How Much World Building?

I stumbled on a conversation over on Twitter about World Building between @SlyFlourish, @NewbieDM, @Chgowiz, @Bartoneus, @DnDJester, and others. It ranged between no world building/it’s a waste of time all the way to being an integral part of the game.

In the course of writing this article, I reached two conclusions:

  • Every GM is a world builder. It is all a matter of degree of prior effort plus what happens during character building and in play.
    • Every NPC, town, dungeon, etc. involves some level of world building.
    • Even if you use a published setting and published modules, you still weave a story to connect them together.
      • If you ever modify what is in the published setting or module, you are world building.
  • Every player is a world builder, as they bring their perspective into the mix to help shape the world through their character(s).
    • Even if all the player does is roll for abilities, starting gold, and pick a name, race, class, and buy equipment, that is world building. That character did not exist until that point in time. Details of that character help shape the world.

I think in the case of this Twitter conversation, the discussion hinged about the unspoken definition of terms. This is the crux of all discussions/disagreements/viewpoints.  What does each perspectives’ adherents mean by world building. I can’t speak for them, but I give my take in the next two paragraphs.

The no world building viewpoint focused on using that time and effort prepping for the next adventure. They strongly advocate published settings and leaving the players free to do what they want. To me the most valid point is avoiding putting effort into things the players will never see. One has a limited time resource, and so must focus on what must be done for the next session.

The world building is my thing view focused on how it is the DM’s part of play, and that it is a creative and fun outlet for some DMs. I am closer to this point of view, but agree that one must not get lost in the details. For me, world building helps me internalize things and be better able to go with the flow.

As with all things in life, there must be balance and one must seek what works for them. For me, I prefer to build my own world, so that I know it. I struggle with published settings, as they are so intricate, and I get lost in trying to learn them. It is a fun exercise, but it does not move me closer to actual session prep. I have the same issue with modules. I have to spend so much time getting familiar with them, that I could have used less time making my own thing that I already know.

For both modules and published settings, I’m of the “use the parts I like” DM. This holds true of all I read and watch.

This world building/no world building discussion ties into me recently taking my game world to Roll20. Our first session was Sunday. I had a blast exploring a new area of my game world. The players enjoyed it too. Through contact with the players, my game world changed from my original vision. Some of this was expected, yet some specifics were surprising.

I first conceived of my game world way back in college and did a map, and my brother (The artist and my favorite DM.) said, “No, here let me draw you a map.” I still have the map, and I colored it in. Here’s an article where I discuss it. This is not the area of the Roll20 game.

I put all kinds of time into great details on kingdoms and struggling over names for rulers, etc. In the end, I only ran one group for one session in college. I didn’t use it again until 2008 when my sons said they wanted to play. I had been reading stuff online about the OSR and realized I would never use most of what I had, so I focused on a narrow area. I built a town and seeded some adventure sites, monster lairs, etc. We began a sandbox game that morphed to fit what the players did.

Oriental Adventures event charts helped me to plan out a timeline for a year with minimal effort. I seeded those dates in the time line, and let the player’s actions determine how best to implement them. I spent way too much time on weather. I have an old DOS program I found online, and it took forever to get the text file formatted to fit the format I wanted. Not good. For my new area, I am using +Chgowiz’s weather chart. [EDIT: Sadly G+ is gone and I missed adding this link to the Internet Archive.] Simple and effective to realistic weather. It was easy to script and do months at a time.

I have become an advocate of just enough world building to have a place for things to happen. I’ve written about the new area in my world here. The campaign category links to more articles,I made a map and tied this region into my existing world. I took ideas and built the basics of a town, a reason for the players to be there, and set the site for adventures. Then I invited others in and watched it come to life.

It is AD&D with my own preferences from back in the day, or picked up over the years. I have a setting document to help get players into the setting. I’ll touch on my house rules in another post. One thing about my setting is no set pantheon based on this idea I blogged about. We got into an extended theological discussion for what it meant for clerics and certain types of alignment defined characters. Part of my recent thinking, is that alignment does not need to be that complicated, and the law/chaos of OD&D makes more sense. That is also something for another post.

My point is, that having this discussion to get the player’s in the right frame of mind both helped them look at alignment in a different way, and helped me clarify what I had in mind. I prefer initial groups of players to be a good/heroic type party. But by our discussion of less reliance on alignment, the players were led to explore what it means to be chaotic or evil. I now have a party of “evil” characters. They are still out for adventure, but the nature of my internal presuppositions about how things would start and pan out, took a major turn.

This is by no means a bad thing. I was a little surprised, but players ALWAYS do things the DM does not expect. I reasoned that my rule of thumb for a starting group best fits for those who are new to RPGs. Two players are in the Wednesday night AD&D game that is over three years old and 158+ sessions. One player has been in that game about 2 years, and about 140 sessions. The other player over a year and about 60 sessions. This means that I know how they play and I trust them as players.

World building happened in concert with the players in at least two ways. First, their backstories indicated where they were from on my map and added events and NPCs. That alone did some work I didn’t have to do. It also gives me an opportunity to answer some questions. Such as, who is the mysterious old sage and his elf associate, the never seen again father of the half-elf character? Where were they going? What happened to them? Etc.

Second, their interactions with the NPC’s when their characters first stepped onto the “stage” of the game built the world. Their choices and actions did a few things. As all players do, they asked for names of nearly everybody. On the spot world building. I pre-generated several hundred names using the free Inspiration Pad Pro, by NBOS. For any NPC I had not assigned a name, I just had to look at my list.  The way they decided to approach “problems*” determined how the NPCs responded. The world further evolved as I had to determine how NPCs reacted and what it meant for the setting.

I would argue that there is always some degree of world building, even if a one-shot. Each person at the table develops a mental image of what the world is. They take the DM’s descriptions and paint their own picture of the world. Whether it is written down or kept in the back of your mind, it is world building. Whether you have a mental framework for what your world looks like, or use a published setting, world building still happens as the actions of the characters via the players make it come to life.

The key to world building, I think, is that the DM has to be willing to let what the players have their characters do change it. The DM can have a well thought out campaign guide/Bible/notebook, but it only comes alive when the clock starts ticking and the players step into it. Every interaction builds something. The world becomes more “real” with each interaction with an NPC, and each location explored.

The DM can generate a random monster lair with a treasure and a map to anther dungeon/lair/treasure. Until the characters find the monster’s lair and then find the map, the map doesn’t really exist. It is more of a potential. Each NPC, monster, town, dungeon, or anything you place in your world, does not exist until your player’s find it. For this reason, I like the advice I read somewhere online a few years ago, don’t save your best stuff for later, use it now!

That is, if you have a really cool idea, don’t save it for the players to never get to. In other words, if you have an idea that requires tenth level characters to make it work, start with higher level characters. If, as the DM, you really want the players to mix it up with a high-level wizard, and stand a chance to live, you have to have higher level characters.

I have a perfect example with my AD&D world. I put a lot of time into it over the course of years. I have an idea for a big bad working in the background. I have introduced hints of a big bad, that is really a henchman to the big bad. The players, my sons & co., haven’t played for over two years. I may never get to play out the idea because I started with players new to RPGs. The idea doesn’t fit my new campaign area, so that may never come to pass.

I have a few locations seeded in the new area, and ideas for more. However, I will only detail them when the course of play demands it.

World building by one’s self is fun, but it amazing the way it comes alive when you invite players in and let them have a hand in filling in something you only have a vague idea about.

*In this context a problem is a challenge, goal, obstacle, or similar. For example, a merchant with the caravan they escorted into town was willing to pay for various information on the current situation. The merchant was willing to pay for information that would help him know what he might sell on his next trip. Saving time by paying a small sum for others to do the legwork, and the merchant spend more time on selling the goods brought this time.

Check this World Building Community on G+. [EDIT: Sadly G+ is gone and I missed adding this link to the Internet Archive.]

Roll20 For The Absolute Beginner No. 2 – The Player: Getting Started

I just posted the second episode of Roll20 For the Absolute Beginner – the Player: Getting Started.

My goal is to upload a new video each week. So far, this has worked out to be Friday.

The quality of this video is much better than the last, especially the audio. I find that I have a habit of long pauses as I present. I cut out the worst of the long pauses. That’s one thing about recording yourself, you quickly see all of your worst speaking habits.

Episode 3 will be The GM: Building Basic Character Sheets. It will focus on building character sheets for game systems that don’t have a built-in character sheet in Roll20.

I have lots of ideas, but haven’t settled on which will be episode 4. If you have suggestions for future videos, please include them in comments here, or better in comments on one of the videos in the series.

You can catch the playlist for the entire series here.

My D&D 40th Anniversary Video Challenge

Back in February, 2014, the d20 Dark Ages blog hosted the D&D 40th Anniversary Blog Hop Challenge, when someone posted that January, 2014 was the anniversary of the first publication of Dungeons & Dragons. That blog challenge got me started on daily blogging for nearly a year.

Since 2017 is my 40th anniversary of playing D&D – it was sometime in March or April, 1977 – I thought I’d do a video series: “My D&D 40th Anniversary Video Challenge“, using those same questions. I’m and old school gamer, so I’ll use old school targeted questions.

2017 is also the 40th Anniversary of the Holmes Blue Book Basic set, which is what I started with. So now you know what my first video in the series will be.

Along with each video I do, I’ll post a link to my blog challenge answers for each of the 28 days, to see how close my recollections match what I wrote a little over 3 years ago.

I won’t make a new blog post for each video. I will keep them short, but I’m not sure if I can manage to post one a day. I will post all 28 videos as close as possible to the next 28 days.

Here’s the link to the playlist, so you can follow along:

If you want a reminder of when I post these videos, subscribe and click the bell icon to get a reminder for each of my videos.

Here is the link to the

D&D 40th Anniversary Challenge Category on my Blog

Link to Category

Original image for the D&D 40th Anniversary Challenge

Typed list of each question. With links to my 2014 answers.

Day 1: First person who introduced you to D&D? Which Edition? Your First Character? Link to Article for 40th Anniversary of D&D in 2014.

Day 2: First person you introduced to D&D. Which Edition? their first character? Link to Article for 40th Anniversary of D&D in 2014.

Day 3: First dungeon you explored as a player character or ran as DM. Link to Article for 40th Anniversary of D&D in 2014.

Day 4: First dragon you slew (or some other powerful monster).
Link to Article for 40th Anniversary of D&D in 2014.

Day 5: First character to go from 1st level to 20th level (or highest possible level in a given edition).  Link to Article for 40th Anniversary of D&D in 2014.

Day 6: First character death. How did you handle it?
Link to Article for 40th Anniversary of D&D in 2014.

Day 7: First D&D Product you ever bought. Do you still have it?
Link to Article for 40th Anniversary of D&D in 2014.

Day 8: First set of polyhedral dice you owned. Do you still use them?
Link to Article for 40th Anniversary of D&D in 2014.

Day 9: First campaign setting (homebrew or published) you played in.
Link to Article for 40th Anniversary of D&D in 2014.

Day 10: First gaming magazine you ever bought (Dragon, Dungeon, White Dwarf, etc.). Link to Article for 40th Anniversary of D&D in 2014.

Day 11: First splatbook you begged your DM to approve.
Link to Article for 40th Anniversary of D&D in 2014.

Day 12: First store where you bought your gaming supplies. Does it still exist?
Link to Article for 40th Anniversary of D&D in 2014.

Day 13: First miniature(s) you used for D&D.
Link to Article for 40th Anniversary of D&D in 2014.
Blog Article on my miniatures.

Day 14: Did you meet your significant other while playing D&D? Does he or she still play? (Or just post a randomly generated monster in protest of Valentine’s Day).
Link to Article for 40th Anniversary of D&D in 2014.

Day 15: What was the first edition you didn’t enjoy. Why?
Link to Article for 40th Anniversary of D&D in 2014.

Day 16: Do you remember your first edition war? Did you win? 😉
Link to Article for 40th Anniversary of D&D in 2014.

Day 17: First time you heard D&D was somehow “evil.”
Link to Article for 40th Anniversary of D&D in 2014.

Day 18: First gaming convention you ever attended.
Link to Article for 40th Anniversary of D&D in 2014.

Day 19: First gamer who just annoyed the hell out of you.
Link to Article for 40th Anniversary of D&D in 2014.

Day 20: First non-D&D RPG you played.
Link to Article for 40th Anniversary of D&D in 2014.

Day 21: First time you sold some of your D&D books–for whatever reason.
Link to Article for 40th Anniversary of D&D in 2014.

Day 22: First D&D-based novel you ever read (Dragonlance Trilogy, Realms novels, etc.)
Link to Article for 40th Anniversary of D&D in 2014.

Day 23: First song that comes to mind that you associate with D&D. Why?
Link to Article for 40th Anniversary of D&D in 2014.

Day 24: First movie that comes to mind that you associate with D&D. Why?
Link to Article for 40th Anniversary of D&D in 2014.

Day 25: Longest running campaign/gaming group you’ve been in.
Link to Article for 40th Anniversary of D&D in 2014.

Day 26: Do you still game with the people who introduced you to the hobby?
Link to Article for 40th Anniversary of D&D in 2014.

Day 27: If you had to do it all over again, would you do anything different when you first started gaming?
Link to Article for 40th Anniversary of D&D in 2014.

Day 28: What is the single most important lesson you’ve learned from playing Dungeons & Dragons?
Link to Article for 40th Anniversary of D&D in 2014.

List of Just the Questions, if you Want a Copy.

Day 1: First person who introduced you to D&D? Which edition? Your first Character?
Day 2: First person YOU introduced to D&D? Which edition? THEIR first character?
Day 3: First dungeon you explored as a PC or ran as a DM.
Day 4: First dragon you slew (or some other powerful monster).
Day 5: First character to go from 1st level to 20th level (or highest possible level in a given edition).
Day 6: First character death. How did you handle it?
Day 7: First D&D Product you ever bought. Do you still have it?
Day 8: First set of polyhedral dice you owned. Do you still use them?
Day 9: First campaign setting (homebrew or published) you played in.
Day 10: First gaming magazine you ever bought (Dragon, Dungeon, White Dwarf, etc.).
Day 11: First splatbook you begged your DM to approve.
Day 12: First store where you bought your gaming supplies. Does it still exist?
Day 13: First miniature(s) you used for D&D.
Day 14: Did you meet your significant other while playing D&D? Does he or she still play? (Or just post a randomly generated monster in protest of Valentine’s Day).
Day 15: What was the first edition you didn’t enjoy. Why?
Day 16: Do you remember your first edition war? Did you win? 😉
Day 17: First time you heard D&D was somehow “evil.”
Day 18: First gaming convention you ever attended.
Day 19: First gamer who just annoyed the hell out of you.
Day 20: First non-D&D RPG you played.
Day 21: First time you sold some of your D&D books–for whatever reason.
Day 22: First D&D-based novel you ever read (Dragonlance Trilogy, Realms novels, etc.)
Day 23: First song that comes to mind that you associate with D&D. Why?
Day 24: First movie that comes to mind that you associate with D&D. Why?
Day 25: Longest running campaign/gaming group you’ve been in.
Day 26: Do you still game with the people who introduced you to the hobby?
Day 27: If you had to do it all over again, would you do anything different when you first started gaming?
Day 28: What is the single most important lesson you’ve learned from playing Dungeons & Dragons?

Roll20 For the Absolute Beginner No. 1 – The GM: Getting Started

On Sunday I posted a link to episode 0 that explains my first You Tube series, for the Absolute Beginner to Roll20.

Over the last couple of days, I have posted, re-posted, and tweaked the re-posted video for the first episode, The GM: Getting Started. I had sound issues, in addition to the final video being just over 30 minutes. See below for what I learned form this video.

My goal for future episodes is a time limit of 10-15 minutes, verified sound levels, cleaner edits, and more interesting manner of speaking.

My next episode will be The Player: Getting Started.

Episode 3 will be The GM: Building Basic Character Sheets. 

I have lots of ideas, but haven’t settled on which will be episode 4. If you have suggestions for future videos, please include them in comments here, or better in comments on one of the videos in the series.

You can catch the first episode here:

What I learned from recording and uploading this video:

This episode took three tries to get the video right, and I didn’t know the sound was bad until I uploaded it. I trimmed this thing down to just over 30 minutes from over 45 minutes. Now I know why movies take so long to edit.

I figured out what I did wrong with my microphone recording level in the software I used. The next episode will have much better sound. It depends on which setup I use for recording, which is different for shots with desktop and video of me vs. a simple video of me. I use different software for each, with different microphone settings. That’s a big tip right there, verify level settings for each microphone in each recording software you will use. Upload a small test video for each microphone scenario to YouTube to avoid the headaches of learning a major video has bad sound. Once you find the right setting for each, leave them alone!

The secret is to have much cleaner takes to reduce editing time. when sound and video is in one file. My main video editor can’t split audio from video. I managed to tweak the volume in YouTube, and avoid 2+ hours to re-upload, etc. (I have a shorter video that I managed to improve the audio with the free open source software programs Avidemux and Audacity . Avidemux let me save the audio and video separately, and Audacity let me improve the audio. The video would only save as AVI, so I have to then use VLC {another free and open source program} to convert it to MPG4. I then used Vegas Movie Studio to re-join the audio & video.)

Top Secret NWO – Kickstarter Launch Date – June 19

This just in my inbox:

EDIT: The original email indicated that Elder Academy would handle the giveaway. It is actually Elderwood Academy. It has been corrected below.

Top-Secret-logo-HAT

Top Secret: New World Order launches on Kickstarter June 19th

Hi !

This is Susan from the TSR crew. I want to thank you again for signing up for updates for Top Secret: New World Order, the espionage game from Merle M. Rasmussen. It’s an all-new RPG from the ground up, set in the modern era.

We have a lot of things planned for you over the next month leading up to the Kickstarter, including a giveaway with Elderwood Academy for a unique Top Secret NWO Hex Box for your dice.

Please help us spread the word!

Talk to you soon,
Susan Silver
Director of Community for TSR

YouTube Series – Roll20 For The Absolute Beginner

A few weeks ago, I was asked to help the friend of a friend get started on Roll20. He planned to run a game for which there is no character sheet for the system in Roll20.

We had technical issues so I could not share my screen, so I ended up talking him through from signing into Roll20 to go here and click this, or type that. It was very tedious, but we finally got him enough to get started. I made the comment to him that I wished there was a tutorial for the absolute beginner.

That was the kernel for the idea that I have been simmering since then. After a previous acquisition of a better camera, I have been working to tweak settings, and determine the best way to do things.

It isn’t as polished as I’d like, but with practice comes improvement. I may sound a bit stiff talking to the camera, but I am working on that too.

I have just posted the introduction to the series and have the first episode ready to edit, and ideas for the next two episodes.

Research, scripting, and multiple takes to help minimize the effort of editing takes a lot more time than one would think. Some finished products make it look like it was easy, because of how well they are done. I aspire to such levels.

If you know some absolute beginners to Roll20, please send them my way. Also, I’d appreciate any suggestions for topics for absolute beginners. Most of it will be focused on GM’s, but I will point out things that are different or helpful for players.

UPCOMING EPISODES

No. 1 – The GM: Getting Started.

No. 2 – The Player – Getting Started.

No. 3 – The GM: Building Basic Character Sheets.

You can catch the introduction to the series here:

New Blog Header by Del Teigeler

Today I get to unveil a new blog header by +Del Teigeler! Check out his website here.

It is so awesome! I really enjoyed getting intermittent updates over the course of this project. I contacted him at about the same time I asked Satine Phoenix to do a new header and avatar for my online presence. Of course, Del has lots of other projects he had already committed to. He also asked me to let him work with only electronic tools, for the practice. You may have seen him share snippets of this image on G+. I think the end result is awesome!

This image totally represents my character, Griswald, hiring mercenaries to go fight the bad guys and orcs, and almost always all being killed. On the left you see the happy and dedicated hirelings ready for battle, and on the right the results of following Griswald into battle. Griswald stands in the center. You can learn about Griswald’s story here.

I’ll leave Del’s version as the blog header for a while, then I will set the existing headers to rotate. I’m torn about whether I should add any text to this image, I don’t want to cover anything.

A Much Bigger Problem – My First 5e Review

Cody Lewis, of Taking 20, William Thompson, and Daniel Lewis, working as Green Feather Games, have published their first adventure on DriveThruRPG. It is a 15 page PDF, after the cover, OGL, player map, and 2 1/2 page bestiary, there are 10 pages for the adventure and half page for the DM’s map. It is PWYW, so very affordable. They also have a version of it on Roll20 for $6.99, so you don’t have to do any extra work to be ready to run it.

Since this was published under the 5e SRD they have used creature art and 5e stat blocks. After the OGL, there is a link to the SRD. I almost missed the link, which is mentioned on page 2.

This is a third level adventure for 4 to 5 players. It can be a one shot or easily fit into an established campaign. It should give 3-4 hours of play, so time wise it would be a great scenario to run at a con.

The introduction “chapter” sets the tone and has a quick synopsis, a getting started section, and 3 suggested adventure hooks. This is about a farm harassed by “something” taking a farmer’s cows. It turns out to be a nest of ankhegs that has taken over a former kobold mine. If the first adventure hook is used, there is some read aloud text. The lair is an eight “room” cavern, easily equated with a mini-dungeon.

There is a possibility for loot and unexpected findings/happenings. More than one way to deal with the boss fight is presented.

The short bestiary presents two variations on the ankheg, the queen and hatchlings.

This is a great module for a first time publication. I’m not big on modules, as I have to do so much prep to run them, that I’m usually better served doing my own thing. However, this module doesn’t have extraneous details. It is laid out in a way that is easy to use and not get tripped up on details. There is minimal read aloud text that is between two lines and offset from the margins for the other text. It is also in a variation on the font. Two places have the words “Read aloud:” before the text, and another has read before the first line. I would prefer each occurrence of read aloud text to be handled identically.

What I Liked:

  • The title is instantly suggestive of more. What is it?
  • Great cover art.
  • Straightforward presentation of the module with focus making it easy to run.
  • Coded DM map and player map.
    • They could easily be used in Roll20. (NOTE: They have a Roll20 version on the Roll20 marketplace as mentioned above.
  • Bestiary
  • Link to SRD
  • The colored background did not impact the legibility of the text for my aging eyes.

What I’d Like To See:

  • Each read aloud text presented the same way.
  • The SRD link following the OGL needs to stand out more.
  • There was only one thing in the text that bothered me, they used a hyphen to split the word tremorsense with the hyphen after the first ‘s’. so tremors-
    ense.
    I had to stop and make sense of the word split in a non-standard way. This was the only such hiccup.
    I have a pre-release review copy, so it may be fixed in the released version.

    • I did not notice any other typos or layout issues.

Conclusion:

I liked this module and can see myself running it, or even being a player in it. It is simple enough that one who is not into 5e could easily transform it to use in other editions, such as various OSR clones. The presentation of the material makes it easy to just pick it up and run it. I look forward to future offerings from Green Feather Games.

 

I am dipping my toes into 5e, as that is what most new players that don’t meet an OSR grognard first will most likely be exposed to first. At last I have read the high points of the 5e PHB, and glanced through the MM, and read the high points of the DMG. I’m in a 5e campaign that went on hiatus before the first session because of a work situation for the DM. I look forward to playing in Lost Mines of Phandelver before I make an attempt to DM 5e myself. I hope to get word that we will be starting in the next few weeks.

Review – Dave Arneson’s True Genius by Robert J. Kuntz

I ordered this book, and let it default to the faster shipping option, instead of letting it take a few more days. Normally, I don’t read other reviews before I write my own. However, I was struggling with what to say, and was curious what others thought of it. I found one strongly positive review by Paul Stormberg of The Collector’s Trove on Facebook. I found myself wondering if he had read the same book I had. I also saw a brief one [G+ Deleted before archived] on G+ by +Greg Gorgonmilk, where he admitted having difficulty trying to find something positive to say about it.  It is with some reluctance that I publish my first solidly negative review.

First Impression

I was very surprised when it came in the mail. I didn’t realize this $20 volume plus several dollars for mailing was only 69 pages long. That was a big let down. However, the introduction and footnotes make it clear that this is just a preparatory volume with a lot of the content in Mr. Kuntz’s upcoming full monograph*: A New Ethos In Game Design.

My initial impression of reading this volume is that it feels like reading 17th, 18th, and 19th century books. I’ve even read some 20th century texts written in this style. My background is studying history and theology, so I have lots of practice reading this style of writing. Basically, the sentence structure is archaic, and the length of sentences reminds me of my forays into studying German in college. Once I determined it was going to be that kind of read, I realized that I had to avoid distractions while reading, so no TV in the other room, and my granddaughter down for a nap.

This may just be the way that Mr. Kuntz writes. Many of my rough drafts have long sentences, and awkward phrasing. In some ways, I felt like I was reading one of my own rough drafts, or one of the “BS” philosophy papers I wrote in college. {I have a minor in philosophy to go with a BA in history. I mean no disrespect, I am just reminded of my own worst writing.]

In spite of the dense and complex way to say things, I was able to change gears from the lighter fare of most of my recent reading, and dig in.

Within these pages it is stated that Dave Arneson is the origin of roleplaying, and stating that David Wesley’s Braunstein or Gygax & Perren’s Chainmail are not true antecedents of The Fantasy Game, later marketed as Dungeons & Dragons.

Mr. Kuntz points out that original D&D is closer to children’s make believe than any other game. He argues that historians of D&D should look to systems theory and design theory to see that neither Chainmail nor Braunstein, on their own, have all the elements by themselves to play a RPG.

He concludes this monograph* with what some may consider a shot across the bow (An apt metaphor for a book about the creator of a naval warfare game.):

RPG historians should take serious note of systems thinking and design theory before making claims which paint unscientific pictures for public consumption and, in such cases, that are rife with errors of even the most basic kind. This form of historicity is not consonant with readily available scientific methodology but tends towards haphazard guesswork.

Mr. Kuntz obviously has a dim view on the historiographic** methods of many RPG historians. Perhaps the issue is a lack of primary materials from Dave Arneson and his players. In-depth interviews with the remaining first generation players would clarify this. As I have not delved into the methods and footnotes of all extant histories on RPGs and D&D, I cannot comment if that is the issue.

A more accessible presentation, i.e.  easier to read, would better serve Rob Kunt’s goal of expressing to the world that without Dave Arneson, there would be no D&D. It is clear that this is true. It is also clear, from what I have read, that without Gary Gygax’s collaboration, RPGs may never have taken off and would be an obscure phenomena limited to the original group of players.

Rob Kuntz is by many accounts a very intelligent man, and obviously widely read. From his many footnotes, it is clear that he is widely read in the theories of systems and design. Most of those footnotes read like his writing. Other reviews I have read have stated that he could probably say the same thing in one third the number of pages. I tend to agree.

The argument is stated that Dave Arneson’s vision of what RPGs can be is stunted and too strongly tied to what have become more and more rigid rules with each version of D&D. He thus seems to advocate what those in the OSR movement are all about, “rulings not rules”, and using the parts that fit what is right for you and your group. He points out that Gary Gygax advocated this early on, but for financial/profit reasons developed more rules to keep players tied to his version of the game, rather than getting by without rules. While this is demonstrably true based on Gygax’s own writings, it is not new.

However, I do not see how one can take the RPG concept further than “rulings not rules”. The upcoming book is claimed to answer that question.

What I Liked

  • A good reminder that without Dave Arneson, there would be no D&D.
  • Supports the OSR ideal of “rulings not rules.”

What I’d Like to See

  • A more direct and clear writing style.
  • Mr. Kuntz was there are the beginning of the Arneson/Gygax collaboration on D&D, and his personal insights add perspective to the early days. I’d like to see this more plainly explained. Perhaps it is his upcoming monograph*.

Conclusion

If you are one of those who researches the history of D&D, you will want this book for your collection.  Some who are completionists will find that they want this in their collection. Dave Arneson did not come up with his idea out of nothing. He was a long time game player, and had multiple experiences in different aspects of games, that one can see their impact on what he shared with his gaming group and later Gary Gygax. While it is helpful to have primary sources from those who were there, the writing style is far from accessible to the general reader. If this is the style we can expect from his upcoming book, then I seriously doubt I will buy it. His goal of raising up Dave Arneson would be better served by a more clear and concise presentation of his argument.

*Monograph – A fancy word for a book with one author.

**Historiography is the study of the methods of historians. It is in a sense, the history of the study of history. [The upper level historiography course was required for my BA in history.]

Tell Me About Your Character – I Was Interviewed

I have the distinction of being the subject for the first episode of the third season of Tell Me About Your Character (TMAYC). TMAYC is an interview style podcast where +Steve Keller asks the right questions to get the context to help people share why their favorite character is their favorite.  I interviewed Steve about TMAYC and his favorite character over on Multiverse.

In my interview, I go into details about the character, Griswald, in my brother Robert’s campaign, that is the source of the name of this blog. I have written about these various stories in my interview here:

THE STORY BEHIND “FOLLOW ME, AND DIE!”

“THE RANCOR” – A CAUTIONARY TALE ON OUT-OF-CHARACTER OUTBURSTS

I noticed at the end of my interview that I mis-spoke and said that the other characters killed me, when I meant to say they killed the Rancor which had swallowed me.

All articles where I discuss Griswald.

Ramblings of an Old Gamer