Thursday, March 7, 2019

The Complete OD&D Illusionist


The Illusionist in Dungeons & Dragons was created by Peter Aronson, an early Boston-area fan. In 1975, Aronson submitted an initial description of Illusionists to TSR , who ran it in the fourth issue of the Strategic Review. Then the following year, Aronson's additions with system for higher-level Illusionists appeared in the debut issue of The Dragon. But Aronson didn't stop there - he made a number of further expansions and corrections which he circulated informally in 1977, of which the first page is shown above. Today, we're looking at the complete Illusionist subclass for OD&D as Aronson envisioned it, and the implications it created for "schools" of magic in role-playing games.

Sunday, January 27, 2019

D&D's 45th Birthday


Back when D&D turned 40 in 2014, I put up a post about the date I favored for celebrating its anniversary: the last Sunday in January. Today, January 27, is the last Sunday in January 2019, and the day that I will be tipping a glass to Gary Gygax, Dave Arneson, and the many others who made D&D possible 45 years ago. Above is an excerpt from a letter that Gygax sent to Arneson -- as it reads, just days away from the printing.

Sunday, November 25, 2018

Artistic Arcana: Scruby Fantasy Miniatures and TSR


Dungeons & Dragons grew out of a tradition of miniature wargaming, and distributors of figurines were among the first companies to supply D&D to hobby shops. Although the D&D rules downplayed the necessity of using minis, they do tout their value in adding "real spectacle" to the game through "the eye-appeal of the varied and brightly painted miniature figures." Miniatures were to early D&D what graphics became for computer games. Supplying miniatures suitable for fantasy RPGs ultimately grew into a substantial industry of its own, but at the humble beginning, the first miniatures that TSR sold along with D&D were made by the father of American miniature wargaming: Jack Scruby. Above are examples of some of these early Scruby miniatures arrayed for combat.

Tuesday, October 23, 2018

Artistic Arcana: Greg Bell Before TSR


It is no exaggeration to say that Greg Bell was effectively the first staff artist of Tactical Studies Rules. Not only did he famously draw the cover of the Dungeons & Dragons box set, as well as around twenty-five more internal illustrations, but he illustrated the company's first release, Cavaliers and Roundheads (1973), as well as key titles like Warriors of Mars (1974). Though he was never formally on staff at TSR, his fingerprints are all over their earliest work. Which is why it is so interesting to peer back in time a little before TSR, when he was drawing covers like the one above for the fanzine Drum Call of the "Blackhawk Militaria Society," a group in Rockford, IL.

Wednesday, October 17, 2018

Subterranean Chainmail: Mines and Countermines


Before any daring cartographer mapped underground dungeons in pursuit of fantastic adventure, Chainmail described a system for subterranean tunnels on paper. It needed these rules to simulate the discipline of the mines, a siege operation that involved tunneling under castle walls in order to, well, undermine them, destabilizing the walls to the point of collapse, after which invading troops could surge through the breach and storm the castle. These rules were a fairly late addition to the medieval system practiced in Lake Geneva, and they likely owe a debt to an earlier system blurb that Jack Scruby appended to Newell Chamberlin's rules in a 1965 issue of Table Top Talk.

Monday, October 1, 2018

Artistic Arcana: The Impostor Lizardman


Old school Dungeons & Dragons fans know that Greg Bell's beloved lizardman from the inside cover of Greyhawk (1975) served as the logo of TSR Hobbies up until it was replaced by the wizard logo in 1978. But when you get out a magnifying glass and take a closer look at the miniaturized lizardmen on TSR products, especially toward the end of those three years, you might spot a doppelganger at work.

Monday, September 24, 2018

Why Did Armor Class Descend from 9 to 2?


One of the great riddles that has vexed D&D players for generations is this: why did armor class in original D&D descend from 9 to 2 instead of increasing as it gets better? The answer is spelled out in the first draft of D&D: if you were a first-level fighter rolling to hit, the number you needed was equivalent to 20 minus the armor class of your target. To hit AC 2, you needed an 18, to hit AC 3, a 17, and so on. Armor class descended to make it easy enough to calculate your needed roll that you wouldn't even have to consult a table. Unfortunately, the published D&D game broke this algorithm, which has obscured the motivation for descending armor class ever since.