GB: Tell me a bit about your history and how you originally came up with the concept of the miniature ruleset called Chainmail, and, later, Dungeons & Dragons. Were these games originally just a hobby of your own, or did you intend to make it into a commercial game from the beginning?
Gary: This goes all the way back to Gen Con 1 with a fellow by the name of Jerry White from Portland, Oregon, as I recall. He brought a bunch of 40 millimeter Elastolin figurines done by Hauser. I started playing and got hooked. Jeff Perren happened to collect quite a few of those same scale miniatures and he had gone and set up rules for them. Henry Bodenstadt ran a gaming shop business out in New York, he had got his (Siege of Bodenstadt) game into Strategy & Tactics magazine at that time published by Chris Wagner. This was what really hyped the 40 mm figurines.
Playing games with those miniatures and a castle, hooked me completely on such gaming, so Jeff Perren came to Lake Geneva and I had a sand table in my basement. He brought in his 40 millimeter Elastolins and his set of rules where one figure equaled 20 men, and we both had a heck of a time, but he lost interest later. And he left the rules with me and I said, (I will expand these, they need to cover more historical settings.) I turned two pages of rules into about four. And then I figured it would be a lot more fun to play man-to-man and make those weapons count. So I wrote up a set of man-to-man rules, then rules for jousting, and finally a fantasy supplement with dragons, heroes, magic swords and spells; and eventually those were published as Chainmail.
So it was really Jeff Perren who was the inspiration (laughs). Well, the real inspiration was the Elastolin figures.
GB: So how did Chainmail evolve into Dungeons & Dragons?
Gary: Well when you were one-for-one in most areas, you had an Elastolin figure.so the player would control any figure on the table that was his. And each one would take two hits to kill or whatever. Dave Arneson up in the Twin Cities started a Chainmail campaign where all the players each had one figure and he brought that style of game down to Lake Geneva to show me. I said, (Wow, that's really cool). So out of his inspiration, I created the D&D rules.
GB: And that's how TSR came to be?
Gary: Well, yeah, I founded Tactical Studies Rules with Don Kaye he and I were equal partners. We founded that in October of 1973 and published D&D in January of 1974.
GB: You wrote many of the original manuals and adventures for Dungeons & Dragons, both for the original boxed sets and Advanced D&D. Did you do a lot of research into mythology and other history in order to base your text on existing information?
Gary: Yeah, I've been a history buff since long before D&D. I started reading history in the late 1940's as a little boy. I would read about the conquerors and went on from there to Bullfinch's Mythology and the LaRousse Encyclopedia of Mythology, and so forth. So yeah, I read whatever I could get my hands on in regards to the subject. Of course authored fantasy played a big part in inspiring the D&D game.
GB: Dungeons & Dragons has received some bad publicity in the past, including some reports linking the game to violence and even suicide. Looking back, how did such events make you feel and what do you have to say to those who might still think a game like Dungeons & Dragons is "evil" in some way?
Gary: All absolutely unfounded. So to answer (What do I want to say to those who think the game is evil), I would say that they are quite unable to distinguish the difference between fantasy and reality. It is a game, it is make-believe, nothing in it is real. There are no swords, there is no death, there are no demons. No gold, no treasure, no magic. It is all imagination and make-believe. It is very much like the Walt Disney picture Fantasia, the scenes from the sequences of (Night on Bald Mountain) or (The Sorcerer's Apprentice) illustrating the game.
Such charges are just of pack of lies, there is not a shred of evidence for any one of those claims. So those people who are saying these things are wrong for whatever reason it's all just lies.
GB: For those RPG fans that are unfamiliar with your Lejendary Adventure FRPG project, can you provide some details about the basic game mechanics, such as character development and the magic system?
Gary: Well it is a rules-light, skill-bundled based system that is constructed so once you learn the rules basics all play is very easily and quickly managed, and you hardly ever have to crack the books, except maybe to see what the spells are doing to do or to get monster stats. But you don't need to look up the rules. It is basically a D% system for ability checks when you are using skills. And the game master simply decides if there are any penalties or bonuses.
The rules are guidelines. The player can create just about any sort of a character he wants to have with this system. There are archetypes in there that are called Ordered Avatars, so there is an Elementalist Order, Enchanters or mages Order, a Noble or knightly Order, and so forth. Or you can choose whatever skill bundles you want and make a character that is perhaps a sorcerer and a knight, and any one of the old-time sense of the meaning sorcerer like one who uses magic demons for his magic. There is no level progression, you start quite strong with a good deal of hit points and a good deal of power. Then it just takes you a long time to go up from there, because every adventure you probably get one percent addition to one of five or six abilities and you probably want twelve abilities for an advanced Avatar, you know, for your character, so you have got to get built up and buy new abilities too. It's a good long-term game; it's very exciting, very accessible, and very easy to play.
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