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Interview with Gary Gygax

the_bahua writes "Have a look at this one-on-one with Gary Gygax, over at KCGeek.com. It's a tell-all, see-all, look into the mind of the man behind the second-best thing to do at four in the morning. Responsible for one of the cornerstones of geekdom, he is largely unknown to many, including many RPG fans."

128 of 295 comments (clear)

  1. Am I Still a Geek? by Vortran · · Score: 3, Funny

    I've never played an RPG. Can I still call myself a geek?

    --
    Knowledge is like ignorance.. too much can be just as bad as not enough.
    1. Re:Am I Still a Geek? by Ravagin · · Score: 2

      Hmm. Go play some nethack and we'll consider it. :P

      --

      Karma: T-rexcellent.

    2. Re:Am I Still a Geek? by daeley · · Score: 5, Funny

      I've never played an RPG. Can I still call myself a geek?

      Let's see...

      [roll roll roll]

      Hmm...

      [paper shuffling]

      [roll roll roll]

      The shop owner says No.

      --
      I watched C-beams glitter in the dark near the Tannhauser gate.
  2. Ooh! by freeze128 · · Score: 5, Funny

    Just give me 5 minutes in a room With Gary Gygax and a D20....

    1. Re:Ooh! by ackthpt · · Score: 3, Informative

      Visit his site to see what he's been up to lately!

      --

      A feeling of having made the same mistake before: Deja Foobar
  3. didn't read the article... by edrugtrader · · Score: 2

    ... too scared of what the 'second-best thing to do at four in the morning' might be....

    --
    MARIJUANA, SHROOMS, X: ONLINE?! - E
  4. Nice guy... by curtis · · Score: 5, Insightful

    I wandered across his website once while browsing and he had his email address available if you wanted to contact him...

    On a whim, I emailed him to ask him a few questions and thank him for some of his early work, DnD, Gord the Rogue books, Greyhawk, you name it.

    To my surprise, he actually took the time to respond to my questions and bring me up to date with what he has been doing in the post TSR days.

    It always amazes me when someone that has made it big at one point will take the time to answer someone they don't know. Kudos to him. (or at least his staff)

    1. Re:Nice guy... by paganizer · · Score: 2, Funny

      Gary is a SUPER busy dude. His game Lejendary Adventure is picking up steam, he's about to come out with a MMPORPG, he still writes (I think, i'll ask him), and of course he still controls the souls of the millions of zombies he created by those well placed Satanic Spells in the DMG.....

      --
      Why, yes, I AM a Pagan Libertarian.
    2. Re:Nice guy... by WNight · · Score: 4, Insightful

      That's different.

      He always came across as a jerk in the articles he wrote in Dragon Magazine. And unwilling to accept the idea that anyone would want the use house rules, or add races/classes, etc.

      It seemed that he very much had the idea that he created the game, the players should shutup and play it without questioning him.

      After he was gone AD&D seemed to get a lot friendlier. The books talked about how to create new classes and races, some gotchas, and guidelines. They expected that people would have house rules...

      I don't play D&D in any form anymore, because there are better systems out there (levels, and classes, ugh...) but I still read the books to keep up with recent developments.

    3. Re:Nice guy... by JabberWokky · · Score: 3, Interesting
      I never thought so - he was always concerned about the purity of the official rules way back in the beginning, but that's when "role-playing aids" was a euphemism for "D&D retypeset" or just straight "illegal xerox". Back in those days he was a nice guy to meet, willing to run or play a game at a convention at the drop of a hat.

      I just wish I still had my original "crayon in the numbers" dice - just for sentimental value. All of my early D&D boxed sets walked away from my dorm in college, in a box stuffed full of Heinlein, Asimov and a bunch of pulps. Damn bastards probably thought they were getting sterio equipment and records.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    4. Re:Nice guy... by AndroidCat · · Score: 2
      Yeah well, he was arguing about the purity of real D&D about the same time some guy with acne send out a letter complaining about people ripping off his Altair BASIC.

      Unlike Gary, I don't think the other guy has ever gotten over it...

      And damnit, it's THE Dragon magazine. Kids these days...

      --
      One line blog. I hear that they're called Twitters now.
    5. Re:Nice guy... by WNight · · Score: 2

      My annoyance with his "purity of the rules" stance was that 1) he came across as rude, and 2) they hurt the system, a lot.

      Two questions I remember were about alignment and spells.

      Someone asked if alignment was really needed, or at least, for non-priest characters. (Really, why does a barbarian need to pre-declare their personality? And why do they get penalized for changing their worldview?)

      I don't remember the response to this, except that it was "Leave it - smarter people than you decided on this" essentially.

      The other question was about using mana for spells. To somehow get rid of the requirement for mages to memorize spells. Specifically, the asker mentioned that this didn't fit with any of the heroic fantasy and always felt wrong to his group.

      The answer here was a rant about power gamers, and the "Leave it - it's a delicate balance you can't be expected to understand."

      Grrr.

      Tinkering with the magic system deserves a warning that the classes are somewhat balanced, and to be careful, but I thought the answer as given was very overboard.

      Anyways, I gave up on D&D soon after. Classes, Levels, Memorizing spells, Alignments. It was really a hack, and not a terribly good one. Made much worse by an unwillingness to change, or allow change.

    6. Re:Nice guy... by JabberWokky · · Score: 2
      Anyways, I gave up on D&D soon after. Classes, Levels, Memorizing spells, Alignments. It was really a hack, and not a terribly good one.

      Interestingly enough, although I've played all three fairly extensively, I still vastly prefer 1st Edition rules. It just worked right. If you start to move away from the whole Classes/Level/Alignment/Battle and Spell structure, you're really just looking for a different game (hint: D&D is a game, not a single way to roleplay). If you want to move the whole thing away from the rules, go with a system like Storyteller (which is also one of my favorite systems (hint: it's a different game, one is not "better" than the other)). If you want to build your own rules, go with GURPS... or start from scratch and write your own. That's always an option. Then see how you feel when someone starts writing in to you demanding that you change the spell system to memorizing spells "because it's so much better".

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    7. Re:Nice guy... by Kintanon · · Score: 2

      I've been running games and playing in them since around 1988-89, when we got annoyed at some part of 2nd edition we all sat down and rewrote chunks of it to work how we thought it should work. Some of these rewrites were horrible! They broke the game to an unbelievable degree, others were perfect and helped make our gaming a more enjoyable experience. One of these great alterations was converting the Thac0 system into a system that used fewer negative numbers and made more sense. It came out almost exactly the way 3rd edition rules are. The current d20 system used in D&D 3rd ed is incredibly friendly and lends itself to customizing the world to an excellent degree. The mechanics can apply to almost anything you can think of. I'm maddly in love with the current d20 system over every other system I've played, and that's a LOT of systems.

      Kintanon

      --
      Check out JoshJitsu.info for Brazilian Ji
    8. Re:Nice guy... by JabberWokky · · Score: 2
      I wasn't talking about House Rules (did *anybody* play a second game with as-written THAC0 rules?) I was talking about bitching about published rules and demanding they be changed. Two different things. I ran a Mind's Eye Game for a few years that had a several page "Intro/House Rules" booklet that we passed out, plus another for Narrators that focused on interaction and the "style of interpretation". House Rules are fun - heck, HoL was written with no character creation and large chunks of rules missing, but gamers ran many sessions of it, having rather chaotic fun, before the suppliment was published with character creation.

      I don't like d20... it's great for what it is by itself (really light rules, focus on roleplay and "stuff"), but Marvel and Storyteller did it better because they were built from the ground up that way (Marvel's Single Table is nifty). Palladium is another system I love (Rifts, etc), but again - it's a *different* *game*. You can revel in the detail, in the bajillion rules, the "roll on everything" style. Or, if you don't like it, play something else. It's a different game that appeals to different tastes.

      AD&D got quite a bit of flack, at first simply because there really wasn't any choice - there were no other RPG games, and the wargaming community was so focused on rules, they could only tear apart the mechanics of the system, demanding that D&D (which was synonomous with RPG) be made more "sensible", according to *their* sense. Later on, there *was* quite a bit of choice, and people tore it apart because it wasn't like [insert favorite game here]. But it is a game. It has its own published rulesets, and that's the way it is. You like 3rd the most, I like 1st the most (and don't like d20, although Star Wars is fun). Different games, different tastes. You can't say "one is quantitativly better than the other" because it's a opinion thing... and it's pointless to say "this should change to that", because there are probably quite a few people who think differently.

      Except THAC0. Everybody hates THAC0. Except Justin. He likes it. But then, he likes d20 too. ;)

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    9. Re:Nice guy... by WNight · · Score: 2

      The whole point of discussing rules with users is to get ideas for expanding. Or, perhaps, to give them advice in expanding. If you don't want to listen to input, don't write a comments column in a magazine. When GG was rude and tried to imply that for someone to want to change the magic system was power gaming it made me think that he didn't care what anyone's experience was like, as long as they got there his way.

      You mention GURPS, which is what I play when I GM. I like the basic rules more, but more than that, I like the attitudes of SJ and the authors. They explain why they do things and how they came to those final rules, then they explain the gotchas they discovered in changing things. This very easily allows people to tweak the rules (which are nice to have, if you or your group aren't all ready for story-teller) to better suit your style of play. Not only do they accept that people will want to customize, but they seem to expect it and support it.

      AD&D really feels like a wargaming system. You don't want to worry about a ton of details for a hero, you want their level to indicate a few easily used stats. Level 17? That hits on a 5 or higher. Many of the kludged things about it seem like they were tacked on to make the earlier stuff work, without considering that it should all be reworked so the kludges weren't needed.

      Why do humans dual-class and demi-humans multi-class? Why are there level limits? Why can't a mage train to use a shield for when they use all their spells? Or wear armor when not casting? Why do characters stay at one ability level until they hit an arbitrary limit, at which they increase to the next level, instead of improving slowly? Why can't you have an Elven Paladin? Why do you roll for stats and psionics instead of letting everyone start equal?

      Really, it comes down to keeping them all in balance. Demi-humans are made better than regular, so you can't let them play the classes that you made better, or get as high in other classes. And mages would be too powerful if they could wear armor, so break with reality and forbid it, instead of toning their power down a bit.

      It's an ugly hack and 3rd edition, while much more playable, is still suffering because of the bad historical legacy.

    10. Re:Nice guy... by JabberWokky · · Score: 2
      The whole point of discussing rules with users is to get ideas for expanding. Or, perhaps, to give them advice in expanding.

      You don't "expand" games. Nobody "expands" chess, poker or nine man morris. "But RPGs are different", you say?

      Ah, but not in the beginning. D&D was a game, just like Trouble with-a-popomatic-bubble. A little more complicated, maybe, but just a game. RPGs have become an entire culture with in-jokes and common terms, but this was the beginning.

      AD&D really feels like a wargaming system.

      That's because that's where it came from. Role-Play Gaming was coming from wargaming (which was an old military tradion dating well back in places like West Point), and Pure Role-Playing was being developed on the west coast a decade earlier with things like the SCA being formed in 1969. Choosing a character to play (including elves, who were there at the beginning of the SCA, although its focus is now more historical) was born out of authors and theater types coming together to playact. The two slowly have merged, and with a strong dose of "do it yourself" out of the comic and fanzine publishing industry (Fandom in general was publishing Trek stories and one shot comics.. all way before computers existed and reproduction of pages involved messy ink and quite a bit of knowledge).

      The wargaming aspect lacked the role-play side, and the pure role-play lacked the game side. D&D was made before these two sides collided, together with the great mass of Fandom that introduced the "roll your own" mentality. But at first, D&D was just a game, and you don't pester Parker Brothers to change Monopoly. Gary has changed his position and attitude over the years... but that's because the culture has changed, and what RPGs are has changed. The concept of a "flexible game" was introduced *after* D&D came out, and although it seems really simple now, it was a serious shift in thinking.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    11. Re:Nice guy... by WNight · · Score: 2

      Well, I think you would pester Parker Brothers to change the rules. For instance, the optional rule that landing on "Free Parking" gives you all the fines paid by other players. Everyone I know who plays monopoly (admittedly few people now that I'm older) plays that way, yet it wasn't a rule in the beginning (if it is official, even if still optional, now even. I'm not sure.) Anyways, if you thought the inclusion of a new rule would help, why wouldn't you mention it to PB?

      If Chess always ended with White winning, or if the first person to move their knights won, people would change the rules. In fact, if you look at the historical roots of games you can see that they change over time, often drastically.

      Perhaps D&D was only rigid because of the day, and GG was acting appropriately for the times, but that doesn't change the fact that the times have changed. You wouldn't drive a seatbelt-less vehicle now, just because it was old. Why play a game that has been surpassed? (Except perhaps for novelty, the way old cars are collected and driven in rallies.)

    12. Re:Nice guy... by JabberWokky · · Score: 2
      Perhaps D&D was only rigid because of the day, and GG was acting appropriately for the times, but that doesn't change the fact that the times have changed.

      As has Gary. Check out the message boards on Lejendary. I can't say for certain, but looking at the system, it also looks signifcantly more modern than D&D as well. Just because the Model T was clunky dosen't mean that Ford has never built anything better since then.

      Why play a game that has been surpassed?

      Because some people think it hasn't. Chess, Go and nine man morris are hundreds of years old, and still very fun. There have been "updated versions" (popular ones include Cricket Chess, Knightmare Chess and Archon), but the original still is a quality game. And plenty of people vastly prefer the original over the "updated" versions.

      You seem to be labouring over the mistaken concept that there is a "right" way to RPG, or that you can say something is superior to another thing. It's whatever someone thinks is fun. I think Magic and most CCGs are utterly boring as hell (notable exceptions: Robo Rally and Netrunner), but that's my opinion. I don't insist that pen and dice games are "better". I just like 'em more. I like 1st edition better than 2nd or third - it just seems more fun. YMMV.

      As my gaming group said when our newbie (who had played in a few character driven games) sallied forth to negotiate with the random monsters that we ran across during a desert journey: (okay, we yelled and threw dice): "This is DUNGEONS AND DRAGONS!!! You know... happy monster whomping, senseless violence and lots and lots of rolling dice on tables!!! You do *not* drag character development into it and start chatting with random wandering monster charts!!!". On the other hand, the next game was a World Tree adventure with a very serious heartwrenching plotline involving sacrifice and a slave trade. Lots of talking to people and discovering that the "bad guys" were actually being used by a two faced race behind a nasty plot. The two NPCs were an abused ex-slave and a Cani who was trying to kill herself in the house full of the corpses of her family when she was found. The characters had to dig deep and roleplay out their empathy or indifference (due to species characteristics), and slowly give her hope and a reason to live.

      Both were games. But with very different rules, and very different focuses. And both were fun, neither "better" than the other.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    13. Re:Nice guy... by ahde · · Score: 2

      a better example is asking an author to change his plot. Because D&D was in part Gary Gygax's story. Or an outline of it. In his "story", if a magician wore armor it prevented him from casting spells. Similarly, in Bram Stoker's story, a vampire was repelled by garlic. How do you think he would feel if you requested that maybe Dracula didn't like onions or parsnips instead?

      And besides, he put a lot of effort into the game. I think its okay to get a little bit irrational defending something you've created.

    14. Re:Nice guy... by ahde · · Score: 2

      I prefer war straight up with 1 deck of playing cards -- either shuffled and played blind till one person has all the cards, or full visible strategy once through the deck.

  5. Who writes this stuff anyhow? by tulare · · Score: 2
    "he is largely unknown to many, including many RPG fans."
    Sigh. I pity the fool... How could anyone not remember such a wild name?
    --
    political_news.c: warning: comparison is always true due to limited range of data type
    1. Re:Who writes this stuff anyhow? by jgerman · · Score: 2

      And that statement is largely untrue to boot. I don't know any gamers that don't know who Gygax is, or Steve Jackson, or a number of other lesser known designers. Maybe I've been out of it for too long and the current crop of kids don't know these names, but then they don't have proper roleplaying games either ;)

      --
      I'm the big fish in the big pond bitch.
  6. Insurance underwriter by perdida · · Score: 5, Funny
    I was an insurance underwriter. I took the job rather than going on with schooling at the University of Chicago to become an anthropologist. I did fairly well in insurance, was a supervising underwriter for individual, group, and association group, health, life, long term disability, and unusual risk policies.


    I smiled when I saw this. I couldn't help but think that this is where D&D, and so many of its descendants on boards and on chips, got their obsession with tracking numbers for so many unquantifiable characteristics.


    Risk assessors have to put a number on health, wit, and daring; they classify you by background, skills, and lifestyle, in dollars and cents.


    Only recently have more plot-driven games broadened out of this focus - like the Final Fantasy series, which puts interesting, structured plots ahead of arduous level-building.

    1. Re:Insurance underwriter by Scaba · · Score: 5, Funny

      I was wondering why my medical insurance form asked me for my constitution, how many hit points I have, and what my saving throws vs. disease are.

    2. Re:Insurance underwriter by ackthpt · · Score: 4, Funny
      I was an insurance underwriter.

      Risk assessors have to put a number on health, wit, and daring; they classify you by background, skills, and lifestyle, in dollars and cents.

      "You must roll a 12 or higher to be covered by your policy."

      --

      A feeling of having made the same mistake before: Deja Foobar
    3. Re:Insurance underwriter by geekoid · · Score: 3, Informative

      DnD get its number tracking from miniature warfare like chainmail, and other before it.
      If you look at the old rules, you can see the correlation between the to.
      Chainmail 1st level guy with a dagger has a 50% chance to hit another first level character, no armor.
      DnD 1st level fighter needs to roll a ten or better to hit as 10.
      plus's in chainmail were in 5% increments
      plus's in dnd where in increments of one.
      and so on.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    4. Re:Insurance underwriter by WNight · · Score: 2

      It's funny that you mention Final Fantasy as an example of an in-depth plot, without mentioning that it's one of the most rigid, linear games in existance.

      Anyways, there's no comparing systems to computer games.

      btw, if you find keeping track of numbers to be annoying, give FUDGE or FUSION a try. They're both the sort of game that you can play with little into into the rules, yet that expand to allow just about as much detail as you'd like in any given area.

  7. Rule apologetics. by Anonymous Coward · · Score: 3, Insightful

    One thing about the old AD&D, was that if there was a rule that didn't make sense, instead of creating an errata, there was some sort of official apology for the rule. What motivated that? Some kind of inertia or commitment to what has already been printed?

    Also, AD&D become very unweildy with rules - distinct and unusual rules - for everything from pummelling to jumping to what-have-you. Once, as a sort of thought experiment, we tried to run a game in which we actually followed all the rules. It was unplayable, we returned quickly to the faster/looser style (in which the mechanics are more abstracted) that has now become part of most RPG's. Did you ever see or play a game that actually used all the systems published as AD&D? Did you recognize this as a problem? Do you see the Wizards of the Coast edition as an improvement in this regard?

    1. Re:Rule apologetics. by Ian+Peon · · Score: 2, Interesting
      I seem to remember near the beginning of the first edition DM's guide it clearly stating that any rule that makes the game less playable should be thrown out at the DM's discretion.


      Speaking of which, didja ever read all the way through that book? Several of the 'rules' were mere suggestions on how to handle situations. At several points the DMG devolves into more of a discussion on what makes a good game rather than hard and fast rules. Very interesting reading.

    2. Re:Rule apologetics. by jgerman · · Score: 2
      That was the point of second edition, to trim up loose ends and streamline the rules. But then they started coming out with the handbooks, oh the fighters, wizards, and thieves books were ok, but then.... I lost track of AD&D (got into the better games) and the next thing I knew there were hundreds of those small brown pleatherbound books. Exactly the thing they wanted to get away from.


      (A)D&D was fun, but it wasn't the best system out there. I forget where I read it but there was a good qoute ten or fifteen years ago about monsters in dungeons and dragons: An eco-system could never support that many large predators Yes it is a fantasy game, but gamers tend to like certain levels of realism.


      Like I said I moved onto better games (Warhammer Fantasy Roleplay is still the bar none best rpg out there fatntasy at least), but I'll never forget staying up all night horribly abusing the (A)D&D rules at a friend's house.

      --
      I'm the big fish in the big pond bitch.
    3. Re:Rule apologetics. by RollingThunder · · Score: 3, Insightful

      Some of us love that eccentricism, though.

      It's why I bought HackMaster.

      Reading these books (we're stuck playing Wheel of Time right now) was like coming home. The system itself is full of flavor and spice, unlike the blandness of Third Ed. Yes, it's easier to play, but even though pablum is easier to digest, I'd still rather have a steak dinner with all the fixings.

    4. Re:Rule apologetics. by Bishop · · Score: 2

      Warhammer Fantasy Roleplay is still the bar none best rpg out there fatntasy at least

      Have a look at ArsMagica. I am most familliar with version 3 published by White Wolf. Once you get past (or discard) the idea of the 'troupe' and tone down the mages a bit you will find that it has some really nice game mechanics. For a little while my group used ArsMagica mechanics, in the lands of Greyhawk and ForgettenRealms. Ars Magica version 4 is now published by Atlas games.

      I do agree that Warhammer FRP is one of the best. The mechanics were flexible and had a nice sense of realism without being overdone. I always found the career system a little odd, but loved its flexibility. Warhammer FRP is now published by Hogshead.

    5. Re:Rule apologetics. by ansible · · Score: 3, Interesting

      Do you see the Wizards of the Coast edition as an improvement in this regard?

      I've played 1st, 2nd, and now 3rd edition AD&D, though it's now just called D&D.

      The 3rd edition is much, much better. It is so much more... orthogonal. Almost all the special cases and little-used rules have been eliminated or integrated. The combat system is more more realistic, and most abilities have been combined into skills and feats, which a bunch of new ones thrown in.

      That said, all an RPG is supposed to do is help people to tell a story. I believe stories are better when they don't contradict themselves, so a good set of rules can provide a good structure to compose a story against.

      So Gary is correct, in the sense that the GM is always right, and it's not the rules that can make a game enjoyable. But good, consistent rules can go a long ways towards making the game more comprehensible. And I completely disagree with him as to the merits of 1st ed vs. 3rd ed..

      With the older editions, the GM would have to intervene frequently to restore sensibility to the game. But that can also frustrate the players, because they don't know what to expect. With the 3rd edition, the GM needs to intervene far, far less frequently, leading to smoother gameplay. I believe this can then allow everyone to concentrate more on the story, which is the most important part.

    6. Re:Rule apologetics. by NumberSyx · · Score: 2

      It's why I bought HackMaster.

      I hadn't gamed since 1996, until I came across the HackMaster Player Handbook. The cover emulates that of the 1st Ed AD&D PHB and it brought back alot of old memories. Kenzer Co. licensed the AD&D 1st ed rules from TSR/WoTC/Hasbro and put thier own spin on it. Coolest new spell is "Nuclear Winter Fireball". I highly recomend it.

      --

      "Our products just aren't engineered for security,"
      -Brian Valentine,VP in charge of MS Windows Development

    7. Re:Rule apologetics. by jgerman · · Score: 2

      I loved the career system, to a point at least. When starting a campaign is was a great way to introduce the characters into into adventuring. I will admit that it wouldn't work as well then you wanted experienced characters who were allready adventurers. At that point as GM I would usually allow players to pick a career and we'd go from there. I was thrilled when Hogshead started republishing WFB. For a while I kept up and collected the books for nostalgia value.

      --
      I'm the big fish in the big pond bitch.
  8. First best thing? by saint10 · · Score: 4, Funny

    the second-best thing to do at four in the morning

    What could be better than sitting in the basement with for unbathed geeks, rolling dice and pretending to be dwarv.......

    Ahhhh... Sex! That's what your talking about.. Hrm... Judging by my sex life, I disagree. Ill take the smell geeks..

    1. Re:First best thing? by tmark · · Score: 2

      the second-best thing to do at four in the morning

      Judging by the crowd, I would guess the writer was referring to building the latest buggy Linux kernel.

  9. Freak by crumbz · · Score: 2, Informative

    I met him at a GenCon once and he is a big freak. But the again, so am I. Too bad he got dicked-over by the former equity partners at TSR in the 1980s.

    1980s=TSR
    1990s=WotC
    2000s=????

  10. Knowing Who Gary Is by stealie72 · · Score: 3, Informative

    It's an age thing.

    If you played with the 1st edition D&D books, Gary Gygax's name was on them. Not sure if he's on the later editions, because I haven't played D&D in probably 10 years.

    --
    I don't have an anger problem, I have an idiot problem
    1. Re:Knowing Who Gary Is by elandal · · Score: 2

      Should still be in AD&D 1st edition (which I think dropped Arneson - although that could've happened in D&D boxed set edition).
      AD&D 2nd edition probably dropped Gygax's name. Not sure though.. I think I used to own 2nd ed basic books (DMG, PH, MC) once.

      I still think there was better Arneson stuff that Gygax stuff. Although given the time and it's effect on my memory, could be wrong.
      However, the best scenarios are probably Carl Sargent's. I think he did some (A)D&D scens too.

  11. Woz-syndrome? by singularity · · Score: 4, Interesting

    This guy reminds me quite a bit of Steve Wozniak, from Apple.

    Subtle, quiet, approachable, and doing something for the love of the field. These are the type of people who do more for a field without thinking about it than most people even think possible.

    That and he seems to be a huge Mac fan!

    He even mentions Lemonaid Stand! I remember playing that game when I was about seven!

    --
    - (c) 2018 Hank Zimmerman
    1. Re:Woz-syndrome? by weston · · Score: 2

      He even mentions Lemonade Stand! I remember playing that game when I was about seven!

      Wow. Lemonade Stand. This where I first heard the Gershwin Tune "Summertime" and the "We're in the money" song.

      Anyone know how to get this in emulation? Or source? I'd love to have it around for offspring....

  12. Gary Gygax's contributions to gek culture by WTC+Survivor · · Score: 5, Informative
    Gary Gygax is a bit of a personal hero of mine; I recently completed a research project in which I charted the life and times of Mr. Gygax. Some of the more interesting biographical links I referenced are:
  13. Back from the dead by hacksoncode · · Score: 2, Funny
    This guy's been resurrected more times than any D&D character I ever played.

    His CON must be really low by now :-).

  14. Real guy, too Re:Nice guy... by ghostlibrary · · Score: 2

    >(or at least his staff)

    Heh... while I'll bet Gary wishes he has a staff, alas he does not. He does get the occassional Futurama gig, but even mighty D&D does not create enough groupies and inquiries to allow for staff.

    For better or for worse, Gary is 100% Gary, and definitely one of the more approaschable creators.

    --
    A.
  15. Any value to old D&D Rulebooks ? by cheekymonkey_68 · · Score: 2, Interesting

    Thinking about the ubergeek Gary Gygax, got me wondering. (Wasn't it E.Gary.Gygax ?)

    Is old D&D stuff collectable now ?

    I've got bits and bobs such as a 1979 Dungeons & Dragons rule book (3rd Edition D&D, Not Advanced D&D) are they actually worth anything these days?.

    I'm not that bothered either way, if its worthless financially, its still an heirloom from a mispent youth.

    Ah wistful thoughts about +5 Backscratchers... (for those scratching their heads...it was a cartoon in the 1st edition AD&D Dungeon Masters Guide)

    Guess TSR wasn't TSR without old Gygax....At least Wizards are trying to make the best of the old stuff now.

    1. Re:Any value to old D&D Rulebooks ? by geekoid · · Score: 2

      Thinking about the ubergeek Gary Gygax, got me wondering. (Wasn't it E.Gary.Gygax ?)
      funny I was thinking the same thing
      Is old D&D stuff collectable now ?
      if you have any of the books that had copyrighted material that was later removed, then yes. Or signed, of course.
      For example, the used hobbit, fafhrd and the gray maouse, and cthulu mythos with liscensing.
      so if someone is selling something with "squids", it has collector value.
      on a side note, you can send your stuff to gencon, and they'll auction it for you..



      Ah wistful thoughts about +5 Backscratchers... (for those scratching their heads...it was a cartoon in the 1st edition AD&D Dungeon Masters Guide)

      good reference, I miss those cartoons.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Any value to old D&D Rulebooks ? by night_flyer · · Score: 2

      there are a few items, but only because they were pulled from the shelves for various reasons...

      the monster manual with hobbits and the Cthulhu mythos is one item another is Palace of the Silver Princess-B3 (Orange Cover) which I have seen go for about $800.00

      --


      Thanks to file sharing, I purchase more CDs
      Thanks to the RIAA, I buy them used...
    3. Re:Any value to old D&D Rulebooks ? by BWJones · · Score: 2

      Is old D&D stuff collectable now ?

      I don't know, but when a colleague was helping me move several years ago, he saw several boxes of original rules books, monster guides, dungeon master guides and dungeons etc... he offered me $200 on the spot. Maybe I should have taken it, but I was overtaken by a sudden wave of nostalgia and refused.

      I am sure someone is selling this kind-of stuff on eBay if you want to know.

      --
      Visit Jonesblog and say hello.
    4. Re:Any value to old D&D Rulebooks ? by RollingThunder · · Score: 2

      The HackMaster GM's guide has a +2 Spatula. When used by clerics of good alignment to make breakfast, the food will heal damage. :)

    5. Re:Any value to old D&D Rulebooks ? by Ratbert42 · · Score: 2

      In general, the stuff produced in the late 80s and early 90s is pretty valuable. Nobody was buying it then, so there are less copies in circulation. The combined modules from this period, like A1-4, I3-5, T1-4, and GDQ1-7 go for $40-80.
      Some stuff is valued in odd ways. For example, H1 (Something Bloodstone) tends to sell for at least $50. It was a blah Battlesystem module, but it was for high level characters. Somehow that has translated into a high perceived value, so people pay a lot for it.

      The old favorites are still valuable, like the Dieties and Demigods with Elric, the original D&D boxed set, and the RPGA modules.

      What's suprised me is that miniatures are worth quite a bit. I keep expecting to find a good deal on someone's box full of half painted figures, but they tend to sell for $2+ each, even in bulk.

    6. Re:Any value to old D&D Rulebooks ? by dillon_rinker · · Score: 2

      Wasn't it E.Gary.Gygax
      Yes, it was. Read to the end of the article. It even tells what the "E" stands for

      =)

  16. Four in the morning came without a warning by andy@petdance.com · · Score: 3, Funny
    the man behind the second-best thing to do at four in the morning

    Gary Gygax invented the infomercial?

    Surely he's not responsible for feeding one's infant daughter.

    1. Re:Four in the morning came without a warning by corbettw · · Score: 2

      Surely he's not responsible for feeding one's infant daughter.

      That might be a question for your wife....

      --
      God invented whiskey so the Irish would not rule the world.
  17. I always figured that the goofy rules... by mbessey · · Score: 2

    I always figured that the goofy rules were there to keep the players in line. Gygax says in the interview that he mostly ignores things like encumbrance, except when somebody's acting stupid.

    I mean really - who wants to keep track of every single gold piece? But when the players want to "run away" when they're lugging 100+ pounds of gold each, it's nice to be able to point to the place in the DM's guide that says they can't do that.

    I did have a little trouble with the Psionics and Grappling rules in AD&D, though. It was a litttle too difficult to integrate them into the rest of the system. For handling specific situations though, they were very workable.

    -Mark

    1. Re:I always figured that the goofy rules... by WotanKhan · · Score: 2, Interesting

      Grappling was a joke. A strict literal interpretation meant that a grappler with initiative could basically render weapon wielders helpless.

      On the other hand, a literal interpretation of the introduction to the DM manual meant that you could play fast and loose with the rules, which I did. I got into competitive fencing around the same time and completely revamped the combat system in my campaigns. Rogues loved me :)

    2. Re:I always figured that the goofy rules... by athakur999 · · Score: 2
      But when the players want to "run away" when they're lugging 100+ pounds of gold each

      That's why my characters always used credit cards. Of course, any gain from not having to carry around cash was quickly lost once they wandered into a shop and quickly became laden with debt.
      --
      "People that quote themselves in their signatures bother me" - athakur999
  18. Re:The best thing to do? by Bonker · · Score: 3, Funny

    It depends on who you're RPG'ing with.

    If it's someone you're upclose and personal to, you don't even have to stop role-playing to enjoy it. In fact, if you're role-playing in a large group, you might even get some good creative criticism on your technique or even... if you're the adventurous sort... outside help.

    --
    The next Slashdot story will be ready soon, but subscribers can beat the rush and slashdot the links early!
  19. TSR gaming standards as used by others by ackthpt · · Score: 3, Interesting

    Let's face it, the first time most people used dice for other than shooting craps was when rolling up characters and playing D&D and like games. Eventually the same or highly similar probability systems were implemented by other game companies and many computer games. Some time in the past TSR voiced their displeasure at other games using 3D6 for stats, how armor class is calculated, etc. Hence many games used their own varied methods of valuation of stats, etc., making it a bit of a trick to determine where characters of various genres stood. Is it still a concern for RPG game developers, to create their own systems of statistics, or is those methods and values as detailed by TSR pretty much an open standard?

    --

    A feeling of having made the same mistake before: Deja Foobar
    1. Re:TSR gaming standards as used by others by night_flyer · · Score: 2

      Since you cant copyright a "system" or "methods" it is perty much an open standard...

      --


      Thanks to file sharing, I purchase more CDs
      Thanks to the RIAA, I buy them used...
    2. Re:TSR gaming standards as used by others by sam_handelman · · Score: 4, Informative

      At the moment it is literally an open standard - WoTC introduced some kind of license to use their basic rules in your own products (it is at the back of the 3rd edition PHB.) A number of other companies are churning out 3rd edition supplements under this license.

      A long, long answer to your question:

      The early history of RPGs is somewhat convoluted and murky - very little was actually published and it is not certain that Gary Gygax really invented the roleplaying game and he certainly didn't invent table top miniature gaming, although he popularised both - but many of the early xeroxed rules sets mentioned in the article were not, in fact, xeroxes of Gygax' rules, but xeroxes of other rules sets (Warlock and a pre-publication version of Arduin are two of these early RPGs which I have actually played - these days, you'd think of them as just house rules for D&D, not seperate games) some of which were eventually printed in small commercial releases and said things like "Major D&D variant" or the like, on the cover. Many of the rules appearing in subsequent editions of Greyhawk/D&D actually first appeared in these house rules sets that were floating about, and TSR/Gygax earned a certain amount of emnity from people for failing to credit them with their ideas (to be fair, some of them were somewhat obvious and Gygax could've come up with them on his own, or encountered them via third parties who didn't know who had invented a particular rule, making it impossible to give proper credit.)

      At one point, TSR initialised some sort of legal action against the people who printed Warlock, claiming a combination of infringement on the Dungeons and Dragons trademark (which I'll grant) as well as some malarky about owning the concept of the roleplaying game. After that, and some other similar events, there was a certain movement among people who printed roleplaying games to avoid using TSR's game mechanics.

      In the mid 1980s, Palladium (among other game companies) starting getting away with more-or-less duplicating TSR's game mechanics, without any repurcussions or legal trouble to my knowledge. Also, I think Dave Hargrave (Arduin) had been doing it all this time.

      All of this is based on interviews I did with older gamers as part of an abortive anthro project (I dropped the course and never finished it,) most of whom do not like Gary Gygax AT ALL (about a third of the interview material, which I haven't saved, consisted of reasons he's a jerk), so take them with a grain of salt. Don't accept them as gospel like you would any other slashdot post :)

      Nowadays, if you wanted to print a game and copy any number of rules-as-ideas (as opposed to verbatim text) from 3rd edition D&D, or any of a number of other games, you could certainly get away with it. You can get an idea of this by looking in the back of a Vampire rulebook, which (at least used to) credit all of the games it had "borrowed" ideas from.

      Most of these games, or information about them, can be found on the net, except for Warlock (Warlock: The Black Spiral, which I found doing a search just now, is not related to the 1970s Warlock D&D Variant in any way.)

      --
      The good and new comes from no quarter where it is looked for, and is always something different from what is expected.
    3. Re:TSR gaming standards as used by others by Planesdragon · · Score: 2

      You CAN copyright a "character." And there's a plausible legal argument that a complete RPG is a defendable "character."

      The way you play an RPG (sit around, assume characters, et al) is open game. But the exact specifics?

  20. here, take my +1 mace... by geekoid · · Score: 2

    man, the futurerama with him in it was so damn funny.
    I''m having a [rollroll] nice day.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  21. Re:War Gaming by ConceptJunkie · · Score: 2

    Chainmail actually predates both WoTC and D&D and was in many ways an ancestor. If they re-released it, that's cool.

    --
    You are in a maze of twisty little passages, all alike.
  22. Gary Gygax and Dave Arneson by maxpublic · · Score: 3, Interesting

    I wonder if Gary has gotten around to admitting that just about every single creative idea he incorporated into D&D was first stolen from Dave Arneson? And later, the guy who wrote "Metamorphosis: Alpha", Jim Ward?

    Of course, y'all are probably so young these names mean nothing to you. Young geeks these days, they have no culture....

    Max

    --
    My god carries a hammer. Your god died nailed to a tree. Any questions?
    1. Re:Gary Gygax and Dave Arneson by Analog+Squirrel · · Score: 2, Informative

      For anyone who's interested, you can find out about Dave Arneson's latest enevours at his webpage. I'm personally interested in his rewriting(for the d20 rules) of his Blackmoor campaign....

      --
      I'd rather be flying
    2. Re:Gary Gygax and Dave Arneson by Johnathon+Walls · · Score: 2, Funny

      I didn't know that Arneson came up with the ideas of "hobbits", "white wizards", etc. ...

      ;)

  23. The Second Best Thing by fobbman · · Score: 5, Funny

    "...the second-best thing to do at four in the morning"

    Second-best thing to do, but sadly the first most likely of the two to be happening to those who know his name well. *sigh*

    1. Re:The Second Best Thing by Keith+Russell · · Score: 5, Funny
      Second-best thing to do, but sadly the first most likely of the two to be happening to those who know his name well. *sigh*

      What, you mean you've never whipped up some wonderfully elegant Perl code at four in the morning?

      Oh, um... uh.... Neither have I! Yeah, that's it. Of course not. Neither have... I. [whimper] I hate my life.

      --
      This sig intentionally left blank.
  24. And in related news... by night_flyer · · Score: 3, Interesting

    Wizards of the Coast (who is owned by Hasbro) is laying off 100 employees... for those that do not know Wizards of the Coast is the current owner of D&D

    read about it here

    --


    Thanks to file sharing, I purchase more CDs
    Thanks to the RIAA, I buy them used...
    1. Re:And in related news... by dynamo_mikey · · Score: 2, Insightful

      So what? This is the 4th time they've had a massive layoff like this, it happens when a popular game falls off (pokemon in this case).

      They flux between 300 and 600 employees.

      dynamo

    2. Re:And in related news... by night_flyer · · Score: 2

      Pokeman, and Harry Potter didnt sell either, Hasbro is gutting them

      --


      Thanks to file sharing, I purchase more CDs
      Thanks to the RIAA, I buy them used...
  25. blind hero worship... by Sebastopol · · Score: 2

    ...right here! never met the guy, but he personally responded to a letter i wrote him in 1984-ish.

    i asked if they would release a set of leatherbound rulebooks on heavy vellum paper -- more tome-like than the current AD&D ruleset binding. he sent me a note saying it was a great idea and that i should fill out the submission forms provided (a dozen papers were included for TSR submissions by freelance writers). i enlisted 5 friends in my fifth-grade class to write a second monster manual (these were pre-FeindFolio & MM2 days, mind you). of course we never got anywhere, hell, we were kids.

    even though the letter was a token form-reply, it _did_ have his signature in pen on it. sigh. i still have it somewhere with my old modules, boxed away.

    --
    https://www.accountkiller.com/removal-requested
  26. gary by zephc · · Score: 5, Funny

    "Hi, I'm Gary Gygax, and it's a..." *Rolls dice* " pleasure to meet you!" (Futurama)

    --
    "I would say that 99 per cent of what my father has written about his own life is false." - L. Ron Hubbard Jr.
  27. Re:Gygax, what a guy! by tmark · · Score: 2

    Was Gygax responsible for "Top Secret" and that post-nuclear-mutant-game-whose-name-I've-forgotten ?

    It's been a long time...

  28. Re:At least he admits that... by Catbeller · · Score: 2
    But why is it so important for forums like this to assume, and even insist, that anyone who can appreciate a game like D&D, and perhaps played it extensively during middle school, automatically has no social graces?


    Sigh. Experience. I've gamed off and on for about 20 years now, and yuppers, a truly wound-up gamer does not go out to the clubs every Saturday night. Those years of weekends spent with other guys around a table, drinking Dew and eating pizza, didn't usually create the opportunity to learn the urbanity of Sean Connery.

    It wasn't that the game wasn't cool. It's just that, when your whole life starts becoming the game, the True Geek alarm starts flashing.

    Nowadays, tho, things are not what they used to be, back in the olden days of the early nineties. RPGs have attracted a greater variety of participants (read: women), and the bad-fraternity house mannerisms are giving way to, well, more style n'grace amongst gamers.

    Well, to answer the question, people see gamers as geeks with weird mannerisms cause they tend to be people with weird mannerisms...

  29. Murphy's Rules by StormCrow · · Score: 2, Informative

    Perhaps you're looking for Murphy's Rules, published by SJG in Pyramid magazine and later compiled into a book format.

  30. Re:War Gaming by dillon_rinker · · Score: 2

    Get thee to The Miniatures Page

    What you are looking for is miniatures gaming. I enjoy it much more than RPGs, because I'm not much into role-playing, but I do enjoy building an army throwing it into combat.

  31. Slashdot interview by Engdy · · Score: 2, Interesting

    If Gary is as approachable as he seems, would it be possible to have a Slashdot interview of him? I'd like to know what he thinks about the Open Gaming License.

    --
    Siggy Wiggy Figgy Tiggy a bana bo Biggy!
  32. Gygax. Nice public speaker. by derinax · · Score: 4, Informative

    13 years ago (*gak*) we invited him to speak at our dorm at Stanford; it became a campus-wide event and was quite well-attended by some 100+ people.

    As I recall, he was witty, self-effacing, yet very respectful of the community he helped create (in sharp contrast to some other cult figures, esp. amongst the Trek cast). This was in the midst of his fall-out with TSR, so he didn't exactly have glowing words for the company that booted him.

    Afterwards there was a long line of Ur-geeks with Monster Manuals and Players Handbooks in-hand for him to sign. I'm glad I brought my DM Guide... :)

    He's a great public speaker; consider him if you are involved in any kind of college / geek community.

  33. Brilliant by legLess · · Score: 2

    The honest work and thought that Gary put into the AD&D rules was tremendous. I remember DM'ing in the 80's for a couple friends getting into a firefight with some Wizard or other. The Wizard wasn't that butch, but he did have a Ring of Invisibility.

    "No problem," said Roger (arrogant, cheated). "I put on my Ring of Invisibility and now I can see the Wizard."

    "Bullshit," I said (ever an officious bastard, I spent my free time reading the rule book). "The AD&D rules specifically say that Rings of Power (including Invisibility) confer no benefit other than those explicitly stated." It was true - the example in the book even said (paraphrasing), "A Ring of Invisibility makes you invisible, but doesn't allow you to see other invisible things."

    Then I told him that every 60 second he'd been arguing he'd taken 2d8 fire damage from the Wizard :)

    --
    This isn't as much "normalization" as it is "don't take so many drugs when you're designing tables."
  34. Dave Arneson and Jim Ward -- Genius! by grendelkhan · · Score: 3, Insightful

    Yeah, Gary left Dave's name off AD&D, and honestly there wasn't enough of a difference to merit that. Gary just put his spin on the D&D rules he and Dave made, and called it a new game.

    Jim Ward wrote some of the best stuff that TSR put out, even though Metamorphisis Alpha was basically a rip off of that Heinlein story, whose name I can't remember. MA and Gamma World were a blast to play.

    I haven't looked at his new stuff yet, but if it's anything like the last game he wrote (Dangerous Dimensions?), I'll pass. Way too much renaming things, just for the sake of being named different. Far too much die rolling for my tastes.

    The other interviews that I remember (the BIG article in Dragon slamming people for using house rules and still calling it AD&D), he came off sounding a lot like RMS does now, when he's bitching about the whole GNU/Linux thing. Gary seems to have mellowed with age, but calling the GM the Lejend Master??? Come on Gary, get over the names.

    --
    Wu-Tang Name: Half-Cut Skeleton Get your own Wu-Na
    1. Re:Dave Arneson and Jim Ward -- Genius! by geekoid · · Score: 2

      which is funny because of what it says in the preface of the players handbook

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    2. Re:Dave Arneson and Jim Ward -- Genius! by jgerman · · Score: 2

      Hehe, it doesn't matter what game we played and what they called the GM, it was always DM to us. No referees, or storytellers, or even keepers. For a while there it seemed like every game had to come out with it's own GM name.

      --
      I'm the big fish in the big pond bitch.
  35. Re:At least he admits that... by geekoid · · Score: 2

    I've gamed for over 26 years..
    sorry, obligatory I've been gaming for this long comment ;)

    First, I wouldn't consider what happens in night clubs to be the pinicle of social grace.

    It seems to me that the person who makes assumptions on how a person behaves based on a stereotype is the one with low social graces.

    Sure we had few social graces in high school, but that true with everybody, when compared to people outside there social circle.

    I have social graces, and so do the people I play with, and most people I've games with for that matter.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  36. DnD was passee.. by Lumpy · · Score: 2

    I loved the sci-fi based... Traveler RPG, the Steve Jackson games (Car Wars was fun combat side games with Ogre (carwars meets Ogre was a horrible mess with th Ogre always winning) But the obscure games like The Morrow project. If anyone has seen the new Cinemax series Jerimiah it's close... a nice post-apocalypse RPG....

    Dnd was fun but too far seperated from reality... LOL reality and RPG's in the same sentence... LOL

    --
    Do not look at laser with remaining good eye.
  37. Lemonade Stand on the web by phillymjs · · Score: 3, Informative

    I was hopelessly addicted to this for a few months last year-- if you don't want to muck about with emulators, just click here.

    ~Philly

  38. Re:At least he admits that... by jgerman · · Score: 2

    I was all set to flame the original post but I'd rather just support yours. Kudos. To each his own, neither hobby is better than the other (though gaming certainly stimulates brain cells, club going tends to destroy them ;) ). Personally, I got out of RPG's, as I got older they started to seem sillier (this is not a condemnation of those who still play I am still nostalgic for a good WFB campaign) to sit around a table telling stories to each other. I started getting more into tabletop minitaure games, and good board games. IMHO it's a hell of a lot of fun to sit around shooting the shit with a bunch of friends and playing Settlers of Cataan or something similar.

    --
    I'm the big fish in the big pond bitch.
  39. Your AD&D Stats... by Embedded+Geek · · Score: 5, Interesting
    Seeing that, I gotta plug an oldie on the web: a CGI quiz that calculates your AD&D Stats in real life.

    And in the interest of full disclosure, I come out with:
    Str: 11
    Int: 15
    Wis: 15
    Dex: 9
    Con: 11
    Chr: 15

    A nice waste of a few minutes. Obviously flawed, though - assigning a 15 INT simply for a Masters Degree indicates you've never actually dealt with people in graduate school (*GRIN*).

    --

    "Prepare for the worst - hope for the best."

    1. Re:Your AD&D Stats... by dvdeug · · Score: 2

      assigning a 15 INT simply for a Masters Degree indicates you've never actually dealt with people in graduate school

      The INT calculation seem totally bogus to me. A Ph.D. was worth a 17, if you didn't put in your IQ. If you have a Ph.D. and a 212 IQ (it is plausable that there is someone in the world with that high an IQ), then you get a 15 INT. A 300 IQ (hah!) will bring it back up a 17. A 325 is an 18. So all the wizards running around any AD&D world with a 18 INT are brighter than any human ever.

    2. Re:Your AD&D Stats... by bmajik · · Score: 2

      Wow.

      Here's me:
      Str: 16
      Int: 11
      Wis: 14
      Dex: 10
      Con: 14
      Chr: 10

      Strong, Dumb, Clumsy, Ugly.

      I knew there was a reason I was always wanting to play dwarf barbarians when i was a kid :)

      --
      My opinions are my own, and do not necessarily represent those of my employer.
    3. Re:Your AD&D Stats... by BelDion · · Score: 2, Funny

      Str: 15
      Int: 13
      Wis: 15
      Dex: 19
      Con: 11
      Chr: 3

      Go figure, and here I am usually prefering to play a ranger when I play D&D.

      A dexterity of 19; I'm very good with my hands ladies... Of course I'm a hideous monster with a charisma of 3, but can't we just turn off the lights?

      --

      I am BelDion's .Sig; Who the hell is Jack?
    4. Re:Your AD&D Stats... by Khopesh · · Score: 2

      i made a site similar to this a few years (five?) ago and updated it for 3rd edtion D&D last year:
      http://khopesh.com/dnd/sim3e.html

      your link is interesting and very similar, although I don't like the yes/no aspect of it.

      --
      Use my userscript to add story images to Slashdot. There's no going back.
    5. Re:Your AD&D Stats... by Xenopax · · Score: 2

      Oh man, I went there and got:

      Str: 9
      Int: 11
      Wis: 12
      Dex: 9
      Con: 11
      Chr: 4

      According to this I really am a troll.

    6. Re:Your AD&D Stats... by hawk · · Score: 2
      That is bizarre. For a 180 IQ (wild egotistical guess :), it dropped me to 14.


      And it lacks any ability to tell it that I have *two* doctorates (and that I could have three, had I been willing to write a second dissertation [advice for those considering such a thing": don'
      t. You gain nothing but threee letters, but the first Ph.D. does it all, anyway. INstead of doing the second dissertation, just get the first Ph.D., athen do the other research & publish it . . .])


      Professor Dr. hawk, J.D., Ph.D., Esq.
      :)

    7. Re:Your AD&D Stats... by Kintanon · · Score: 2

      Str: 9
      Int: 12
      Wis: 9
      Dex: 17
      Con: 11
      Chr: 15

      That was mine, with a 168 IQ and an Undergrad degree. I fudged with it a bit, and dropping the IQ by 15 points only drops the int score by 1, and raising the degree up to PHD only puts it up by 3. So it seems to be a little odd... But it got my Dex right.>:)

      Kintanon

      --
      Check out JoshJitsu.info for Brazilian Ji
    8. Re:Your AD&D Stats... by Kintanon · · Score: 2

      holy lord, how did you manage a Dex of 19? I'm a magician and a martial artist and only ended up with a 17.

      Kintanon

      --
      Check out JoshJitsu.info for Brazilian Ji
    9. Re:Your AD&D Stats... by jhines0042 · · Score: 2

      That was mine, with a 168 IQ and an Undergrad degree. I fudged with it a bit, and dropping the IQ by 15 points only drops the int score by 1, and raising the degree up to PHD only puts it up by 3. So it seems to be a little odd...

      Well, keep in mind that the D&D Average score is supposed to be 11 (given the 3D6 method of determining stats) and that super heros (which most people are not) are allowed to use the 4D6 method giving them an average score of 13 for each stat. Now with that in mind, remember that the average human in the world has less than a high school education (think third world populations, high school drop outs, etc...) and that the average population of the US probably STILL has less than a high school education.

      Yeah, you are right, these numbers are skewed.

      --
      42 - So long and thanks for all the fish.
  40. Re:Gygax. Nice public speaker. by RollingThunder · · Score: 3, Informative

    Dude! Those sigs are great for fame rubs.

    Remember, left-to-right for high numbers, right-to-left for low numbers.

    ;)

  41. Gygax - good or bad? by Anonymous Coward · · Score: 3, Informative
    There is a lot of history behind Mr. Gygax. Not all good - not all bad. From what I know:

    1. Most of the original ideas for D&D came from Dave Arneson and others. Mr. Gygax simply put them together into a book.

    2. Dave Arneson and E. Gary Gygax had a grave difference in opinion about how to run TSR and so Mr. Arneson left. However, he made sure his lawyers made it clear that he would continue to receive benefits (such as money) from his previous work. The Monster Manual in particular.
    2a. Years later TSR came out with Monster Manual 2 and several other hardback books. They also stopped paying Dave Arneson his royalties. Mr. Arneson did not like this and so he sued. Unlike M.A. Barker though, Mr. Arneson was rich enough to force TSR to begin paying him again. Eventually thought, TSR bought Mr. Arneson out completely. To read about this go to D&D History or do a google search or go to the newsgroup on D&D (D&D FAQ).

    3. TSR, over the years, ripped off many ideas et al from people. One story in particular stands out. M.A. Barker's "Empire of the Petal Throne" was released by TSR minus it's copyright notice. Mr. Barker did not notice this right off and by the time it was brought to his attention TSR used an obscure copyright technical issue (since modified by Congress) to assume total control over Mr. Barker's work. Mr. Barker (of course) filed suit and went bankrupt trying to get his work back. Years later, a Mr. Lou Zaukie (spelling?) - the inventor of the high impact die and friend of Mr. Barker - convinced TSR to sell the rights to him and Mr. Zaukie returned the rights to Mr. Barker. Who has since gone on to print the rules again as well as to produce other tomes.

    4. The heires to the Flash Gordon fortune, who happened to be nuts over D&D, was the person who bought up most of TSR's outstanding stock and kicked Mr. Gygax out of TSR. (This is mainly what I read and heard about many years ago so take it with a grain of salt.) From what I heard, Mr. Gygax kicked out several of the people this lady liked from TSR and in a fit of revenge she did this.

    5. Then came several years of nothing new from TSR and, according to accounting records, TSR went heavily in debt as the heiress sucked all of the money out of TSR in order to build some sort of an amusement park dedicated to Flash Gordon. The amusement park deal went sour and she went shopping for someone to buy TSR. Especially since most of the creative people either were not allowed to finish works and/or left when Mr. Gygax left. (Some to other companies and some with Mr. Gygax - according to other reports.)

    6. Then, from left field we have Wizards of the Coast. WotC originally was another company. TSR put them out of business. So they had to re-invent their company and did so using a novel idea - playing cards like you would D&D. WotC's revenge was that they bought TSR from the heiress (who, from some accounts had doctored the books so TSR looked like it was a great thing to buy but subsequently WotC found out that all of this inventory TSR had was rotting in various warehouses because no one was buying it anymore since it was so outdated.).

    7. So now we come to the latest chapter in TSR's history. Hasbro bought WotC recently. Just when WotC was beginning to breath new life into TSR; Hasbro and WotC's owner had a falling out. As of today, Hasbro has sold off most (if not all) of the electronic/computer software related to both WotC and TSR games. Only the board/book rights are left and Hasbro has let it be known that they are not looking exactly - but would not be against having offers made to buy WotC/TSR.

    But that's just some of the past history of Mr. Gygax and TSR. :-)

    1. Re:Gygax - good or bad? by Khopesh · · Score: 2

      whoa. lengthy comment there, AC. with powerful allegations. most of what you say is true, however you are purposefully leaving out facts such as that Gygax himself was pushed around by TSR quite a bit (thus his departure). those people you mentioned he ousted were actually the reason for most of TSR's misfortunes in the first half of the '80s. for a few months in 1985, Gygax had control of TSR. april '85 saw Oriental Adventures and Unearthed Arcana. then he quit. (next major shipment was 2nd ed in '89)

      6. Then, from left field we have Wizards of the Coast. WotC originally was another company. TSR put them out of business. So they had to re-invent their company and did so using a novel idea - playing cards like you would D&D. WotC's revenge was that they bought TSR from the heiress (who, from some accounts had doctored the books so TSR looked like it was a great thing to buy but subsequently WotC found out that all of this inventory TSR had was rotting in various warehouses because no one was buying it anymore since it was so outdated.).

      What? WotC originally made greeting cards and a few D&D accessories. Then they were pitched Robo Rally by a certain Richard Garfield. Peter Adkinson (CEO and owner of the garage WotC ran out of) promised to make Robo Rally after first making some kind of card game that was simple, collectable, and fantasy-based. Boom, Magic: The Gathering. WotC grows HUGE. Meanwhile, TSR is in massive financial trouble and ready to file for bankruptcy. Adkinson, a really big fan of D&D, sees his opportunity and WotC buys TSR, fixes a bunch of problems and cleans everything up (even re-hires Gygax). Why do you think Third Edition is soooo much prettier and cleaner (and better)?

      Check out Gygax's explanation for ... pretty much everything this AC left out.

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    2. Re:Gygax - good or bad? by Sabalon · · Score: 2

      Oh...well that makes it okay then.

      Seriously - a Buck Rogers theme park?

      Someone rolled a 3 on the ole intelligence.

    3. Re:Gygax - good or bad? by Rogerborg · · Score: 2

      Regarding the burrowing - sorry, borrowing - of IP, the first editions of D&D (basic D&D, not that new fangled Advanced nonsense, or new-improved-non-advanced from WotC) had "hobbits" in it. Gary was rightly bitchslapped by the estate of JRRT, and from then on all furry footed burrowers were henceforth known as halflings. Which I personally view as also infringing in context, but the rights holders didn't, probably because they thought all this "roleplaying" silliness wouldn't come to anything. ;-)

      --
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  42. I've still got those books by wiredog · · Score: 2

    Player's Handbook, DM's Guide, Monster Manual.

  43. Re:I agree with Gary, mostly. by Doppleganger · · Score: 2, Insightful

    There are "mana"-type systems for D&D 2ed and 3ed. 2ed has the "spell points" rules in the Skills and Powers rulebook, and a 3ed Sorcerer is similiar. Spell points give more of a "mana" feel, and the sorcerer has a set of slots to cast from, rather than a pre-memorized selection of one-shot spells.

    I don't see how the one-shot spell system is "unacceptable", however. It's not an oversight, it's just one method of dealing with a magic user. There are published reasons to explain this system... you may not like them, but they are there. I have found that it tends to lead to much more inventive spell casting... when you can't just select the spell you'd like at will, you tend to think up creative ways to use what you've got.

    In the end, who cares about lame rules? It's up to the DM whether to use them or not, based on whatever provides the best role playing experience for the set of players he's dealing with. D&D's rules were never set in stone, so they cannot be "fundamental flaws"... the rules serve the DM, not the other way around. That's why pretty much every DMG begins with rule #1: the DM is in charge.

  44. best pencil and paper RPG - Runequest by Infonaut · · Score: 2
    Let the flames begin, but IMHO, the best RPG ever, *hands down* is Runequest.

    Gygax has recently moved away from the "power gaming" that dominates D&D, but in Runequest, it's always been impossible to succumb to gaming dominated solely by statistics and probabilities.

    Stafford, Perrin, et. al. created a game that not only utilized a straightforward skills-based system, but also made a marvellously-detailed and lifelike world - Glorantha.

    I say "lifelike" because it had internal contradictions. There were conflicting sources of information. There was never any one, overarching "true history" of Gloranth, only snippets you'd find here and there. Plus, the world was dominated by the truly epic struggle between the Lighbringers and the Lunar Empire - a backdrop that gave life to countless adventure opportunities.

    The game system was fantastic, because you could get to be a real badass and still you had to pay attention to combat. In D&D, as a 10th level character, a 1st level monster presents no threat to you. Not even remotely. But in Runequest, there's always the chance that that nasty, grimy little broo can take down your kick-ass Rune Lord (as poor Khorat the Barbarian found out lo those many years ago - may Urox guard his soul).

    Anyway, although RQ is out of print (the sortid history of its demise is really too painful to recount), Glorantha is alive and well, and there's even a new game that allows players to explore Glorantha (haven't played it - I'm still too wedded to my RQIII materials).

    Find out more about Runequest here.

    Find out more about Glorantha and the Hero Wars here.

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    1. Re:best pencil and paper RPG - Runequest by elandal · · Score: 2

      So this is the official flamefest thread ? ;)

      OK, I admit that RQ was nice. And there aren't as many things bad with Glorantha as there are with most (A)D&D worlds.
      But, ducks? Do You really, REALLY need the ducks?
      Oh yes, didn't CoC use the same rules?

      With the various systems I've tried, Warhammer FRP with a stack of handwritten notes from sources close to the game is pretty close to the best system. Specifically the best idea in the gamesystem are careers.

      Then there's of course SLUG. The hard battles between FUDGE and SLUG fanatics are occasions of great joy and bloodshed!

      What else? GURPS has good ideas, but after memorizing way too many GURPS books, supplements and compendia, I've come to the conclusion that in the end, it sucks. For all the good the system can provide, there are problems that would require reworking major parts of the whole.

      Then there's of course Marvel, which is pretty nice. Thou shalt not choose Champion over Marvel, as that is the path to insanity - and Hero systems fans are crushed by GURPS fanatics any day on any field.

      Oh yes, never forget MERP/RM/SM series. Some nice material, and I did write a program that took, as input, a couple of numbers in about -100 - +500 range and displayed the gorified textual results on screen.

      Paranoia is one to be remembered. Not for the system (who cares about the system in that game?), but for the memories of having caused the utter, complete destruction of alpha complex. And if I remember correctly, some commie bastard didn't die in the process ;)

      Never liked Storyteller. I don't need a non-system to tell me that I don't need a system to tell a story ;)

      What was it that needed dice with one third of the sides displaying '-', one third blank, and one third '+'? I think I have a hundred or so of those dice somewhere.

      Of course many people still remember Metamorphosis Alpha, Top Secret (S.I.?), but how about the more obscure titles like "The Secret Treasure of Racquoc in the Acirema Dungeons"? And was it "Late, Late Night" or whatever where the characters were actors in B-flicks? I think there was something about attack of the giant mutant ants, too, although that could've been covered by the above mentioned horror story.
      And what the hell was Nuns on Wheels? Was it RPG or Car Wars add-on or what?

      Add to the list many of the homebrewn systems. I think one of the best ever took about two handwritten pages in an A5 notebook. Unfortunately it was destroyed (I think it burnt - not sure, though).

      Oh well, those were the good old times. Perhaps I should try checking if anyone on Ebay has Rogue Traders for sale.

    2. Re:best pencil and paper RPG - Runequest by dvdeug · · Score: 2

      Let the flames begin, but IMHO, the best RPG ever, *hands down* is Runequest.

      Isn't that like saying a particular is the best novel of all times? Wuthering Hights and The Lord of the Rings have their fans, and aren't meaningfully comparable; likewise, Runequest and FUDGE have their fans, and aren't meaningfully compariable.

    3. Re:best pencil and paper RPG - Runequest by The+Cat · · Score: 2

      But in Runequest, there's always the chance that that nasty, grimy little broo can take down your kick-ass Rune Lord

      Sounds like Civilization I and the highly amusing image of a pike-wielding phalanx wading into the crashing surf to engage a battleship... and winning.

    4. Re:best pencil and paper RPG - Runequest by Infonaut · · Score: 2
      All I was doing is trying to provoke discussion about which games people liked best. As you know, gamers like nothing better than to pump up their favorite games and disparage the ones they don't like. All in good fun. ;-)

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    5. Re:best pencil and paper RPG - Runequest by elandal · · Score: 2

      Yes, it was. Appeared in early '80s, and was followed by I think one revision bearing the same name and then another which had a new name (don't remember the name).

  45. Re:Orge! Traveler!! and ... WarpWar! by WNight · · Score: 2

    Find a copy of it, and an emulator to run it in. Look at all the stats that you can, and try to reverse engineer the mechanics. Once you've got that, it would be trivial. In fact, it's probably easy enough to do in javascript or something.

  46. Second-best thing to do at 4 AM? by jinx90277 · · Score: 4, Funny

    I don't know about you, but a little role-playing at 4 AM can be a lot of fun...nudge nudge, nod nod, wink wink:

    You've been a BAD little dungeon master, haven't you? You must be punished...

    --
    "she says i'm lousy conversation. as if that's supposed to help."
  47. NEPOTISM!! Gary's Biggest dirty secret! Nepotism ! by Anonymous Coward · · Score: 3, Interesting

    His corporation was thoroughly and soundly thrashed on the front page of Wall Street Journal well over a decade ago.

    Why?

    The Wall street Journal wanted potential unwitting investers to be aware of his corporations highest ratios of family members in a listed public company in history.

    He hired every relative, near relative, friend, etc and let them bicker and fight the company into utter chaos and floundering.

    Rule #1 dont hire relatives and friends just for the sake of it to give them jobs.

    He blew it.

    Wall Street Journal spelled it out quit clearly to me... Gary Gygax is a terrible business man.

    I did play AD&D all though high school and College though, and many other RPGs, and do think fondly of of the standardization of the game so that I could easily merge into other peoples games.... I respect him for that (being successful) But he destoryed the integrity of the game with bad decisions to capture children market. It should never been brought below adult level gaming.

  48. No staff? by Junior+J.+Junior+III · · Score: 2, Funny

    What? Gygax doesn't have a staff? Quick, someone go get a nice walking stick while I prepare to cast "Enchant an Item"...

    --
    You see? You see? Your stupid minds! Stupid! Stupid!
  49. Notes on the above... by cirby · · Score: 3, Informative

    Lou Zocchi helped MAR Barker with the EPT copyright issues, but he was also known for whipping out not-too-good "clones" of popular games in short order.

    TSR was known for pulling nasty crap on a regular basis, and while they'd sue at the drop of a hat for copyright infringement, they'd use "inspirations" from other games and sources quite freely. All of the smart gamers made sure to never show any works in progress to TSR employees, because those works would be the next TSR "invention." For example, Steve Jackson Games was working on a vampire-hunting game called, of course, "Vampire," and after some TSR employees got wind of it, TSR announced a game with that exact same title (and no game to sell with that title - that came later. Shades of Microsoft, there).

  50. Trampier by Ratbert42 · · Score: 2

    So what the hell really happened with Dave Trampier? Somewhere I still have a freakish flame letter from him because my brother wanted his money back for the Wormy compilation he failed to produce. Did the dude go into the rubber room for a couple years or what?

  51. Re:Become the Geek that even the Geeks make fun of by Synn · · Score: 2

    Oh boy, EQ in pen and paper?

    So now I get to sit around a table and camp the FBSS without the pretty graphics?

    Player: "has the ghoul spawned?"
    EM: "not yet."
    (2 hours pass)
    Player: "has the ghoul spawned?"
    EM: "nope."

  52. Not known? by jsimon12 · · Score: 3, Informative

    Sorry, but I think the statement that Gary Gygax is unknown, is sorta unfounded. Hell, Homer even met him on the Simpsons.
    Hello, I am Gary Gygax, I am.........(rolls D20)....... happy to meet you.

  53. Re:NEPOTISM!! Not Gary's secret - read the FAQ by greg · · Score: 2, Informative

    If you read the FAQ that is linked in the article you will see that for most of TSR's existance Gary Gygax was a minority shareholder who had little control of the company. Over 60% of the shares were controlled by Brian and Kevin Blume. 90 of the Blumes relatives were employed by the company, that is the nepotism the Wallstreet Journal spoke of.

    At some point in 1984 Gygax convinced the board of directors (The two Blumes, Gygax and 3 other directors brought in by the Blumes) to remove Kevin Blume as president and replace him with Richard Koenigs as president pro-tem. At this point those 90 relatives of the Blumes were let go and many other changes were made in order to save the company from bankruptcy.

    Eventually Gygax sold off his shares when an associate of the Blumes acquired a majority interest in the company.

    For most of TSR's existance Gary Gygax was not in control of the company, he just had the misfortune of being the famous figurehead of a notoriously badly run business.

    --

    I browse with my threshold at 2 so I can't read my own comments :-)

  54. Re:Gygax and writers/filmmakers by The+Cat · · Score: 2

    I wonder how many current writers and filmmakers there are today who owe at least part of their ability to entertain to Gygax and D&D? I guess we'll never know; I'd bet many wouldn't admit it.

    You know, there's a tremendously funny joke here about the quality of recent Hollywood writing... ahh, skip it. Everyone's thought the same thing already.

  55. Good ideas and losing your company by Sabalon · · Score: 2

    Gary Gygax
    Steve Jobs
    Richard Garriot

    I'm sure there are tons more. I think that it would the most depressing thing to come out with something like Apples, D&D, Ultima - something that catches on, something that you created, and then eventually lose it/have it taken away from you.

  56. D&D is the devils work by Sabalon · · Score: 3, Funny

    When I was in 8th grade, I was an avid D&D player, along with some others in the neighboorhood.

    During that time, we travelled to Ohio to visit some high-school friends of my mom and some old friends of my grandmother.

    I remember sitting in my grandmothers friends house and my grandmother asking the other ladys grandson if he played Dungeons and Dragons.

    The other lady started blabbing on and on about how it was an evil game made by the devil and it was not allowed in her daughters house and so on.

    I think about the most evil thing D&D has ever made me do is spend a lot of time on ebay trying to obtain an original version of Dieties and Demigods to complete my collection.

    Now, if you will excuse me, I must go crawl around some steam tunnels and put curses on people

  57. Gary is a Legend by netglen · · Score: 2, Interesting

    Back at a Science Fiction Convention I-CONX, I think it was 1990, I was assigned to drive Gary Gygax from his hotel and the con site. He was a real blast to talk to. On the second day of driving, he bought me a few pints of beer at the hotel bar and chatted for awhile. It was incredible to talk gaming stuff with him for an hour.

    Gary always seems to have some game that he's beta testing. So the few times that I saw him at other conventions, I would participate in some of them. We all laughed pretty hard when he took out a large stack of business cards. He must get a ton from people because he converts them into his new game cards. Real rough beta I guess.

  58. oh man, you played Aftermath! too? by Infonaut · · Score: 2
    you and I must be two of the sum total of 147 people who ever played AfterSmash! as we used to call it. Man, what a piece of work that game was - arcane, but a lot of fun.

    I'm amazed that someone actually combined RQ and Aftermath! but my guess is it came out a lot better than Arduin or GammaWorld or any of the other crossover games that have plagued us for an eternity.

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  59. Which dorm was it? by John+Harrison · · Score: 2

    Just wondering. I want to know if I have lived in a hall that has been visited by such an auspicious guest.

  60. [ot] WotC's older name? by Khopesh · · Score: 2

    The Wizards of the Coast was a guild of wizards (in a coastal city probably ;) in Peter Adkinson's D&D campaign world (which I believe was the same as the M:tG base world).

    I have a catalog (don't ask me to pull it out, it's at my parents' place or trashed) from ~1991 selling D&D accessories for a company called Wizards of the Coast (implies before they were sued? or did they simply go right back at it?).

    I'm interested now; what name did they go by before Wizards?

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