Excerpt
In January 1974, a company in Lake Geneva, Wisconsin, called Tactical Studies Rules released the game Dungeons & Dragons. The product consisted of three slim booklets and a few reference sheets housed in a woodgrain-patterned cardboard box. The authors are identified on the cover as "Gygax & Arneson." The only hint the exterior gives to the subject of the game is the legend: "Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures."
At the time of the game's release, Tactical Studies Rules comprised a partnership of three persons, none of whom it could afford to employ. Within a decade, however, Dungeons & Dragons became a worldwide phenomenon, an object of delight or derision to every American teenager and the parents of same. Nearly forty years later, the cultural forces it set in motion not only continue unabated, but accrue new momentum as they assume forms its designers could never have anticipated. Dungeons & Dragons is so iconic that it is almost impossible to recover the eyes of 1974, to see that earliest rendition as its first converts saw it: to discern in what respects it was novel or even revolutionary, and in what respects it merely rehashed known practices or reflected their inevitable combination. For those that know the game intimately, it is even harder to accept that its first incarnation lacked so many familiar qualities and left unexamined many crucial subjects that, in retrospect, urgently required clarification. We must therefore forget the fame of Dungeons & Dragons for the time being, and regard it as one hopeful game among throngs of competitors, printed in miniscule numbers by determined amateurs, distributed with little fanfare and slated to reach only a tiny community of interest before an almost certain plummet into utter obscurity. Conversely, for those unfamiliar with the game, we offer no overview of its operations, as during the formative years of its design and reception the exact workings of the game were subject to much uncertainty, fluctuation and dispute. We can only explicate the game in its famous, mature incarnation by understanding that debate and the community that entertained it, which encompassed both the game's authors and audience.
"Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures" is a bit of a mouthful. The designers threw so many words at the cover because the type of game they had created as yet had no tidy classification. But since they put all this verbiage on the Dungeons & Dragons box, the creators presumably felt that "Fantastic Medieval Wargames Campaigns" would be attractive, or at least comprehensible, to the contemporary market, and that their customers knew how to play games with "Paper and Pencil and Miniature Figurines." With sufficient fluency in the vernacular of wargaming fandom, one can decode from these terms much about the influences on Dungeons & Dragons and the community it targeted.
Commercial wargames occupied a well-developed market in the 1970s, one that had, over the preceding twenty years, risen from the humblest origins into a profitable niche industry in the United States. At the outset of the market, Charles Swann Roberts II (1930–2010) founded the Avalon Hill Game Company, though not to sell "wargames" as such—the very term did not then carry its later popular significance. There had been innumerable commercial boardgames which chose war as their cosmetic subject, though in their mechanics of play, few deviated from the standard children's boardgame tropes: skipping around a racetrack at the whim of a die, finding advancement or reversal when landing on special squares, and ultimately exerting no more influence over the course of events than a spectator. Before Roberts, there had also been elaborate pedagogical military simulations, largely lessons in deployment and logistics, the most famous of these being in the tradition of nineteenth-century German kriegsspiel systems. There had been a smattering of hobbyist publications aimed at the owners of miniature military figurines, touting ways to put these toys to work in an enjoyable battle game. These other pursuits will receive detailed attention throughout this study, but neither provided what Avalon Hill offered: off-the-shelf boardgames that would entertain and challenge adult mass-market consumers.
By his own admission, Roberts blundered the wargaming community into existence: "There was no thought, let alone premonition, of founding a company, avocation or industry in 1952 when I sat down in an apartment in Catonsville, Maryland, to design what ultimately became known as Tactics (1954), the first modern board wargame." His motivation for designing a military game was simply to acquaint himself with the mechanics of war, since, as an American reservist in the early 1950s, Roberts faced the prospect of a tour of duty. When it transpired that the Korean police action did not require his services, and he consequently found himself with a serendipitous opening in his schedule, he decided to market his game to the general public rather than see his creation go to waste. From 1954 to 1957, roughly 2,000 copies of Tactics were sold at $4.95 each, by mail order, under the imprint of the "Avalon Game Company," mostly through the catalogs of Stackpole Books. The box cover bore the legend "... the new, realistic land army war game!" To his mild surprise, this venture did not leave Roberts destitute, so he decided to try his luck on a larger scale. Avalon Hill formally incorporated and, by 1958, it released an initial slate of products, including Tactics II, a slight revision of its predecessor.
Tactics, which may serve as an exemplar of Avalon Hill wargame designs, ultimately resembled fast-paced boardgames more than tedious military training exercises. In the earliest Avalon Hill releases, the board superimposed a grid over a simple terrain map; it was not until a few years later that board wargames adopted their signature hexagonal, rather than square, overlay. The map itself depicted a field of battle which would, from wargame to wargame, admit of widely differing scales. In the case of Tactics, the depicted land represents many miles surrounding the cities of a pair of opposing countries, with squares containing diverse types of terrain: mountains, forests, roads, water and so on. At the start of the game, the board is populated with game pieces controlled by the two opposing players, who take turns moving their forces. The pieces themselves, squares of die-cut cardboard with identifying markings, represented the troops such as infantry and armored units which contended to capture enemy cities. The novice player of the day would find many elements of the game unfamiliar, including the opportunity to move all of one's pieces during a turn (as opposed to, say moving a single piece per turn in chess or checkers), not to mention moving them several squares from where they started.
Furthermore, the use of dice to resolve combats between units differentiated Avalon Hill games from prior offerings available to the American public. In Tactics, all units have a "combat factor" which quantifies their overall efficacy in battle. After the movement phase of a turn, all adjacent opposing units resolve combat by throwing dice (the rules call for rolling a "cubit," a euphemism to disassociate this dicing from gambling) and comparing the results to a Combat Results Table (CRT). This table takes into account the total "combat factors" of the opposing adjacent forces, and through judicious application of probability, when the die is rolled it is more likely that the force with the higher combat factor will win. Depending on how favorable the odds are, a die roll might precipitate a retreat, or might herald the capture or elimination of one or more enemy units. Thus, it is critical for players to deploy their pieces to collaborate in assault and defense, concentrating their aggregate strength in the most strategically valuable positions. The objective is to crush the enemy forces, though in Tactics victory may come from simply occupying cities if the enemy is bashful. These core mechanisms, with minor variations, have remained the mainstay of turn-based military strategy games, on boards and computers, for half a century.
The most commercially viable of Avalon Hill's initial offerings was Gettysburg (1958), given that the upcoming centennial commemoration of the battle would provide some free advertising and spur patriotic purchases. Unlike Tactics, Gettysburg chose a historical battle as its setting, and thus instead of fighting over imaginary terrain with fictional forces, players took the sides of the Union and Confederacy to contend over a small piece of Pennsylvania. The release of the game attracted some national attention: Newsweek, for example, put a blurb about the game in their November 17, 1958, edition which begins by asking, "Want to re-write history?" Whereas Tactics had sold primarily by mail, Gettysburg, as the Newsweek piece informs us, is the "new game salesmen were hawking this week in stores across the US." In fact, Gettysburg virtually put Avalon Hill on the map, selling nearly 140,000 copies (again, at $4.95 each) by 1963. War-themed titles were not indicative of the entire Avalon Hill portfolio, however. During its first five years of operation, Avalon Hill published fewer military games than "civilian" titles, as they called them: sports games, business-themed games (including Dispatcher, a railroad game), even legal thriller games. These pacifist dalliances proved less successful, however, than games in the bellicose mold of Tactics; one out of every five Avalon Hill games sold up to 1963 was a copy of Gettysburg. Despite their innovative product line and favorable reception, the fledgling Avalon Hill business was not strong enough to weather a 1961 disruption in its distribution network, and thus, on December 13, 1963, Roberts regretfully left the company in the hands of a creditor, Eric A. Dott, who pledged to continue the business in cooperation with remaining executives. After the departure of Roberts, Thomas N. Shaw continued as a vice-president and assumed control over products and strategy. Reflecting upon his foundational role in the development of commercial wargaming in Avalon Hill's twenty-fifth year Jubilee retrospective, Roberts can only remark, "May I note that I would rather be known for something that was the result of a deliberate effort."
Before he left the company, however, Roberts conceived of a magazine that would provide marketing for Avalon Hill's products, as well as columns on game strategy, design and the like. Under the anonymous editorship of Shaw, the Avalon Hill General debuted on May 1, 1964. Counterintuitive as this may sound, it is because of the existence and careful stewardship of the General that any serious history of Dungeons & Dragons must begin with Avalon Hill. Through the medium of the General, wargames fans united into a national community, a wargaming fandom, which proved essential to future game development. Of course, the success of wargaming had many fathers, when we look outside of Avalon Hill: Jack Scruby, for example, incubated the infant miniature wargaming hobby community of the 1950s as he built his seminal business around the manufacture and sale of military miniatures. Scruby also recruited English wargamers Tony Bath and Don Featherstone as co-editors of his early hobby magazine, the War Game Digest, a periodical that had already run for several years (and folded) well before the first issue of the General; Featherstone would in turn edit the bellwether miniature wargaming journal of the 1960s and 1970s, Wargamer's Newsletter. One would similarly be remiss to neglect Alan B. Calhamer: his Diplomacy (1959), a more abstract and political game with greater popular appeal than the initial Avalon Hill titles, went on to storm classrooms everywhere and reportedly the inner cloisters of the Kennedy White House. All of these fathers should be given their due, and in pages that follow they shall. The claim which belongs to Avalon Hill alone is the creation of American board wargaming fandom within the pages of the General. By enabling wargamers to connect with one another, and form organizations independent of Avalon Hill and its house organ, the General opened a reserve of distributed creative power that might otherwise have gone untapped. However, in keeping with the regrets of Avalon Hill's founder Charles S. Roberts, it is less clear that the wargaming community turned out to be quite what its enablers had in mind.