Monday, April 29, 2013
Tactical Studies Hobbies, an Oddity in Letterhead
In mid-1975, the partnership of Tactical Studies Rules underwent a transformation into TSR Hobbies, Inc. A number of factors motivated this transition, including the need to reorganize following the death of Don Kaye, as well as the company's increasing ambitions in the mail-order and retail hobby sales business (the first steps towards the Dungeon Hobby Shop). The newly-constituted TSR Hobbies, Inc. acquired the assets of Tactical Studies Rules, and work on game development proceeded under the TSR Hobbies, Inc. umbrella. If, however, you received mail from TSR at just the right time in 1975, you might have found the oddity shown here: the transitional name "Tactical Studies Hobbies." To explore the territory around this curious company-that-never-was, let's take a tour of TSR's early letterheads.
Friday, April 12, 2013
The Dalluhn Manuscript: In Detail and On Display
It's been a few months since I've discussed the Dalluhn Manuscript here. In the intervening time, I have conducted a more thorough study of the document, consulted with forensics experts and early gamers, and assembled my findings to date into a paper that I present here as an "interim appendix" to Playing at the World along with a few exhibits. Those brave few who have complained that they found PatW too short may take solace in this substantial addition. Like the book, this appendix is dense, scholarly reading, but I'm working on a friendlier account that I hope will appear soon (perhaps in a forthcoming issue of Gygax magazine). For the impatient, I provide a high-level introduction to the evidence below. I believe the paper establishes that the Dalluhn Manuscript preserves the earliest currently known version of the game of Dungeons & Dragons.
The publication of this "interim appendix" coincides with a development in the availability of the Dalluhn Manuscript: I have loaned the original copy of this to the National Museum of Play in Rochester, NY. It goes on display there this coming weekend, on April 13th, 2013, as a feature of their Game Time! exhibit, along with many other interesting artifacts from the history of modern gaming. If want to see it first hand, do drop by; there are plenty of other amazing pieces of history on display.
Saturday, February 23, 2013
Arneson's Naval Illustrations
Dave Arneson had a well-documented love of boats, especially sailing ships. Around the time that Dungeons & Dragons was developed, we see this especially in his work on the Don't Give Up the Ship naval miniature wargaming rules, as well as his unpublished Ships of the Line campaign system. His interest was not limited to the Great Age of Sail, however: Arneson contributed several illustrated articles to the Domesday Book about medieval naval warfare. Those who know Arneson's drawings only from his monster sketches in Dungeons & Dragons or the cartoons in the First Fantasy Campaign may find the level of detail in these illustrations uncharacteristic - but in keeping with the customs of the time, these illustrations were surreptitiously copied from existing sources. The Viking longboat above, for example, attached to Arneson's article "Tigers of the Sea" (DB #5) is obviously (but without credit) reproduced from Edwin Tunis's Oars, Sails and Steam (1951).
Sunday, February 3, 2013
How Gaming Got Its Dice
For those of us who grew up with Dungeons & Dragons, it is easy to take the polyhedral dice of gaming for granted. Dice had played an integral role in gaming since Prussian wargamers of the early nineteenth century first developed combat resolution tables. Those games and the many works they influenced, however, relied exclusively on 6-sided dice, apart from a few experimental dead-ends (like Totten's 12-sided teetotum in the late nineteenth century). When modern hobby wargaming culture began in the 1950s, it too stuck with 6-siders: the first Avalon Hill game (Tactics, 1954) requires a "cubit" for combat resolution, and the miniature gamers who contributed to the War Game Digest similarly seemed content to rely on the d6. By 1970, however, polyhedral dice had begun to creep into the wargaming community, as we see in the advertisement above from a 1971 Wargamer's Newsletter. Why do we need those funny dice anyway? What purpose did they serve that an ordinary 6-sider couldn't?
Monday, January 21, 2013
Strategos in the Twin Cities
Friday, December 21, 2012
Gary Gygax on Christmas and Christianity
A note from Gary Gygax in the IFW Monthly of February 1969. A topical historical curiosity, yes, but what does it tell us about who Gary was back then? First of all, he strongly self-identified as a Christian, an important counterpoint to the fundamentalist backlash against his later fantasy-themed games. Gary approached Christianity as a system with rules, which he researched and explored through a strict historical lens. If his readings differed from mainstream conventions, he was never one to bow to popular opinion. Sometimes he took things too seriously, sacrificing fun for accuracy. He was never shy about sharing his ideas and defending his position in public, but respectfully acknowledges the existence of dissenting views. These are all qualities we see reflected in his subsequent career as a game designer.
Speaking as someone who is not particularly religious, but nonetheless celebrates Christmas with a tree, gift-giving and feasting, I also find in Gary's words here a welcome reminder that Christmas and Christianity are not as tightly coupled as one might think. Happy holidays!
Speaking as someone who is not particularly religious, but nonetheless celebrates Christmas with a tree, gift-giving and feasting, I also find in Gary's words here a welcome reminder that Christmas and Christianity are not as tightly coupled as one might think. Happy holidays!
Sunday, December 16, 2012
Gaming is Now 100 Years Old
Gaming as we know it - that is, a hobby surrounding commercial games that simulate conflict, marketed to the general public for entertainment - began one hundred years ago, in December 1912. That's when H.G. Wells published the first installment of his Little Wars in the Christmas issue of Windsor Magazine. Wells was already famous for the science-fiction novels he had published in the 1890s, but his more recent work focused more on the present day, and the looming shadow of war that hung over Europe. By going beyond just writing about war, and instead providing seminal rules for simulating it, Wells laid the groundwork for all of the twentieth-century gaming that would follow.
Subscribe to:
Posts (Atom)







