Monday, October 19, 2020

In Search of OD&D Part 2: Ancient Blackmoorian

In my previous post, part 1, I reminisced about my favorite game session of Dungeons and Dragons and asked the question - Does my old friend Mike McDowell's 1992 game style, the one that has for years haunted my memories as being so immersive that it blurs the lines between fiction and reality, exist anywhere other than the past?
 
About a year ago I watched a well made documentary called The Secrets of Blackmoor. In it, the people that played with the father of fantasy role-playing games and co-creator of Dungeons & Dragons, Dave Arneson, described the sensation of actually being in the Blackmoor world. At the time, the documentary and these revelations so moved me that I began to research the past of Dungeons and Dragons: The World's Greatest Game.

I attempted to correlate my experience of total game immersion in the early 1990's with the original Blackmoor Gang's descriptions of actually being the characters they were playing in the early 1970's. Along with several other avenues of research, I purchased a copy of Arneson's 1978 Judges Guild material called The First Fantasy Campaign (at premium cost) and carefully read the thing cover to cover. There were some interesting stories about the game world but the whole thing seemed to me to be a mess of raw data. 

For instance, the first 14 pages of the book are a section called "Blackmoor, The Campaign". Here is  the entire first page which is prefaced with a short explanation of how the game was in the third year of play and quickly approaching a Great War:

The first time I read that it made little sense in relation to what I thought I knew about my D&D. The rest of those fourteen pages were similarly vexing to me. I thought some of this must be a throwback to the wargames that Arneson and his bunch had come up on but I just couldn't grasp how RPG game play would progress. Perhaps I'm somewhat dense but I feel my confusion was ironically confirmed in The Secrets of Blackmoor documentary!

 "The core concept of (Dungeons and Dragons) is only covered on 2 pages (Of the 1974 White Box rules) by a brief example of how the game is played. Every role playing game published after dungeons and dragons follows this same format: lots of rules and a small example of how the game is played."

A moment later in the film David Wesely, the father of all role-playing games said 

 "...you just can't seem to describe the game by writing down all the rules. You actually have to have somebody talk you through what it looks like when people are playing it so they can get a feel for the social interaction on on a level that's very hard to describe as just simple, flat statements."

 
Here's another example from the aforementioned section of the Arneson's book that had me asking "what the hell am I reading?":

 
I read that and thought "why is this here and what am I supposed to do with it?". 
 
With the exception of my failed attempt to use Arneson's world building matrix, I set the publication aside as a trivial work with no practical application for me. Doing this saddened me because I had hoped to fully understand how the game worked from Dave's perspective but the comprehension had eluded me.

That is, until I attended a virtual gaming convention during the second weekend in October of this year.
 
The name of the convention was Garycon's Autumn Revel 1. In the weeks before that con I had perused the listings over at tabletop.events for games that sounded like they would be fun to play. About halfway through my search I stumbled upon Dirk Collins' listing for OD&D Tamerthya. The description said:
 
"When the original player groups met in order to to play Blackmoor in Minnesota as well as Dungeons and Dragons in Lake Geneva or Illinois several unique things occurred that made these early games very endearing and special for all of the first players, observers, and participants. In previous years as your GM, I have hosted a variety of wilderness and dungeon crawls where players explored in a “sandbox” style original D&D game which is very much like the D&D games that were being played in the mid and late 1970’s. I ran these games to introduce new players to the game, and so that experienced players could remember the original game in it’s full glory.

This year, of course, will be no exception, and Autumn Revel players will be able to enjoy the game as it was played in the very early days. You’ll have characters that are, ...of course great leaders and heroes. The game will begin as each player either picks or rolls up a fifth level character. Then each player will inherit a stronghold, base, or enclave from which to begin play, and everyone will see how they fare as Lords of the New Empire!"
 
That last sentence sent shivers up my spine. It was seemingly calling to me as if I had discovered some long sought after ancient treasure. I signed up for it immediately and when the day of the game arrived, I tell you I felt like a kid again, I felt 1992.
 


Wednesday, October 14, 2020

In Search of OD&D Part 1: 1992

In 2017 I started playing role-playing games again after close to 20 years of hiatus. I've been looking for answers ever since.

 

(source)

Way back in the 90s I had played two dozen or so games of Dungeons & Dragons using TSR's then popular 2nd edition rule set. Most of the games seemed similar in style to me and could best be described as one shot games where one of my Dungeon Master friends would make up content on the spot as we played. I would always be in control of my own character and its powers but not much else.


There was one stand out game from back then that has always been what I have called my favorite game session of Dungeons and Dragons. It was a solo game where I was the only player with my old friend Mike McDowell as the DM. The basic gist of that scenario was a heavy emphasis on fortification of a fictional frontier town to protect against a looming invasion from unknown forces in the wilds. 

My character at the time, who I remember as being a Ranger named Aaron Presney, Sheriff of Teneth, personally oversaw the construction of a wooden palisade to serve as city walls, the installation of hot oil vats above the one gated entrance, and the training and equipping of a small defense force pulled from the local townsfolk. I initiated all of these in-game changes and Mike narrated their reality.

Before the impending siege, I took to the catwalk atop of the newly built defensive perimeter and gave a rousing speech about our upcoming perseverance and victory against the looming invasion. I want to emphasize that so engrossing was this game with Mike, that I can still remember standing atop those walls and seeing the thousands of faces of the townsfolk cheering below. I remember walking the nearby fields and watching the volunteer army train for battle. I remember witnessing the laborers at work in the nearby forest, cutting down the trees and hauling them back to town to build our wall. I remember actually being there!

Unfortunately for the village of Teneth, one night we were suddenly under attack from within by large dog men creatures called gnolls. It turns out that while I had my villagers fortifying our home above ground, these gnolls had been digging tunnels under our very feet. The slaughter that followed is a blur of torchlight and blood in my old memories.
 
Gnoll (source)

That's all there was. We stopped playing at the point of the city being overrun. Maybe I was killed in the chaos? Perhaps the city was completely decimated? Maybe my friend saw how attached I was to the character and his life and didn't have the heart to tell me there was no happy ending? What if Mike didn't have enough mastery of the rules to pit thousands of attackers against thousands of villagers?

I may never know.
 
Fast forward to the recent past.

In the last three years, I've been on a role-playing game journey, searching for answers. The questions are always changing and the answers sometimes cause multitudes of new questions but the journey has been fun. I've met a lot of passionate people and played at many different venues but it seems that there has always been one elusive question floating around at the periphery of my consciousness. It's never really had form or structure but I'm sure that it has been there this entire time. It hasn't been put into words until just now.

Does McDowell's 1992 game style, the one that has for years haunted my memories as being so immersive that it blurs the lines between fiction and reality, exist anywhere other than the past?

Yes. Yes, it does.