One of the most
influential games of the last century was Dungeons &
Dragons. This is not to suggest
it has enjoyed enormous commercial success – it hasn't. Except,
perhaps, in contrast to other role-playing game systems, which (other
than White Wolf's horror-fetish World of Darkness
and perhaps Steve Jackson Games' GURPS
and Chaosium's Call of Cthulhu)
have suffered either instant or lingering commercial failure.
Estimates state some 20 million people have played
D&D since its inception –
impressive figures, especially for tabletop role-playing games, although for comparison bear in mind that Trivial Pursuit
sold 20 million units in 1984 alone.
The
influence of Dungeons & Dragons,
or D&D, can be
divided into two specific aspects: firstly, there is the mechanical
influence, which has been felt most strongly in the videogames industry.
The progress structures that were developed with this game are
compelling and addictive, and become even more so when the rate of
progress is increased, as it is when similar structures appear in
videogames. In tabletop D&D,
a player would be lucky to gain a level each week that they played.
In a computer RPG, a player would be surprised not to gain levels in
the space of a few hours, or even minutes near the beginning of the
game. Not only computer RPGs but videogames in general owe a huge
mechanical debt to D&D
– even Grand Theft Auto: San Andreas contains reward structures descending from D&D amongst its mechanics.
The
second influence – which is less commercially relevant but is just
as culturally significant – is the confluence of narrative and play
in what has been called participatory storytelling. Prior to D&D
there were no mechanics for this kind of play – only children
created ad hoc stories together; adults might write fiction, but they
did not perform fiction with one another outside of improvisational
theatre. The genius of Gary Gygax and Dave Areneson was to recognise
that the central mechanics in wargames had a potential beyond that of representing conflict – the fundamental elements of these games were
applicable to a more narrative form. Chainmail
(by Gygax and Jeff Peren), the direct predecessor to D&D,
was a 1971 wargame with rules for fantasy monsters and one-on-one
“swashbuckling” action, inspired by the works of J.R.R Tolkien (Lord
of the Rings) and Robert E. Howard (Conan)
among others. It rapidly became apparent that this direction could
lead to a new kind of a game – one in which the focus was
individual heroes and their stories, not whole armies.
Thus
was born the original Dungeons & Dragons boxed set,
published by Tactical Studies Rules in 1974, back when the height of
videogame sophistication was Pong. The original white box
edition was essentially incomprehensible to anyone who was not
already familiar with wargaming, but still proved hugely popular in
comparison with the wargames available at the time. In this regard,
it is important not to underestimate the role of Avalon Hill in the
success of D&D: without the venerable wargame company
paving the way for hobby gaming in general, it would have been
essentially impossible for D&D to gain its initial
foothold. Only because a niche market for esoteric and often complex
boardgames had been established was it possible for role-playing
games to spread so rapidly among university students, high schoolers,
and other stalwarts of hobby gaming.
In
1977, TSR Hobbies (the next in the long chain of companies in the TSR
lineage) began a two-pronged market strategy in respect of the then
hugely popular (in hobby games terms!) D&D franchise. On
the one hand, Basic Dungeons & Dragons retained the boxed
set format (ideal for sale in toy stores) and was designed to be an
introduction to the game for new players. On the other, Advanced
Dungeons & Dragons was offered as a series of premium
hardback rulebooks, intended for players of the basic game to
“graduate” to, as they mastered the rules. The core of the
advanced game came in three books published initially over three
years: Players Handbook, Dungeon Masters Guide and
Monster Manual, a schema which still exists to some extent
today. TSR's product line for D&D was also supplemented by
some third party companies such as Judges Guild, which published
licensed AD&D content up until 1982.
The
basis of the two-pronged strategy was sound: having a cheaper
introductory version coupled with a more expensive advanced version
made it easier for players to get into the game, and gave experienced
players additional options. Unfortunately, the integration between the
two versions was scant, and each was actuated by a wildly different
design philosophy. Gary Gygax, in charge of AD&D,
wanted rules for every conceivable situation (far more, in fact, than
any player ever used). Eric Holmes, in charge of Basic
D&D, preferred a more stripped down approach, with more room
for improvisation. In this regard, it was almost as if the split
echoed the two influences cited above: AD&D followed the
mechanical line, while D&D followed the role-playing line,
loosely speaking. There is a certain irony to Gygax leading the more
complicated rule set: he had once quipped that TSR would be in
trouble if the players ever realised that they didn't actually need
any rules...
In 1979, a story broke
that a university student in Michigan had disappeared in the school's
steam tunnels while playing a live-action version of D&D.
A 1982 TV-movie, Mazes and Monsters, starring a young Tom
Hanks, was based loosely on the events, and wildly misrepresented the
role-playing hobby in a manner reminiscent of the classic Reefer
Madness. It was the beginning of a spate of negative publicity,
which lead to a backlash against the game from conservative
Christian groups who alleged the game promoted demon worship and
suicide. This opinion had originating in Patricia Pulling, whose
D&D-playing son killed himself in 1982, although there is
no evidence the game was a factor in his death. Three years later, Pulling
appeared on 60 Minutes opposite Gary Gygax, after which Gygax
received death threats and had to hire a bodyguard. He left the
company shortly afterwards owing to a dispute with the controlling
shareholders, not long after creating the briefly successful Dungeons & Dragons
cartoon for CBS, which lead its time slot for two years.
Between the negative
publicity and the cartoon show, the media attention on D&D
served to raise awareness of the game to new levels, and TSR's annual
D&D sales shot up to $16 million in 1982, and $29 million
by 1985. The New York Times
speculated in January 1983 that Dungeons & Dragons
could be “the great game of the 1980s”. During this time,
Basic D&D diverged even further from AD&D
under the guidance of new editor Tom Moldvay, who produced the 1981
edition, and the two rulesets were definitively considered to be entirely distinct games. AD&D
was supplemented during this decade by many new hardback rulebooks,
each of which sold a few hundred thousand units. Basic
D&Dwas
supplemented by a sequence of new boxed sets, each dealing with
progressively higher level characters – Expert
(levels 4-14), Companion
(levels 15-25), Master
(levels 26-36) and Immortals
(level 36+), but the bulk of sales appear to have been for the Basic
and Expert boxes. In
1989, the Basic boxed
set apparently sold over a million units, annual sales that no other
tabletop RPG has ever reached.
The very existence of D&D
had been formative for the computer role-playing game genre, and was
a clear inspiration for both Ultima and Wizardry: Proving
Grounds of the Mad Overlord, both launched in 1981. Both titles were key influences in the development of computer role-playing games, and Wizardry affected designers in both Japan and the US to an enormous degree. Despite this chain of lineage to D&D,
TSR were slow to benefit from videogame revenue. Some largely
unsuccessful Mattel and Intellivision titles in 1981 and 1982 were
eventually followed in 1988 with the first of the popular “Gold
Box” titles by SSI, beginning in 1988 with Pool of Radiance,
and followed by half a dozen other titles in this line over the next
four years, along with a slew of other licensed videogames over the next
decade, several of which enjoyed modest success.
The
1990s were not so lucrative for TSR. David “Zeb” Cook's 1989
revision of AD&D
into 2nd
Edition removed a great deal of what had offended conservative
Christians in the original game, including references to demons and
devils, playable evil classes and races, and sexually suggestive art.
This version drew less influence from the sword and sorcery fiction
of Howard, Leiber and Moorcock, and represented itself as a blend of
medieval history and mythology (although the Moorcock-inspired
alignment system remained). Unfortunately, the entire tabletop
role-playing game market was to suffer a near-fatal blow at the hands
of a new contender in the hobby game space with the arrival in 1992
of Wizards of the Coast's Magic: The Gathering,
a unique and addictive trading card game designed by Richard
Garfield. M:TG (and to
a lesser extent other collectible card games) sucked almost all the
air out of the balloon for tabletop RPGs, and drove many companies
bankrupt.
The
final insult for TSR came in 1997, when the ailing company was
purchased by Wizards of the Coast, the very company that had
effectively driven it out of business. Ironically, two years later,
Wizards of the Coast was
itself purchased by toy giant Hasbro, who had little or no interest
in tabletop role-playing, but were very interested in the massive
revenues generated by both M:TG
and the Pokémon Trading Card Game,
which WotC had shrewdly licensed. Ironically, the Hasbro acquisition
united Dungeons & Dragons
with the company that had paved its way, Avalon Hill, the rights for
which had been acquired by Hasbro after the collapse of the ailing
wargaming company in 1998.
Under
the guidance of Wizards of the Coast, Dungeons &
Dragons was finally to enjoy
more substantial success in the videogame marketplace, beginning with
BioWare's Baldur's Gate
series (1998-2001), the engine for which also drove the 1999
PlaneScape: Torment, a
highly regarded but commercially unsuccessful title by Black Isle
Studios, who had also acted as publisher for Baldur's Gate.
However, just as D&D
had been slow to take advantage of its influence in the cRPG space,
it was too slow to move into the new massively multiplayer online RPG
space. Early MUDs, the direct predecessors to MMORPGs, had been
vastly influenced by D&D
(especially the numerous LP and diku MUDs), and there is no reason
the Dungeons & Dragons
brand couldn't have moved to dominate the MMO space. Instead, World
of Warcraft was to claim the
crown – itself clearly a direct descendent of the ideas that
originated in D&D.
In
2000, Wizards of the Coast released the third edition of AD&D,
now called simply Dungeons & Dragons,
thus marking the end of the two-pronged market strategy (and the
commercial termination of Basic D&D).
From now on, there would be only one product line for D&D
at any given time. The third edition was marked by a daring decision
to license the core rules, known as the d20 System, under the Open
Game License (OGL), although both Dungeons & Dragons
and d20 System remained trademarks of WotC. The motivation for this came from D&D's brand manager, Ryan Dancey, and was
commercial in nature. It was a fact of the marketplace for tabletop
RPGs that rulebooks sold far better than supporting materials
such as adventure modules; the OGL spread the cost of producing
support materials to other companies (latter day Judges Guilds, in
effect), while theoretically driving sales of the core rulebooks. A
later 3.5 edition was also released under the OGL, and for seven
years D&D was the
flagship product in the open gaming movement.
However,
reading between the lines, it seems as if Hasbro corporate were less
than pleased with what was entailed by open gaming, and when
Dungeons & Dragons
4th
edition was released in 2008 it came with a new, highly restrictive
license known as the Game System License (GSL). This license has
since been updated, but it still falls wildly short of the freedoms
offered under OGL. The genius of the original OGL was that it allowed
WotC to own the premier product in a theoretically expanded
marketplace (on the principle that a smaller share of a bigger market
would be worth more). However, judging from the revisions in the GSL,
Hasbro's legal department had issues both with the freedoms being
granted to potential competitors, and with their lack of control over
the content that might be offered. To their credit, the GSL still
allows relatively easy licensing of 4th
edition books, certainly compared to the situation in other media – but it shuts down almost all other kinds of
support, including software, magazines and websites, and provides no affordances for content rooted in 3rd edition.
One of
the interesting things about the revised GSL is its effective
admission of how little of the content in the D&D settings
actually belongs to WotC/Hasbro, on account of the game even from the outset being cobbled together from dozens of different source materials and mythologies. Just thirteen monsters are listed in the
revised GSL as being effectively D&D intellectual
property, and of these only the Beholder and the Mind Flayer are
particularly notable*. The creatures most associated with D&D
such as Orcs, Elves, Dwarves etc. had already been excluded from
legal protection in a landmark case between TSR and the estate of
J.R.R. Tolkien, which established that one cannot legally own a race.
Tolkien's estate did claim “Hobbit” as a trademark, however, and
references to Hobbits and Ents were removed from D&D in 1977 as a result of the case.
The
net result of the new GSL has been a split in the market between
third party companies supporting 4th
edition Dungeons & Dragons and
companies unwilling to commit to the GSL (the scariest clause of
which is the one which allows the terms of the agreement to be
changed at any time without notice). Those who reject the GSL are
either continuing to support the 3.5 edition of D&D
under the original OGL,
or spin-offs such as Paizo Publishing's Pathfinder
Roleplaying Game, the appearance
of which may have been a factor in souring Hasbro on the OGL. Since
the whole point of the OGL as (presumably) sold to Hasbro was to
drive sales of the core D&D
rulebooks, the appearance of rival rulebooks may have been a deal
breaker (which might also explain why the GSL expressly locks down any
ability to reference the mechanics of the D&D
core rulebooks).
Beyond
the legal issues, 4th edition raised eyebrows because for
the first time in its life the new D&D ruleset clearly
showed the influence of MMOs – a change probably intended to help attract MMORPG players to the
tabletop game. The core of D&D's cash flow lies with
teenagers and university students, and the revised rules seem to
assume that making the game more like an MMO will help appeal to an
audience already familiar with online adventuring. This is most
strikingly apparent in the spelling out in the 4th edition
rulebooks of specific “roles” for combat, each of which overtly
corresponds to the dungeon roles popularised in the World of
Warcraft community (given here in brackets): defender (“tank”), striker (“DPS”),
controller (“crowd control”) and leader (“healer”). Such
roles make no sense in the context of participatory storytelling or
the history of fantasy novels; they emerged from game balancing
issues unique to the post-MUD online dungeon-bash games.
Thus
one of the most original and innovative games ever to be published is
now second fiddle to its electronic progeny. Dungeons &
Dragons 4th edition seems to recognise that the
success of World of Warcraft lies not in its ability to
support role-play, for only a minority of players participate in the
game world in this way, but in its slick, streamlined reward
structures – inspired by the original D&D game, but
tweaked to addictive excellence by the designers of computer
role-playing games over the intervening
decades (especially in Japan, where the genre is the most popular form of videogame). Nothing can take away the tremendous contribution of this
game to the history of play, but it is still slightly saddening to
see that now, even more than ever before, D&D as a
commercial product is less about supporting the incredible niche
hobby of participatory storytelling that it founded, and much more about wringing the
spare change out of teenagers.
Are you, or were you, a
Dungeons & Dragons
player? I'm interested in hearing from players of the game who have
opinions about the different rulesets, particularly players who still
use 1st or 2nd edition AD&D
rules (or D&D boxed
set/cyclopedia rules), players refusing to leave 3.5 for 4e, players
who have jumped ship for Pathfinder,
or players who have switched to 4e and are happy with it. Thanks in
advance for sharing your views!
*
The full list of restricted monsters is Balhannoth, Beholder, Carrion
Crawler, Displacer Beast, Gauth, Githyanki, Githzerai, Kuo-Toa, Mind
Flayer, Illithid, Slaad, Umber Hulk, and Yuan-Ti.