Scouring through the polyhedral dice available to early gamers, you can sometimes stumble across a peculiar looking ten-sided die numbered 0 through 9. While these are obscure dice in America, they are well known in Japan, where they were included in an elementary school toolkit called a "Sansuu Setto" (さんすうセット, or 算数セット), which just means "arithmetic set." Today, let's unbox a Sansu Set, and look at a few variations on the d10s you can find within.
Monday, May 3, 2021
In cataloging the polyhedral dice available to early gamers, we shouldn't neglect a few products that weren't marketed as dice at all. In the 1960s, educational supply companies made models of the regular polyhedra available for classroom use, like the classic Edmund Scientific set shown above. Although they are unnumbered, a flick of the pen (or marker) might fix that. The question is, how well would they have served as dice?
Sunday, April 4, 2021
Everything leaves a trace. That's been my guiding principle researching the history of early wargames and role-playing games: any commercial product that survives, no matter how obscure, had to be available somewhere and somehow, and that means a paper trail. All too often the products themselves give us little indication of when they were made, as was the case with today's subject, Monsters! Monsters! Monsters! Galore. But with the help of distributor catalogs, we can show how it became available in 1980.
Friday, March 5, 2021
When it comes to using Platonic solids as dice, the d4 is something of a special case. There are precedents that stretch back into ancient history for the use of the d6, d8, d12 and d20 as dice, as all four of those solids, when rolled, will land with a single face up, visible to all parties watching. A tetrahedron, however, lands with a vertex up, one face down and three faces on display. As the example of the Zazz Polyspheres shows (their d4 is on the left above), simply putting a number on each of the four faces of a tetrahedron does not immediately turn it into what we know as a d4. For a tetrahedron to generate a random number between 1 and 4 that will be visible to people observing the die from all angles, some innovation was required.
Sunday, February 14, 2021
In 1970, a group of UK gamers located in Bristol published the first edition of their Western Gunfight rules, which recorded systems they had been running locally since the late 1960s. In the pages of their own obscure Bristol Wargames Society Journal, and in the widely-read Wargamer's Newsletter, they began to position these games not as traditional conflict simulations, but instead as ways of telling Old West stories involving continuous characters, like the villainous "El Manolito" enjoying the spoils of his success in this 1970 rendering above. When they shifted their focus to these characters and stories, had they crossed the threshold into what we should call "role playing"?
Sunday, February 7, 2021
Dungeons & Dragons started out as a game with such an adaptable and open-ended set of rules that early adopters questioned whether any further published RPG systems were even necessary: DMs could make D&D into anything they wanted it to be, after all. But once the Blacow model took hold, and people began to understand system design through its lens, more attention was paid to how different designs could potentially yield results for players aligned to Blacow's "forms" (wargaming, role-playing, power-gaming, and storytelling). These would become the earliest arguments that system does matter, understood in frameworks like Donald W. Miller's typology of RPGs and wargames shown above.
Sunday, January 31, 2021
The idea that role playing involved a property called "immersion" occurred to the early adopters of the 1970s fairly early. The earliest explicit use I've found was that of Pieter Roos, as shown in this excerpt above from The Wild Hunt #15 (1977), where he identifies it as the overall goal of playing RPGs. Before the end of the decade, calls to "immerse yourself" began to appear in games and modules published by TSR. The Elusive Shift pays particular attention to the uptake of "immersion" as a term because of its relationship to how people in the 1970s understood the nature of role playing.