By Victor Raymond
Illustrated by Lew Hartman
T
his is the first part of a four part series that
will outline the history of the fantasy role-
playing game hobby. In this brief history, I
hope to cover the major milestones in the
hobby, as well as provide some context for
understanding how it developed. While it
would be nice to write a comprehensive
history, that would take up a great deal of
room.
Therefore, my primary focus is on role-
playing games, specifically. I will mention
other sorts of gaming and related sub-cultures,
but only insofar as they relate to the FRP
hobby itself. My purpose in writing this
history is twofold: to illustrate the trends and
influences that have helped shape the hobby,
and secondly to provide some sense of how it
all developed for those who have only recently
been introduced to FRP. Let's begin with the
historical antecedents of roleplaying.
Wargames - strategy games - have
existed for hundreds of years, going back to
chess, fox and hounds, and other highly
abstract forms of strategy game. But we tend
to think of role-playing as being a relatively
recent phenomenon; 1974 is often mentioned
as the starting date for the hobby, with the
publication of Dungeons & Dragons*. Does
that make sense? No, not really.
The first strategy game that attempted
to realistically model conflict was the
Kriegspiel, developed by a Prussian staff
officer, von Reisswitz, in 1824. His game was
developed from an earlier one used in the
Napoleonic era, and quickly became a staple of
training Prussian officers. In it, topographical
maps and metal markers were used to
represent terrain and troops, and dice were
used to resolve combat. The practice of
wargaming quickly spread to other countries'
militaries, and officers learned how to direct
their commands using these somewhat abstract
models of conflict resolution.
Historical Background of the Hobby
The military interest in miniatures
gaming eventually developed into a hobbyist
interest, as well. Shortly after the turn of the
century, H. G. Wells wrote a slim set of
miniatures rules called Little Wars, published
in 1913. It set out parameters for engaging in
battles and resolving combat, using the
miniatures available at the time, including
"flats" as well as more threedimensional
figurines. While not nearly as successful as his
science fiction, Little Wars was the catalyst
for the development and growth of the
miniatures gaming hobby, in Britain and later
in the United States, during the first decades
of the 20th Century.
In the 1930s, more developments took
place. Fletcher Pratt, a Civil War historian and
fantasy author, developed a set of n-des for
naval engagements, known by the
unimaginative title Fletcher Pratt's Naval
Wargame (Pratt himself may have a different
name for it, but the name given is how it is
known today). Covering everything from
effects of long-range gunfire to tracking
torpedoes once launched, it became a staple
part of the wargames hobby.
Pratt was respected for his historical
writing, and for his fantasy authorship, an
interesting combination for that time. With L.
Sprague de Camp, he wrote about the
adventures of Harold Shea, a psychologist-
turned-wizard in a variety of mythological and
fantastic settings. These were later assembled
into The Compleat Enchanter. Pratt
also wrote two of the best fantasy novels of
that period, The Blue Star (1952) and
The Well of the Unicorn (1948).
Pratt's circle of friends included other science
fiction authors and fans, including Isaac
Asimov, then a student at Columbia. This
connection between science fiction and
fantasy and the games hobby would continue
all the way to the present day.
In Great Britain, a professor who
taught Old English, Saxon, and Old Norse
completed a children's book published in 1938,
called The Hobbit, or There and Back
Again.
John Ronald Reuel Tolkien was a
member of the Inklings, a literary club which
also included C. S. Lewis, and Tolkien moved
onwards after this to write what became
known as the Lord of the Rings, eventually
completing it in the late '50's. Published in
hardcover in 1954, the Lord of the
Rings saw only modest critical interest, at
least initially. But the elements to be found in
it, including the conflict between good and evil
in a fantastic world populated by elves,
dwarves, hobbits, orcs, men, and others were
to become an integral part of fantasy role-playing gaming.
World War II had a profound effect on
all sectors of American society: the pulp
magazines of the 20s and 30s were virtually
shut down due to paper shortages, and many
later game designers found themselves in real
combat. So it was not until the 50s, when
Charles Roberts founded The Avalon-Hill
Games Company, that there was a resurgence
of interest in strategy games as a hobby. The
games produced by Avalon-Hill, including
Tactics II and Gettysburg, and some design
elements pioneered by the company, including
the Combat Results Table and the hexagonal
grid system used on gameboard maps, would
later affect the design of role-playing games.
Some of these elements were significantly
refined, and new ones added, by Simulation
Publications, Inc., or SPI. Both companies
produced magazines to go along with their
game offerings, The General from Avalon-Hill, and Strategy & Tactics
from SPI.
Setting the Stage in the 1960s
By the 60s, then, there was a well-developed miniatures hobby and a growing
strategy game hobby. Both were very small in
numbers and scale, but there were enough
enthusiasts to have clubs in most major
American cities, and a few conventions to help
connect game players of all sorts. Parallel to
this was the emergence of the science fiction
genre in publishing, marked by the paperback
publication of the Lord of the Ring in
1965. By a curious twist, the first
paperback edition was not authorized by Prof.
Tolkien or his publisher, which led to the
publication of an authorized edition a year
later. Immensely successful, the paperback
edition went through several printings in short
order, and alerted publishers to the popularity
of science fiction and fantasy. Various "sword
and sorcery" novels soon appeared, including
works by Robert E. Howard about his
barbarian hero, Conan of Cimmeria, as well as
stories by authors such as Fritz Leiber and
Poul Anderson, and many others.
The influence of science fiction was
not confined solely to the literature itself.
Science fiction conventions and fandorn also
had their effect. In many cases, wargamers
were also science fiction fans, reading science
fiction and fantasy, and some were
instrumental in the formation of the Society
for Creative Anachronism (SCA), a group
dedicated to the recreation of the Middle Ages
as they should have been.
The SCA was founded in 1966, as a
result of a party hosted by Diana Paxson in
Berkeley, CA. In addition to Poul Anderson,
Steve Perrin and Steve Henderson were a part
of the very earliest days of the SCA and the
West Kingdom. Perrin and Henderson were
later involved in the development of
Runequest from Chaosium, Inc.
By the end of the 60s, there were a
considerable number of strategy game clubs
around the country, with connections in some
cases to science fiction fandom, others to the
SCA, still others to the military, and yet
others to historical recreation. Historical
recreation had also blossomed, due in part to
the interest around the centennial of the battle
of Gettysburg. In general, these clubs and
groups were made up of men, between the
ages of 20 and 50, often with a higher than
average number of military personnel, active,
in the reserves, or retired.
In Lake Geneva, Wisconsin, a group of
gamers known as the Lake Geneva Tactical
Studies Association had its home. Among its
members were E. Gary Gygax, Donald Kaye,
Brian Blume, Rob & Terry Kuntz, and others.
Lake Geneva was the site of GenCon, which
originated in 1968 as a small Midwestern
convention with connections to the
International Federation of Wargaming (IFW),
of which Gary Gygax was an active member
and founder of the Castle & Crusade Society
(a sub-group of the IFW) The LGTSA was
active in the play-testing of a set of medieval
rniniatures rules called Chainmail, written
by Jeff Perrin and Gary Gygax.
Chainmail was initially published by
a very small company, Guidon Games, which
operated mostly on a shoestring, like most of
the other small wargames companies of the
time. What needs to noted was that
Chainmail, after its first edition, included a
fantasy supplement which laid out rules for
elves and heroes, and dwarves, and wizards.
These were interpreted as being essentially
fantastic additions, functions somewhat like
command figures and somewhat like mobile
field artillery or shock units.
In Minneapolis/St. Paul, Minnesota,
another group of gamers existed, called the
Midwest Military Simulation Association. Its
members included David L. Arneson, Dave
Wesley, Ken Fletcher, Dave Megarry, John
and Richard Snider, and others. Dave Arneson
had written a set of Napoleonic ship combat
rules, Don't Give Up The Shipl also
published by Guidon Games in 1971, which
helped establish his relationship with Gary
Gygax. It was this relationship that brought
about the creation of fantasy role-playing as
we know it today.
A Brief History of Role Playing Games Part 1: RPGs to 1976
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. |