Dave Arneson had a well-documented love of boats, especially sailing ships. Around the time that Dungeons & Dragons was developed, we see this especially in his work on the Don't Give Up the Ship naval miniature wargaming rules, as well as his unpublished Ships of the Line campaign system. His interest was not limited to the Great Age of Sail, however: Arneson contributed several illustrated articles to the Domesday Book about medieval naval warfare. Those who know Arneson's drawings only from his monster sketches in Dungeons & Dragons or the cartoons in the First Fantasy Campaign may find the level of detail in these illustrations uncharacteristic - but in keeping with the customs of the time, these illustrations were surreptitiously copied from existing sources. The Viking longboat above, for example, attached to Arneson's article "Tigers of the Sea" (DB #5) is obviously (but without credit) reproduced from Edwin Tunis's Oars, Sails and Steam (1951).
Saturday, February 23, 2013
Sunday, February 3, 2013
How Gaming Got Its Dice
For those of us who grew up with Dungeons & Dragons, it is easy to take the polyhedral dice of gaming for granted. Dice had played an integral role in gaming since Prussian wargamers of the early nineteenth century first developed combat resolution tables. Those games and the many works they influenced, however, relied exclusively on 6-sided dice, apart from a few experimental dead-ends (like Totten's 12-sided teetotum in the late nineteenth century). When modern hobby wargaming culture began in the 1950s, it too stuck with 6-siders: the first Avalon Hill game (Tactics, 1954) requires a "cubit" for combat resolution, and the miniature gamers who contributed to the War Game Digest similarly seemed content to rely on the d6. By 1970, however, polyhedral dice had begun to creep into the wargaming community, as we see in the advertisement above from a 1971 Wargamer's Newsletter. Why do we need those funny dice anyway? What purpose did they serve that an ordinary 6-sider couldn't?
[UPDATE: See my guide to identifying 1970s dice here.]
Monday, January 21, 2013
Strategos in the Twin Cities
Friday, December 21, 2012
Gary Gygax on Christmas and Christianity
A note from Gary Gygax in the IFW Monthly of February 1969. A topical historical curiosity, yes, but what does it tell us about who Gary was back then? First of all, he strongly self-identified as a Christian, an important counterpoint to the fundamentalist backlash against his later fantasy-themed games. Gary approached Christianity as a system with rules, which he researched and explored through a strict historical lens. If his readings differed from mainstream conventions, he was never one to bow to popular opinion. Sometimes he took things too seriously, sacrificing fun for accuracy. He was never shy about sharing his ideas and defending his position in public, but respectfully acknowledges the existence of dissenting views. These are all qualities we see reflected in his subsequent career as a game designer.
Speaking as someone who is not particularly religious, but nonetheless celebrates Christmas with a tree, gift-giving and feasting, I also find in Gary's words here a welcome reminder that Christmas and Christianity are not as tightly coupled as one might think. Happy holidays!
Speaking as someone who is not particularly religious, but nonetheless celebrates Christmas with a tree, gift-giving and feasting, I also find in Gary's words here a welcome reminder that Christmas and Christianity are not as tightly coupled as one might think. Happy holidays!
Sunday, December 16, 2012
Gaming is Now 100 Years Old
Gaming as we know it - that is, a hobby surrounding commercial games that simulate conflict, marketed to the general public for entertainment - began one hundred years ago, in December 1912. That's when H.G. Wells published the first installment of his Little Wars in the Christmas issue of Windsor Magazine. Wells was already famous for the science-fiction novels he had published in the 1890s, but his more recent work focused more on the present day, and the looming shadow of war that hung over Europe. By going beyond just writing about war, and instead providing seminal rules for simulating it, Wells laid the groundwork for all of the twentieth-century gaming that would follow.
Tuesday, November 27, 2012
The Early Works of Gary Gygax
The beginning of Gary Gygax's career as a game designer is generally marked by the publication, through Guidon Games, of three Gygax titles early in 1971, including Chainmail. In the
preceding few years, however, Gygax had released a number of games which reached
the wargaming community through less professional channels such as his first gaming venture, Gystaff Enterprises. Some were
stand-alone titles, others were revisions of prior efforts, and still
others were variants of existing games. Since the exact nature and order of
these titles has been a subject of some confusion for historians, the following
list sheds light on the early works of Gary Gygax.
Wednesday, October 24, 2012
The Source of the Chainmail Cover Art
It is widely known that much of the art that graced games of the 1960s and 1970s derived from prior sources. The original cover of Dungeons & Dragons came from a panel of the comic book Strange Tales #167 (which I reproduce in Playing at the World). Don Lowry, who published the Guidon Games line of rules and frequently provided cover illustrations for the International Wargamer, also drew on pre-existing pictures: as we see here in perhaps his single most famous drawing, the cover of Chainmail. The original appeared on page 114 of Jack Coggins's self-illustrated The Fighting Man (1966), at the start of the chapter "Crescent and Cross" about the Crusades. Gygax mentions this volume in Domesday Book #7.
Subscribe to:
Posts (Atom)









