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Saturday, December 21, 2024

The Mirkwood Tales RPG: the link between the original D&D rules and text-based computer games


Cover of Mirkwood Tales, 1977, by Eric S. Roberts


In May 1977, the all-text computer game Adventure, also known as Advent or Colossal Cave, "became the first computer game blockbuster", per the book 50 Years of Text Games by Aaron A. Reed (2023). Its popularity led to a whole genre of text-based adventure games that enjoyed popularity in the 80s, the best known being the Infocom games such as Zork, a close cousin of Adventure. While the start of Adventure approximates a real-world cave system, the game includes many fantasy elements, and it has long been known that the initial developer, Willie Crowther, was inspired by playing a D&D-type fantasy RPG.

Some of the earliest information came from Barry Gold, husband of Alarums & Excursions editor Lee Gold, in his article "Computers and Fantasy Gaming" from issue 30 of A&E, January 1978 (which I happen to have a physical copy of):
"As far as I know, Willie Crowther of Stanford University wrote the first fantasy simulation game. Don Woods added several features and expanded the dungeon to produce the current ADVENTURE game. Tim Anderson and Dave Lebling of MIT built on the Adventure game by using a more powerful computer language and including some ideas from D&D (Dave Lebling plays it). With help from two other users they came up with ZORK, sometimes called DUNGEON."

Later in the article, Gold adds follow-up information from Adventure co-designer Woods:

"ADVENT: Willie Crowther was at BBN (Bolt-Beranek and Newman - Massachusetts) when he wrote the original Adventure program. He was inspired by a Middle-Earth offshoot called Mirkwood Tales. Neither Willie nor Don appear to have drawn any ideas from the D&D rules in building Advent. Don Woods doesn't play any RPG games."

"The original program by Willie Crowther was much less complex than Don Wood's current version, and the dungeon was only about half its current size."

"Don Woods also provided a short genealogy of these games: war games, D&D, Mirkwood Tales, Adventures (original), Adventure (Don dropped the 's' from the name of his version), Zork."
From Gold's account, one might gather that this Mirkwood Tales was some kind of game situated between D&D and Adventure, but from this it's not really clear from this which it is closer to.

A 1996 Washington Post article by Katie Hafner and Matthew Lyon clarifies that Mirkwood Tales was a version of D&D set in Middle-Earth, in which Crowther played a thief sharing his first name:

"Dave Walden, who had been a programming ace working under Crowther at BBN, got his introduction to the game one night in 1975, when Eric Roberts, a student from a class he was teaching at Harvard, took him to a D&D session. Walden immediately rounded up a group of friends for continued sessions. Roberts created the Mirkwood Tales, an elaborate version of Dungeons and Dragons set in J.R.R. Tolkien's Middle Earth. The game stretched on for the better part of a year and was played mostly on Walden's living room floor. One of the regulars was Will Crowther. Where the dozen other players chose names like Zandar, Klarf or Groan for their characters, Crowther was simply Willie, a stealthy thief."

In 2012, the epilogue of the first edition of Playing at the World by Jon Peterson has a section "The First Virtual Worlds", which contains the first detailed description of the Mirkwood Tales rules, based on an unpublished 1977 manuscript written by Eric S. Roberts, the DM of the game (page 617). Peterson quotes from the Introduction and Acknowledgements section to demonstrate the "debt of Mirkwood Tales to Dungeons & Dragons", and then notes some of the significant differences in classes and combat from D&D, but concludes:
"Mirkwood Tales is a game of stratified progression, where characters accumulate experience points while adventuring and go up in level as they reach certain experience totals. It moreover relies on underworld exploration, combat and treasure to drive an engaging narrative. In all those respects, it very closely follows the precedent of Dungeons & Dragons" (page 617). 

Later in the section, Peterson reveals that Dave Lebling, one of the developers of Zork, also played in Roberts' Mirkwood Tales campaign (page 622).

(Note: The 2012 edition of Playing at the World is out of print, and is being republished in a two-volume edition; the first volume is already out but does not contain the above material).

Until this month, this was the most detail about The Mirkwood Tales RPG that was generally available. Now, however, Eric Roberts has made public a reformatted pdf of Mirkwood Tales, as announced recently on Renga in Blue by blogger Jason Dyer:


Head over there to find the link to the pdf, hosted on the Internet Archive, and much more in a deep dive back into Crowther's original version Adventure - before Woods added on to it - as viewed anew through the lens of the full Mirkwood Tales rules. Dyer has an ongoing project called All the Adventures, wirh the goal of playing and blogging "about every adventure game ever made in (nearly) chronological order" (!), and has previously played through the many variations of Adventure, and thus has great insight into the details of the game. 

Unlike Gold's early assertion, which appears to be based on communication with Woods rather than Crowther himself, after playing through Crowther's original version again, Dyer concludes that Adventure does draw upon several elements from The Mirkwood Tales:
"It isn’t like Crowther was trying to “adapt Dungeons and Dragons” entirely — this is not an RPG, and nearly every room has an analogue in the real cave — but there’s still clearly some flavor of Crowther’s world found in the campaign he participated in, with the treatment of magic, direct reference to the computer as the “eyes” of the player, and heavy emphasis on dwarves (if a bit more aggressive in this game)"
Of these, the element with the strongest ties to the original D&D rules is "the treatment of magic", which here refers to the identification of properties of magic items in the game. Dyer asked me about how magic items were identified in OD&D, and I pointed to the Example of Play in Vol 3, where a player tries on "old boots" to identify them as magical Elven boots:


Dyer notes that this concept, which is merely exemplary in OD&D, is expressly stated in The Mirkwood Tales rules:
"In addition to spells, magic appears in the Mirkwood Tales in the form of magical artifacts and equipment. More often than not, the magical effect of some object will not be clear from simple examination of the object, and it may require experimentation or searching for further clues to its nature" (The Mirkwood Tales, page 21, section "3.5.3 Magical Artifacts")

Adventure, in turn, requires the player to experiment to figure how out how to use magic such as items or words. The first magic item encountered in Adventure is the "the iconic three foot black rod with a rusty rod", which has two different properties in the game, and "the experience of fiddling with the rod — and finding two effects, both positive and negative — are similar to OD&D campaigns", per Dyer.

The Mirkwood Tales rules mostly rewrite the first volume of OD&D, Men & Magic, with some material from Vol 3, including a much longer Example of Play. The subject matter of Vol 2 is almost entirely missing; there are no lists of monsters or treasure. If I find time in the future I will take a closer look at how the Mirkwood Tales RPG rules differ from OD&D.

Wednesday, September 11, 2024

Playing at the World 2E: Price Drop

 


The first volume of the revised second edition has dropped to $23.33 on Amazon: 

Playing at the World, 2nd Edition, Volume 1: The Invention of D&D

This is down from a list price of $29.99 and an Amazon price of $27.85 in July just prior to release.

Read more about the book in my July post just prior to the release:

Reminder: The first volume of the revised Playing at the World is out in two days!

Sunday, July 28, 2024

Reminder: The first volume of the revised Playing at the World is out in two days!

 


As a reminder, in just two days (July 30th), the first volume of the revised edition of Jon Peterson's Playing at the World, subtitled The Invention of Dungeons & Dragons, arrives from MIT Press with an amazing cover by legendary TSR artist Erol Otus. Per the publisher info, this volume "distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D&D". 

You can find it here on Amazon, currently priced at $27.85, and with a pre-order price guarantee:

Playing at the World, 2nd Edition, Volume 1: The Invention of D&D

It will be followed next year (April 8th) by Volume 2: The Three Pillars of Role-Playing Games, which is "a deeper dive into the history of the setting, system, and character of D&D", and appears to correspond to chapters 2-4 of the original edition, which were: 2: Setting - The Medieval Fantasy Genre; 3: System - The Rules of the Game; and 4: Character - Roles and Immersion. 

The pre-order page for Volume 2 can be found here:

Playing at the World, 2nd Edition, Volume 2: The Three Pillars of Role-Playing Games

See also my earlier post about the release here, and see the Erol Otus art without the text here. 


Thursday, May 16, 2024

Fifty Years of D&D: Table of Contents


Fifty Years of Dungeons & Dragons has been out for two days now, and copies have begun to arrive in the mail. Here you can see my co-author Tony's copy, together with his collection of reference material for the essay we wrote (Tony has one of the best collections anywhere of J. Eric Holmesiana). Read more about our essay and the book both here and on Tony's blog. If you haven't order your copy yet, you can get it here on Amazon:

50 Years of Dungeons & Dragons


And I'm happy to announce that the full Table of Contents can now be found on the MIT Press site here, along with a preview of the first page of each chapter. For convenience, I've copied the ToC over to here & annotated with links to other books by a few of the authors that I'm aware of:


PREFACE - page xi
ACKNOWLEDGEMENTS - page xiii

1. Is This The Golden Age Of Dungeons & Dragons? - page 1
by Premeet Sidhu, Marcus Carter, and José P. Zagal (co-author of the new Seeing Red: Nintendo's Virtual Boy, also from MIT Press)

Introduction To Designer Vignettes - page 13
by Sam Mannell

FIFTY YEARS OF DUNGEONS & DRAGONS 
Designer Vignettes I - page 15

2. Fantasy Games At Fifty: An Academic Memoir - page 17
by Gary Alan Fine (author of the 1983 book Shared Fantasy)

3. Exploration And Experience: The Game Changers - page 23
by Jon Peterson (author of The Elusive Shift, Game Wizards, and the forthcoming second edition of Playing at the World).

4. Combat In Dungeons & Dragons: A Short History Of Design Trajectories - page 43
by Evan Torner

5. “Doctor Holmes, I Presume?”: How A California Neurology Professor Penned The First Dungeons & Dragons Basic Set - page 63
by Tony A. Rowe And Zach Howard

6. Reflections On The Open Game License: An Interview With Ryan Dancey - page 79
by Michael Iantorno

7. Playing Custom: A Curious History Of Dungeons & Dragons–Based Digital Games Modifications - page 91
by Mateusz Felczak

8. A Return To The Magic Circle: Dungeons & Dragons And Friendship & Magic Fifty Years On - page 109
by Stephen Webley

INFLUENCING DUNGEONS & DRAGONS
Designer Vignettes II - page 119

9. “You’re Going To Be Amazing”: The Mercer Effect And Performative Play In Dungeons & Dragons - page 121
by Esther Maccallum-Stewart

10. The Other D&D: Religion(S) In Dungeons & Dragons From Deities & Demigods To Today - page 141
by Adrian Hermann

11. Spelling With Dice: The Role Of Dungeons & Dragons In Contemporary Speculative Fiction 161
by Dimitra Nikolaidou

12. Classrooms And Dragons: Learning From Dungeons & Dragons - page 179
by Premeet Sidhu

13. An Ensemble Of (Role-)Players? Exploring The Influence Of Performance On Dungeons & Dragons - page 197
by David Harris And Josiah Lulham

14. Forging Family Through Queer Dungeons & Dragons - page 211
by Jay Malouf-Grice

CRITICALLY PLAYING DUNGEONS & DRAGONS
Designer Vignettes III - page 229

15. “Race” And Race: Longitudinal Trends In Dungeons & Dragons Character Creation - page 231
by Amanda Cote And Emily Saidel

16. Hack The Orcs, Loot The Tomb, And Take The Land: Reflections On Settler Colonialism, Indigeneity, And Otherwise Possibilities Of Dungeons & Dragons - page 259
by Daniel Heath Justice

17. Seeking The Unimaginable: Rules, Race, And Adolescent Desire In Dungeons & Dragons - page 275
by Aaron Trammell And Antero Garcia

18. Defamiliarizing Dungeons & Dragons: Playing Out Western Fantasy In Singapore - page 283
by Kellynn Wee

19. Soft Communities And Vicarious Deviance In Dungeons & Dragons - page 301
by Victor Raymond (who blogs at the Sandbox of Doom) and Gary Alan Fine

FUTURES
Designer Vignettes IV - page 323

20. D&D&D&D&D: Imagining Dungeons & Dragons At 150 And Beyond - page 325
by Jonathan Walton

Tuesday, April 23, 2024

50 Years of D&D: Forthcoming Book from MIT Press


Over the past five years, The MIT Press has curated an impressive series of Game Studies books, including several of great interest to myself and readers of this blog: Appendix N: the Eldritch Roots of Dungeons & Dragons (published by Strange Attractions and distributed by MIT Press), and several by Jon Peterson: The Elusive Shift, Game Wizards, and the forthcoming second edition of Playing at the World. The full list of books in their series can be viewed here.

The latest book in the series, out on May 14th, is Fifty Years of Dungeons & Dragons, an anthology tied to this year's half-centennial of D&D. It contains various chapters written by the likes of Jon Peterson, Gary Alan Fine (author of Shared Fantasy), and Daniel Justice, and edited by Premeet Sidhu, Marcus Carter and José P. Zagal, all academics at various universities. 

Having written the above, I find myself a bit stunned to also announce that I was able to contribute to this volume...! 

Specifically, among the contents is a chapter on J. Eric Holmes that I have co-written, along with Tony Rowe of the Cryptic Archivist blog, titled "'Doctor Holmes I Presume?' How a California Neurology Professor Penned the first Dungeons & Dragons Basic Set".

I haven't seen a physical copy yet, but the book is slated to be a 392-page, 6 by 9 inch papeback with 16 black & white illustrations and the color cover posted above (I'm not sure who the artist is, but I will update this when I find out). I will share the full contents of the book in a future post (Update: the Table of Contents are now posted here).

It's currently available for pre-order on Amazon ($34.99), and with a price drop guarantee:

50 Years of Dungeons & Dragons

And there is also a Kindle version available for $25.99. Other booksellers offering it can be found through the MIT Press page.

Many thanks to Tony for asking if I wanted to work on this with him, submitting the proposal for our chapter, and generally organizing and driving things forward!

See also:

Playing at the World Revised Edition Out in July, with a cover by Erol Otus!

"The Making of OD&D: 1970-1977": Everything We Know About this Book

Update:

Tony has now also written about the book: "Book update: Fifty Years of Dungeons & Dragons"

50 Years of Dungeons & Dragons: Table of Contents

Thursday, March 14, 2024

Erol Otus cover illustration for Playing at the World 2E


Yesterday on FB, artist Erol Otus shared his original, unadorned illustration for the cover of the first volume of the revised of second edition of Playing at the World by Jon Peterson, due out this July. Per Erol's post, the illustration is meant to call "to mind monochromatic publications from the earlier days like “The Strategic Review” and Fanzines". 

Given the blue color, might I add the Holmes Basic rulebook to that list?

See my previous post for more info about the revised edition, which can be pre-ordered from Amazon here:

Playing at the World, 2nd Edition, Volume 1: The Invention of D&D

Monday, March 11, 2024

Playing at the World revised edition out in July

With a cover by Erol Otus!



Cover by Erol Otus...!


Playing at the World, Jon Peterson's 2012 groundbreaking history of the origin of RPGs, has been out of print for a number of years, with secondhand copies going for increasingly higher prices, but as I reported previously a revised second edition is coming later this year from MIT Press. 

The expanded book will now be split into two volumes, with the first one, Volume 1: The Invention of Dungeons & Dragons, coming out on July 30th of this year. Per the publisher info, this volume "distills the story of how the wargaming clubs and fanzines circulating around the upper Midwest in the 1970s culminated in Gary Gygax and Dave Arneson’s seminal role-playing game, D&D". 

The MIT Press and Amazon pre-order pages have now been updated with the cover art: a fantastic illustration by the legendary old school TSR artist Erol Otus (shown above)*. The first volume is now available for pre-order from Amazon for $29.95, and with a price guarantee:

Playing at the World, 2nd Edition, Volume 1: The Invention of D&D

I've pre-ordered it myself.

It will be followed later by Volume 2: The Three Pillars of Role-Playing Games, "a deeper dive into the history of the setting, system, and character of D&D". This appears to correspond to chapters 2-4 of the original edition, which were: 2: Setting - The Medieval Fantasy Genre; 3: System - The Rules of the Game; and 4: Character - Roles and Immersion. 

*Thanks for captainjapan on the OD&D74 forums for this news.

Monday, November 27, 2023

Playing at the World: Second Edition coming next year


Cover of the original printing

As mentioned recently by author Jon Peterson on X, a second edition of his seminal history of D&D, Playing at the World, is coming out next year, via MIT Press.

An Amazon pre-order page exists with a date of August 6th, 2024, with both print and digitial options. No cover image is yet available:

Playing at the World Pre-Order Page

Long out of print, second hand copies of the original printing from 2012 regularly fetch over $200. 

Rather than just a straight reprint, the new edition will be "a pretty pervasive update" per the author, and the Amazon page indicates it will be published in two volumes.

See also:

Playing at the World blog

Tuesday, October 12, 2021

"Game Wizards" Has Arrived!

 

Game Wizards: The Epic Battle for Dungeons & Dragons is the title of the new book by Jon Peterson of Playing at the World fame. I had eagerly awaited it since hearing about it, and had pre-ordered from Amazon, and it arrived in the mail today, like magic, on its official release date. Shelfie above. 

After checking out the images in the book, I naturally looked up Holmes & the Basic Set in the index and skimmed some of those parts. This lead to reading more parts before I forced myself to stop, so I can start at the beginning. But my early verdict is that it is very readable.


(" As an Amazon Associate I earn from qualifying purchases ")


In the weeks leading up to the release, Jon made a related series of "behind the scenes" posts to the Playing at the World blog:






There were also several tie-in media articles:


Polygon: How a pending lawsuit changed the original D&D Basic Set (a "never-before-seen piece that was cut from the final book")

Wired: The Missing Teen Who Fueled ‘Cult Panic’ Over D&D ("This story is adapted from Game Wizards")

Monday, April 19, 2021

Scrum Con 2021: online April 24-25



This coming weekend, Scrum Con returns for the third time! This year's con will be solely virtual due to the ongoing pandemic; we hope to in-person gaming next year.

Going virtual allows us to expand to two days of games & more on Saturday, April 24th and Sunday, April 25th. Register for the con at our new website, scrum-con.com; the cost is $5, and there is currently no limit on the number of games you can register for. 

The following games and seminars currently have open seats:

Sat 10 AM-2 PM:

"Battle on the Borderland", a CHAINMAIL fantasy miniatures game run on a real sandtable.




Sat 2:30-6:30 PM:

"The Counterattack: Elves against the Dark Emperor", a Ral Partha Chaos Wars (2016 revived) miniatures scenario.

Sat 7-11 PM:

"The Garnet Town Gambit", a RIFTS Savage Worlds Adventure Game.

"Star Schlock - Battle for Verdo Prime": a tabletop miniatures skirmish game, based on 1980s Sci-fi Movies. See more here at the website for the game: Star Schlock.




Sun 11 AM-3 PM:

"Into the Dragon's Lair", a 5E D&D game for kids ages 9-14, run by a kid of like age (this one is free)

"Stringbags Out of Darkness", a "heavily modified Torpedo Raiders" WWII wargame scenario.

"Wampus Country: Into the Lumberlands", a Moldvay Basic D&D (aka B/X) game run by Erik Jensen of the Wampus Country blog (I'm signed up for this game).




Sun 1 PM:

Interview and Q&A with Jon Peterson, author of Playing at the World and The Elusive Shift.




Sun 3:30-7:30 PM:

"Ambush in Provence", a WWII tank-combat miniatures game run using the What a Tanker rules.

"In Deep Trouble", a fantasy miniatures skirmish game run using Crawlcraft, a custom system that blends D&D, Warcraft and MTG.


Monday, February 24, 2020

Playing at the World on Identifying Dice of the 1970s



C. P. dice (front) versus Holmes Basic dice (back). Source: Playing at the World


Jon Peterson has a new video on YT up looking at the dice that were available for sale in the 1970s, and how to identify them:



It's a great video, rich with information, examples and period photos. There's an accompanying blog post with more photos and dice maps. See embedded link below.

In the video the Holmes Basic dice feature prominently as a starting point for Jon to look at the other less common dice of the '70s. I did not know that the Creative Publications dice set sold by TSR, seen here in their original packaging, can be distinguished from the later set shipped with Holmes Basic. The most prominent distinguishing feature is the color of the d6, pink in the CP set and orange-red in the Holmes set. I had previously attributed the color variations to lighting in photos.

Identifying the Dice of the 1970s

How can you recognize a polyhedral gaming die made in the 1970s? The video above gives my tips for collectors and researchers who want to roll old school. After the cut, I give a quick reference guide to identifying these dice.

Wednesday, December 5, 2018

1973 Preview of Mythical Earth Minifigs



"Middle Earth wizard painted as Saruman in his 'coat of many colours'; a vicious-looking man-orc; a rather stocky elf; axe-wielding dwarf, and of course, a hobbit. Dwarves are sold in strips of two, the second figure armed with a spear, hobbits in strips of three armed with sword, short sword and spear." - original caption 


In 1973, Miniature Figurines, perhaps better known as Minifigs, a British-based manufacturer of metal miniatures for wargames, began production on one of the first lines of fantasy miniatures. (Another very early line by Jack Scruby Miniatures is discussed in this recent article at Playing at the World.)

The line of 25 mm minis was called 'Mythical Earth' --- obviously inspired by Tolkien. The preview photo is from Airfix Magazine, August 1973, and shows some of the first figures in the line, including (from left to right) painted versions of ME4 Wizard, ME1 Man-Orc with Sword, ME2 Wood Elf with Bow, ME3 Dwarves (one of two figures) and ME6 Hobbits (one of thee). Chainmail was in existence at this time, but the publication of D&D in January 1974 was still a number of months away. 

In the Playing at the World article linked above, Jon mentions that the "Mythical Earth" was not the original name for this line, but was a rebranding to avoid suit by the Tolkien Estate. This appears to be reflected in this preview as it only uses the name "Middle Earth" and not "Mythical Earth".

It's stunning to realize that when this article was first published, in August 1973, J.R.R. Tolkien was still alive, though not for long as he passed away the following month on September 2nd, 1973.

The preview was part of the "New kits and models" column in Airfix, author unlisted but probably Editor Bruce Quarrie or Editorial Director Darryl Reach:

"In their 25 mm range. Miniature Figurines  have sent us the first samples in a new series of ‘Middle Earth' figures. Wargamers who are also addicted to Professor J. R. R. Tolkien's epic fantasy novel The Lord of the Rings will be delighted with these figures, which currently include a wizard, man-orc, dwarf, elf and hobbit, illustrated here. Future releases will include Riders of Rohan. Dunedain, and Nazgul mounted on pterodactyl-like winged  beasts. Orcs and further examples both of the Free Peoples and Sauron's minions. Readers of Wargamers Newsletter will realise that there is considerable demand for fantasy figures of this type, and Miniature Figurines are to be congratulated on such an imaginative venture. The figures will undoubtedly be especially popular in America, where Tolkien is a great cult figure, and in this context it is worth noting that the firm are soon to be opening a factory in the States."
Thanks to Shining Knight pointing out this article in this thread on the Dragonsfoot.

A pdf of the magazine can be found over on the Internet Archive.

A gallery of the entire Mythical Earth line can be seen on the Lost Minis wiki.

The line eventually grew to 101 figures. Despite the focus on Middle Earth, it had a few oddities, such as ME51 Frog Man (perhaps Gollum? But why avoid using his name when you already using Hobbit, Huorn, Rohan, Dunland and Harad?), ME100 Centaur, and the final figure ME101 Pan.

J. Eric Holmes owned minis from this line. I previously wrote about his Green-Painted ME58 Dragon and also about a ME4 Wizard in the photo from the Tales of Peril dust jacket.

(Article originally drafted in April 2018 but just revised & posted today)

Monday, July 17, 2017

A Draft of OD&D

Over on Playing at the World, Jon Peterson announced late last week that the 50th anniversary of Gen Con would feature a museum dedicated to the history of the gaming hobby from its origins through recent times. As part of this there's big news for those of us who study the early history of D&D: "You will be able to see some amazing artifacts like this: a first draft of Dungeons & Dragons." Not the Dalluhn manuscript that he has written about previously (which now appears to be a later variant), but a newly uncovered draft. 

On ODD74, Jon wrote more about this document:
"The original larger draft weighed in at about 100 pages double spaced, and we might suppose it corresponds to the 100 page draft that Gygax sometimes mentioned in his later recollections of the development of D&D. Let's call that larger draft "Guidon" D&D. It was perhaps the earliest complete draft, though the photocopies ["Mornard Fragments"] of it that Mike [Mornard] received feature a number of hand corrections that date from a later time than when GD&D was first typed up."

From this draft, Jon shares text that would become part of the cover of the booklets. It's a beautiful sight:




We can see the typist originally typed "Campaigns" and then altered it to make it singular and added "Games". And "& Pencil" was added later, ironically, in pencil.

Further changes were made for the printed covers (here Men & Magic, Vol 1):




Here "Campaign Games" becomes "Wargames Campaigns" and is moved to after "Medieval". And rather than using the components as adjectives to describe the game, the subtitle here uses them as components "Playable with" the campaigns. These components incorporate the "Pencil" addition and drop the word "Board". But the reference to a board remains in the text of the printed game: "The use of paper, pencil and map boards are standard" (pg 5, section "Scope".

That's all we know so far. This document has been speculated about for decades. I'm looking forward to learning more about it!

Update:
For more discussion of the contents of this draft see the thread "Guidon D&D" Draft over at the OD&D Discussion forums.

2024 Update:
This draft is set to be published in June 2024 in the book "Making of Original Dungeons & Dragons: 1970-1977", which can be pre-ordered here. Read more about the contents here.

Wednesday, January 22, 2014

The Land of the Great Kingdom and Environs

If you haven't seen it yet, check out the video by Jon Peterson (author of Playing at the World) highlighting some awesome pre-D&D treasures from his collection:

"History of D&D in 12 Treasures"

Item #5 is a map, labeled in the video as "Great Kingdom Map, Gary Gygax, 1971, Territories of the Great Kingdom". In the accompanying post he further describes it as  "showing Blackmoor and other Castle & Crusade Society holdings". In the video Jon gives us several glimpses of the map that show a number of familiar kingdom names from the published World of Greyhawk, 1980.


An earlier version of this map, originally published in Domesday Book #9, appeared in Jon's book in 2012. This map has some geographical features named but is mostly missing the names of kingdoms. However, at the time I noticed that Dave Arneson's hand drawn map of Blackmoor from the First Fantasy Campaign (1977) matched a portion of the Great Kingdom Map. Combining the information from the two, I posted ("The Weird Enclave of Blackmoor") an annotated map with speculative locations of Blackmoor and Greyhawk:



Now, thanks to the glimpses of the "new" map that Jon has shown us in his video, I see that I was basically correct in the locations for Blackmoor, the Egg of Coot, the Duchy of Ten and The Great Kingdom, each of which is named in this map.

While the outlines and geographical features of the "new" Great Kingdom map are not identical to the previous one, they are close enough to roughly transpose the kingdom names back on to the mostly blank original map: 




Observations:

-Obviously, many changes were made when this world was later adapted as the World of Greyhawk in 1980, but it is striking how many familiar names appear in familiar locations. 

-Perunland is between the mountains to the northwest of Nir Dyv lake, as with Perrenland in the published Greyhawk map. 

-A Paynim Kingdom is further to the northwest, south of the Far Ocean. In the published Greyhawk this becomes the Plains of the Paynims, south of the Dramidj Ocean.

-The Hold of Iron Hand, north of the Paynim Kingdom on the Great Kingdom map, likely became the Hold of Stonefist. In published Greyhawk it is not anywhere near the Paynims, instead being at the western base of a northwestern peninsula in the same position relative to the Barbarian Kingdoms. Gygax seems to have split the northern areas of his Great Kingdom map, putting the the Hold and the Barbarian kingdoms on a great peninsula to the northeast, and leaving Perrenland, the Paynims and Blackmoor in the northwest.

-A Grand Duchy of Urnst is to the immediate southeast of Nir Dyv lake, as in the published World of Greyhawk. A Kingdom of Catmelun is to the southwest of this, possibly where the Kingdom of Nyrond is in the published version.

-A Grand Duchy of Geoff is to the west near the mountains, as in published Greyhawk.

-Where the City of Greyhawk should be, there's C. of Yerocundy [sp?] and to the west, a Kingdom of Faraz. There is the possibility that these two were combined to form the Kingdom of Furyondy, which in published Greyhawk is to the west of the lake like Faraz.

Interestingly, Andre Norton's 1978 Greyhawk novel, Quag Keep, uses similar but not identical names for two kingdoms:
 
"We shall have Yerocunby and Faraaz facing us at the border. But then the river will lead us straight into the mountains" (Chapter 6). 

-A Duchy of Maritz [sp?] also appears as an island on the Great Kingdom map. 

Quag Keep further mentions:

"In addition he saw a dozen of these silver, halfmoon circles coined in Faraaz, and two of the mother-of-pearl discs incised with the fierce head of a sea-serpent which came from the island Duchy of Maritiz" (Chapter 3)

This warrants a closer look at the geography mentioned in Quag Keep versus the Great Kingdom map. Andre Norton consulted with Gygax in writing Quag Keep so she possibly saw an earlier version of Greyhawk using these names.

-Neron March (possibly "Nekon") might possibly be a predecessor of "Gran March".

-In the comments Jon mentions Walworth north of the lake and that In published Greyhawk The Shield Lands appear in the same location and are ruled by the Earl of Walworth. In the video, Jon mentions that Gygax was named the Earl of Walworth in Domesday Book #2, and Walworth represents his holdings in the game (and is also the name of the county that Lake Geneva is in, in Wisconsin).

-I left out material from the map in the video that I couldn't read, and several small areas around Blackmoor that don't seem to correspond to anything significant: March Slove, County of Celate and County of Stabilny. 

-The title of this post references the Foreword to the original D&D Set, also reprinted in Holmes Basic:

"From the map of the "land" of the "Great Kingdom" and environs - the territory of the C&C Society - Dave located a nice bog where to nest the weird enclave of "Blackmoor", a spot between the "Great Kingdom" and the fearsome "Egg of Coot"".