Joe over on Uncaring Cosmos recently posted some interesting thoughts on early ludological influences on the development of tabletop role-playing games, and some strands of influence on early adoption of Dungeons & Dragons that I've been thinking about again recently. Curiously both strands feature simultaneously on front cover of Games & Puzzles magazine #23 from March/April 1974.
Games & Puzzles #23, March / April 1974 |
Games & Puzzles was a general interest games magazine, a colour-cover glossy magazine on the shelves of newsagents and WH Smiths, distributed by the vernerable satirical magazine Punch. Launched during the boardgame boom of the mid 1970s Games & Puzzles carried regular columns on crossword solving, chess, scrabble, reviewing latest releases of everything from the latest childrens TV tie in stocking filler to abstract cerebral MENSA-level entertainment through the entirety of the Second World War in hexagons and d12 tables and everything in between.
Historically, I think it is sensible to talk about pre-D&D ludological frameworks - games, methodologies, ideas and discourses about games - that may have influenced the early adopters of D&Ds understanding, approaches, acceptance and adopted playstyles of D&D itself as separate from post-D&D frameworks that may have influenced early-majority of D&D, as those frameworks appearing in a post-D&D landscape may have already been influenced by the innovations of D&D itself. So while my personal introduction to RPGs was through Fighting Fantasy, it's a second-generation development, indeed, originally created by D&D early adopters Steve Jackson and Ian Livingstone to explain D&D, and while FF might have influenced those (like myself) caught up in the 80s D&D boom, it didn't provide impetus for the initial, original acceptance, success or development of D&D when it was published.
There is, unfortunately something of a presentist tendency in fandoms to back-project concepts, for example there's an 'eternal discourse'* about "D&D separating from 'wargaming roots'" (as pernicious as a myth as Warhammer emerging from 'roleplaying roots') without really indicating much of an understanding that what "wargaming" really meant in 1974, or any expectation that it might actually be a bit different from the understanding somebody carries around in their head in 2021. Much same in Tolkien fandom, where The Hobbit is forced to fit into the "world" of The Lord of the Rings, while it's textual relationship to The Silmarillion is widely ignored due to authorial comments taken out of context, and that the evidence - early drafts - aren't widely read within fandom. As ever, the only way of escape these infernal traps is to actually look at the original texts.
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The Games & Puzzles article by Tony Bath on his Hyboria wargame campaign has comments from several players, including wargaming legend Donald Featherstone. What they are describing in todays parlance would probably be described as a 'freeform play-by-mail domain level roleplaying game', but at the time was simply a Wargames Campaign. Each player controls a king, emperor, overlord or some-such individual who rules over a land loosely based on RE Howards Conan the Barbarian stories. Bath mentions, with some humour, disallowing plays based on works other than Howards original stories - gaming as an extension of S&SF fandom, where debates about 'canonicity' and legitimacy provide much of the interest. Bath fully admits to controlling the rules of the world as he sees fit - in a dictatorial manner rather than the democratic mode Bath ascribes to Midgard, and thus, the fiat of the Dungeon Master is firmly established. Needless to say, the idea of an impartial but all-powerful (and all-knowing) umpire is as old as modern wargaming, going back to von Reisswitz 1812 Kreigsspeil, but how that might have framed approaches to D&D in the 1970s is, perhaps a different story.
Games Illustrated. Boris Vallejo 1984 (post-D&D) |
Featherstone writes about being given the character of Conan to play, and subsequently making game decisions in character, and much is made of the games in-world newspaper and the ability for players to focus on their areas of their interest, and for the narratives emerge from play within the structures of defined rules, including those for generating and playing the personalities of the non-player characters who fill the courts and high ranking military positions within each players nation, alongside the initial conditions of geography, supply-chains and Baths judgement. The 'emergent narrative' isn't something I've noticed much in RPG discourse, GNS 'theory' seems to entirely miss the point by essentialising and compartmentalising aspects which are actually complementary and fluid. However it seems to have been a strong element of what a "Wargames Campaign" actually was - a story that emerges from the decisions made by the players within the game system. I digress.
There is no question that from a British perspective, that the G&P Hyboria article is a pre-D&D artefact, given that D&D had only just been published in the US, and Games Workshop wouldn't start importing it until 1975. The appearance of Hyborian discourse around fantasy gaming, the playing of roles and emergent narratives, within mainstream games media of the time seems remarkable in itself. It's hard not to see the reception and ludological frameworks in the milleu in which D&D was adopted as being informed, if not already established by discussions of Hyboria, (and perhaps Midgard) that employs diverse play-styles some of which would later became synonymous with 'role-playing' but at the time were just an integrated part of the broad fertile plains of the 'wargaming' landscape. I direct interested readers to Jon Peterson Playing at the World, his book deals with Hyborea and D&D topic quite comprehensively, or to undertake your own research into Tony Baths Hyborea Tiny Tin Men provide a good access point to much of the published material. It's clear that Bath had been playing Hyborea since the 1960, but to what extent the elements Bath and Featherstone describe in Games & Puzzles were part of the 1960s game would need slow careful and thorough exploration through the evidence. Nonetheless, the main point isn't to claim Tony Bath invented fantasy roleplaying before D&D, or had influenced Arneson & Gygax or even David Wesely's late 1960s Braunstein games in some way, but rather that only a mere matter of months prior to D&D manifesting on the prime material planes, Hyboria was being talked about in the mainstream, popular gaming press, and the dissemination of those ideas may have informed the approach to Fantasy Gaming in general and D&D in particular of a broader general audience, especially in a British context of a general gaming audience than a specialist wargaming audience.
Outside the mainstream, popular gaming press, in the small-press gaming zines there is post-D&D documentary evidence of a direct influence of Baths Hyboria (rather than an airy 'ludological framework') in the 1977 contribution to D&D APA-Zine, The Wild Hunt #12 by Bryan Ansell (Founder of Citadel Miniatures, Warhammer instigator, Games Workshop Managing Director, Laserburn designer etc.) . In his brief overview of "'how we do things in Nottingham" he references expanding the social role of D&D characters using Baths Setting Up A Wargames Campaign (WRG, 1973) which published world-building and characterisation guidelines that Bath established during his Hyborian campaign. And as is the increasingly knotted nature of these things, in the same article, Bryan also mentions using Greg Staffords White Bear and Red Moon (1975) board-wargame set in Glorantha as a basis for a D&D campaign - a year before Runequest (the official Gloranthan RPG) was published.
Mastermind 1972 Monster Manual 1977 |