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 A fairly complete, mostly accurate and 
				only slightly biased exposition of the hobby's turbulent 
				existence, from its origins to the modern day. Serialised in 
				five parts.
 Part I: One small step 
				for a wargamer...Our AncestorsMuch of the information in this article came 
				from Gary Fine's superb sociological examination of RPGs, 
				entitled "Shared Fantasy".Like all good histories, we begin with a 
				famous genius who sets the ball rolling. In this case, it is the 
				incredible visionary, H. G. Wells. For not only was Wells the 
				grandfather of science fiction, he was also the grandfather of 
				war-games. Which makes him, if you like, the great-grandfather 
				of role-playing games. War-games have pretty much existed for as long 
				as there have been wars. The idea of simulating battles without 
				the personal hazards can be traced back to ancient Sumer, more 
				than four thousand years ago. Chess and Go, two of the oldest 
				games in the world, arose from war-games. Contemporary war games 
				originated in Prussia, at the turn of the 19th 
				century. The game, Kriegspiel (War Game), introduced the 
				ideas of arranging markers on a "sand table", and using a dice 
				to determine any random elements in the battle. After the 
				Franco-Prussian war, the English came up with their own version, 
				and they began to be used wisely by armed services to train in 
				tactics and predict military outcomes It was Wells, however, who first opened up the 
				games for the amateur. In 1915, he published a set of amateur 
				wargaming rules in a book entitled Little Wars, now seen as the 
				"wargamers’ bible". Wells was also the first to suggest that 
				miniature figures be collected to represent respective forces, 
				to add flavour, and a sense of involvement, to the game. Though 
				the book was popular, wargames did not really take off until, in 
				1953, Charles Roberts released the first commercially available 
				"board" war game. Though it was a slow starter, Roberts 
				eventually went on to form the Avalon-Hill Game Company, now one 
				of the world’s biggest game companies. Spark to a FlameIn fact, in the 60’s and 70’s, wargaming 
				enjoyed a peak of popularity that it has yet to recapture. It 
				seems all those young people who weren’t doing LSD and listening 
				to Bob Dylan were playing a hell of a lot of wargames. Soon, it 
				was no longer a game, it was an industry. A huge, 
				well-established and well-defined fanclub, with its own 
				congregations, publications and jargon was evolving, just as it 
				was for science-fiction fans at about the same time. By the late 
				sixties, there was a strong and stable sub-culture for wargamers, 
				a supportive environment that was beginning to foster much 
				creativity and experimentation among its members. It was just 
				this sort of exploration that was to be the fuel for the 
				role-playing fire. But a spark was still required. And what a 
				spark it was: The Lord of the Rings.The first edition of D&D, like so many games 
				that followed, featured hobbits. However, Tolkien's lawyers soon 
				threatened copyright action, leading to the birth of the "halfling". Released in full across the United States in 
				1966, it was to forever change the literary world, and likewise 
				the worlds of millions of middle class American teenage males. 
				And since ninety percent of wargamers were middle class 
				teenage males, it took little imagination to see what was going 
				to happen next. No longer did players want to recreate the 
				battle of Gettysburg, but the battle of Helm’s Deep. The 
				Napoleonic Wars were discarded in favour of the War of the Ring, 
				goblins and orcs replaced foot soldiers and calvalry. People 
				wanted to know just how much damage a Balrog could do, and what 
				the range was on a lightning bolt spell. It seemed only a matter time before the first 
				game specifically set in Tolkien’s world was published. There 
				was, however, a slight impediment to this, which was the fact 
				that there were very few good wargames that dealt with the 
				medieval era well enough to allow such things as magic and 
				dragons to be introduced. Into the path of destiny stepped two 
				men: Ernest (Gary) Gygax and David Arneson. A Legendary PartnershipTSR was named after another local gaming 
				club: The Lake Geneva Tactical Studies Association.In a small town in Wisconsin called Lake 
				Geneva, Gygax, Jeff Perren and friends had created a wargame 
				that gave an accurate model of most aspects of medieval warfare. 
				It was called Chainmail, and had been published by Gygax’s own 
				fledgling company, Tactical Studies Rules. It was a later, more 
				widely distributed version that became the first wargame to 
				include rules for giants, trolls, dragons and magic spells. This 
				game is seen to be the immediate predecessor of Dungeons and 
				Dragons, and indeed, there are many similarities in the rules 
				and style. The seeds of role-playing had actually been 
				laid much earlier, however. At the time Chainmail was written, 
				Gygax was a member of a medieval warfare enthusiasts’ society 
				entitled The Castles and Crusades Society. A fellow member, 
				Arneson, had already began to experiment with some role-playing 
				ideas. As he himself puts it:Arneson gives credit to himself for adding 
				"magic" to wargames - apparently after watching an episode of 
				Star Trek, Dave gave his druid a phaser, and zapped his 
				opponents' forces to kingdom come! This naturally led to the 
				lightning bolt spell. 
					I would have to give a lot of credit [for 
					the idea] to another local gamer, Dave Wesley. He was the 
					first one to input role-playing…the first game that stands 
					out in my mind is little medieval games, a very dull period 
					of war games. He had a dull set of rules and after our 
					second game, we were bored. To spice it up, Dave, who had 
					been doing the set ups and refereeing [the wargames], gave 
					each of us a little personal goal in the battle. This was in 1968. Although crude, it was the 
				very first step towards role-playing. Arneson continues: 
					Well, that kind of got us all thinking 
					about "wasn’t that neat" and we did a couple of other games 
					with various people. "Let’s have a big medieval campaign 
					with half a dozen different people playing with little 
					powers with fifty or sixty men, and then you’re the king or 
					the knight, or whatever." And it developed from there. That 
					got us into role-playing. In the early seventies, Arneson’s creativity 
				met Gygax’s fantasy and the two men began to combine their 
				ideas. In 1970 or 1971 (Arneson is unsure of the date), Arneson 
				took the Chainmail system and played what was the first true 
				role-playing game ever. 
					Of course, it wasn't called role-playing back 
				then. The first edition of D&D called it a "Fantasy Medieval 
				Wargame, Playable with Paper and Pencil and Miniature Figures", 
				no less.All the fellows had come over for a 
					traditional night of Napoleonic battle, and saw the table 
					covered with this huge keep or castle on it. [They] wondered 
					where this had come from in the plains of Poland or wherever 
					we were playing at the time, and they shortly found out that 
					they were going to go down in the deep, dank, dark dungeon. This game was later to become the Blackmoor 
				dungeon campaign. Gygax rapidly followed suit with an adventure 
				that was to become the Greyhawk campaign. Over the next few 
				years, the two played and play-tested rules that would 
				eventually become the game Dungeons & Dragons, the world’s first 
				commercially-available role-playing game. Like wargames, it was 
				to prove a slow starter, but a entirely new hobby had been born. A final tribute to Dave Arneson Like all great partnerships, Gygax and 
				Arneson’s was not without creative differences. Less than a year 
				after D&D was released, these differences reached a head, and 
				Arneson left. TSR, under Gygax and new partner Brian Blume, 
				continued to run, but without paying Arneson the royalties he 
				was still legally due as part owner. In 1979, Arneson took this 
				matter to court, and after a lengthy battle, was bought out by 
				TSR. The tragedy is that, today, Gygax is extolled and praised 
				far and wide as the sole parent of role-playing, while Arneson 
				has been all but forgotten by the industry. I hope this history 
				can go some way towards correcting this injustice. |