Dave Arneson,
the co-creator of Dungeons and Dragons. The book is entitled The First
Fantasy Campaign and was published by The Judges Guild in 1977 which was
three years after original D&D was published by Tactical Studies
Rules (TSR).
Surprisingly, by the third page in, I had already begun to have some
difficulty deciphering the information. As the pages rolled by I began
asking myself if there could possibly have been an editor involved before publication and a quick glance at the title page confirmed my suspicions. There was not.
I don't want to imply that I'm not grateful for the efforts of
everyone listed on that page but there have been moments in these past
days where I was desperate for clarification and organization. With that
in mind, let me now attempt to pull what RPG information I can from this work that exemplifies the creative genius of Mr. Arneson because I assure you, it is present.
In the brief introduction, Dave eludes to how I may already be in over my head. He makes reference to his days "running conventional Napoleonic wargames"
which I know from the documentary that I've mentioned before, were
sometimes epic battles involving dozens of players and stretching out
over months or possibly longer. Then the author quickly follows up with
references to a pre- Dungeons & Dragons publication called Chainmail by Gary Gygax and David Perren
which I have never read and therefore have no context to understand the
terminology he's using. Finally, Mr. Arneson stuns me with a revelation
from actual play that "the locals decided some taxes should be
collected to provide for the common defense". So, the players collected
taxes on a regular basis from a large province or territory? These game
sessions were evolving to encompass governance of territories or empires
by the player characters.
The image above is of the page directly following the Introduction. The bottom half entitled The Great Invasion has columns labeled Army Pts.
and Income for evil, good, and neutral forces. Never have I ever
participated in a role playing game where the player characters raised
armies and took those armies to battle on such a scale as is eluded to
on this page. I was immediately in awe that Arneson
and his friends were roleplaying medievil fantasy wars of 1000's of
troops, civilians, and leaders. The author goes on in the following
pages to provide price lists for all manner of armaments including
troops, siege weapons, naval ships, and more. It was during these
moments of reading that I realized I would need to read books and rules
that influenced David Arneson prior to the creation of this Blackmoor campaign if I were to completely understand the game mechanics he was laying out.
Arneson and his friends got their start modifying and writing rules for strategic wargamming by reading Strategos:
A Series of American Games of War Based Upon Military Principles and
Designed for the Assistance of Both Beginners and Advanced In
Prosecuting the Whole Study of Tactics, Grand Tactics, Strategy,
Military History, and the Various Operations of War by Charles Totten.
What a mouthful! I have a dead tree copy of this on order from Amazon
and intend to read it but I wish I would have had the presence of mind
to simply check for a free PDF somewhere because after all, the book was published in 1880. By this point the book should be in the public domain.
Reading straight, unfiltered, 1880 Totten
may prove somewhat daunting so my next reading selection will be
slightly more current and probably easier to pallet. It's a book of game
rules called Don't Give Up the Ship! or DGUTS! by Arneson, Gygax and Carr. This particular game is supposed to be a naval distillation of David Wesley's Strategos N which is a Napoleonic era distillation of Tottens Strategos et al.
Speaking of David Wesley, according to the documentary The Secrets of Blackmoor by The Fellowship of the Thing LTD., Wesley is the grandfather of all role playing games. However, neither of his publications of Braunstein, the first RPG, or Strategos N can be found for purchase or download. So, I'm left with a free copy of Barons of Braunstein, a direct descendent of Braunstein, and of course DGUTS! which is already referenced above.
Last by not least on this quickly escalating reading list is Chainmail by Gary Gygax & Jeff Perren. This gem is the predecessor to the rule set for original Dungeons & Dragons. Arneson
admits openly in several parts of this book to cannibalizing portions
of Chainmail for his "first fantasy campaign". There are terms halfway
through Arneson's
instructions that must be taken from it or possibly the original
D&D white box. I'm not sure but I'm going to find out one way or
another.
Will you hang with me? I'm going to get
answers. I'm going to evolve. I'm certain of it. Next time, I'll move
deeper into the First Fantasy text and highlight Dave's skill of making
game changes according to the passage of time. I also want to move into
the map sections of the book because I'm eager to try an experiment with
information contained there. Maybe you'll be down to read it.
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