Louche Lad ([info]bombasticus) wrote,
@ 2005-08-03 14:39:00
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Current music:"Kashmir," Led Zep
Entry tags:dungeons & dragons, neil sedaka, satan

The Devil Wore Polyester
It's Halloween 1973 and E. Gary Gygax is putting the finishing touches on the original Dungeons & Dragons. The stock market is in the early stages of the worst crash since the Great Depression. If Gygax turns on the radio, he'd hear all the different flavors of the music of exhaustion, sentimental and soft. I mean, "Angie" was at the top of the charts -- the Stones at their least rocking, Altamont four years in the ground -- and the Top 20 was full of what we would today consider crap. Dylan was similarly enervated, literally knockin' on heaven's door. Cher getting in touch with her Indian side, the Carpenters and the Osmonds, solo efforts by Ringo and Art Garfunkel, Marie Osmond, Jim Croce. The bottom half of the Top 40 is even worse!

Arguably one of the great brute demonologists of his era, Gygax probably doesn't turn on the radio. Despite the dice, those early books were more ROTC than yahtzee, almost completely divorced from civilian culture. In the strictest sense, they depict a survivalist fantasy, a barbaric environment where polite society has either atrophied to the point of irrelevance or simply never gotten started. An explicitly Howardian world where the only right is might, but perplexingly something called "law" exists as a metaphysical concept that is often almost interchangable with "goodness." "Law" is basically out of this world. Outside the firelit circle of the "law" cavort the forces of chaos, which are sketchily described in their legions. This is a planet squirming with pumpkin-headed bugbears, cringing ghouls, dragons in their colors, mutant animals and tribes of savage beast-men. Orcs, goblins, hobgoblins, trolls, ogres, kobolds, gnolls -- whatever those are. Even humans are encountered primarily as feral nations: bandits, nomads, brigands, pilgrims and the occasional band of hopped-up berserks like bikers trashing a small town. These were the rules for a fantastic "medieval" wargame campaign, playable with pencil and paper and miniature figures. The middle ages, as we all know, were a post-apocalyptic era, the dark and twisty passageway between civilization and today, lit by torches.

Gygax's world (and to be fair, Arneson's -- and Arneson displays this tendency even more strongly, so much so that his own work is fragmented and obscured almost beyond the point of reconstruction) is undeniably post-apocalyptic in tone. Something big has broken down; something fell. This is a world pockmarked with ruins that contemporary characters crawl through like vermin, unable to comprehend the technologies that went into building the dungeons, much less duplicate the effort. "Dungeons beneath the 'huge ruined pile, a vast castle built by generations of mad wizards and insane geniuses,'" Gygax says. That's an odd and stunning phrase for the place where we have our adventures. The huge ruined pile is civilization, once vast but now in post-terminal decline, and the generations of mad wizards and insane geniuses are our forebears, the giants on whose shoulders we do not so much stand in Newtonian terms but in whose cyclopean skulls we scavenge for lost treasure and "magic" that obeys rules first described in a book called The Dying Earth. We have grown so small. At this stage in the game, there is almost nothing beyond the dungeons but the vast and terrible wilderness. The alternative is Art Garfunkel singles, Watergate, Vietnam, the oil crash.

A little over a year later, the original D&D had become a monster hit and Gygax was hard at work on the follow-up, Greyhawk, and Neil Sedaka's ungodly "Laughter in the Rain" was at the top of the charts.



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Laughter In the Rain
[info]revlainiep
2005-08-03 07:55 pm UTC (link)
I remember my first encounters with D & D. . .I couldn't quite figure out how it was played, but I remember reading some of the scenarios and they were quite mind blowing. The idea of a barbarian "culture" in which the supernatural was everyday but an all-powerful "God" was in hidding was simply too much for my 10 year old skull to contain.

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Revelations
[info]bombasticus
2005-08-03 08:07 pm UTC (link)
What misconceptions about gameplay did you have? I ask because this is what fascinates me most about the game. In my first encounter with it (the Monster Manual by itself), I imagined a table-sized gameboard that represented the entire world and its dungeons, while the players marshalled hordes of miniature figures to bring all those monsters into a vast battle of evermore.

Profound meditation eventually led me to realize that most of the action actually goes on in people's heads instead of the map, and (more importantly) that the important thing is to interact with the scenario as though it was describing external events -- that is, when the doppelganger lures your friend's character out of sight to kill him and take his place, it's your job to play along, even though you were sitting right there at the table and know that that's not Joe any more. You play along. I was maybe eight years old.

Also please say more about the latent theology involved since it is one of my blind spots.

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thicky
2005-08-03 08:32 pm UTC (link)
(I feel there's an obligation to make a Starland Vocal Band joke here, but for the life of me, I can't think of how best to phrase it. Afternoon D&D-light, maybe?)

Okay, so when you turn this into the introduction to your book on the secret history of the RPG, I must insist you call the book More ROTC than Yahtzee. You know I’d buy a copy. The notion that original D&D was somehow an alternative to “Gypsies, Tramps and Thieves” is strangely compelling.

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Mazes & Marilyn McCoo
[info]bombasticus
2005-08-03 08:55 pm UTC (link)
Man, I loved that song, it was my first radio dedication to a girl! I can only imagine what the DJ thought of the whole thing, but as luck would have it "Afternoon Delight" was the NUMBER ONE SONG IN AMERICA when Tim Kask was putting Gods, Demi-Gods & Heroes (which I never had, boo hoo) to bed on the fourth of July, 1976, a day when the rest of us were celebrating two centuries of America and eating red-white-and-blue popsicles.

Interesting idea to package this as a book. I have to confess I'd only really been thinking of it as prep for emulating the Gygax style in a series of modules down the road. Barring yourself, not really sure where the audience is for either venture....

What were your early experiences with the game like?

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[info]ellinor
2005-08-03 11:08 pm UTC (link)
I really enjoyed this post. I love the idea of packaging it as a book - or using these sorts of musings as an intro to a series of modules. I'd totally play 'em.

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Beyond the Gates of the Silver Key
[info]bombasticus
2005-08-03 11:23 pm UTC (link)
Thanks for the vote of confidence. Maybe if we're all alive and can tear ourselves away in 2010 or so, we can run a Gygax Nouveau campaign. That's what I really want to do, regain that intensity of eight years old and combine it with the added context of adult perspective -- to see for the first time into all the rooms of the house where gaming was going on. So many of those rooms were forbidden or just plain incomprehensible to us as kids. It will take a long time to reconstruct the scene.

What were your early experiences with the game like? This would be especially helpful because as Joe Jackson told us back in 1979 [the year the Dungeon Masters Guide finally came out], it's different for girls.

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Re: Beyond the Gates of the Silver Key
[info]ellinor
2005-08-06 01:16 am UTC (link)
To tell you the truth, I didn't play in a meaningful way until D20 came out - probably about 5 years ago. What's funny is that I have been part of a gamer-type community since early college, but I had no real playing experience until later, with one exception.

When I was in about fifth grade, give or take, I had a couple of friends who played D&D. I didn't play with them at this time - I was so over-programmed as a kid that the idea of playing a regular campaign would have been ludicrous - but I was familiar with what they were doing from stories they'd tell. This was during one of the cultural andti-D&D uprisings among concerned (and embarrassingly misguided) parents who thought that D&D would turn kids into satanists, or heathens, or something else that they surely did not want their kids to become. A couple of subversive (progressive?) parents thought that D&D was ultimately harmless, and let their kids play. But one of my friends had parents of the more reactionary variety, so he wasn't allowed to join the fun. Instead, when we were on the bus on the way home from school, he would ask me to make up scenarios, and he would make up a character and would try to get his character out of the (usually dangerous, and coincidentally pretty Gygaxian, I think) scenarios I set up. I didn't have dice, or a DM's guide, but he called me his DM for that series bus rides, and we had an excellent time probing his problem-solving skills. I saw it as a great compliment to my creativity and authority that he wanted me to make these things up for him, and he seemed to have a good time doing it. Then I started an after-school program of some sort and forgot about D&D until I met the denizens of WARP. Funny how things happen, huh?

:)

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Finally the Forbidden Fruit
[info]bombasticus
2005-08-06 12:26 pm UTC (link)
This is great stuff -- EXACTLY what I'm told the ten-year-olds are doing these days when they "make rpgs" on the way home from school. Those scenarios were probably pure fantasy gold and it would be exciting to hear more about what went on there. Did they draw on any movies or books in particular?

It's fascinating to me to watch the motivations of people that age. Their play tends to be pretty ruthlessly pragmatic -- crush your enemies, take the stuff, move on to the next obstacle -- but the seeds of more abstract goals were already sprouting in the mix. Somebody might vow to protect women or help the poor or whatever. Another person might just go for the gold, and a third might want to throw big teenage parties in the tavern all the time. It's a cartoon vision of how adults live. From what I've seen of how Gygax and Arneson and the other old boys interact with people, they never seem to have lost touch with that way of existing in the world (maybe because so many of the first influential players were their kids). I think if D&D loses its ability to support those types of cartoony characters, it loses a lot of its charm, maybe a lot of its power. Early on, you were a name, a job, a job title, a species, six numbers, your wealth in gold, maybe an "alignment" (this stat is missing from the first character sheet, novice magic-user "Xylarthen"). Have we really made much progress with our Method-style role preparation and background?

For you personally I think it might be fun to look at the original books (or PDFs) that were the subject of so much local controversy. There's a thrill in finally getting to see this scandalous stuff, even decades later. Not only does it grant any lingering ten-year-old's raw unsatisfied wish for those cool and weird little pamphlets, but it helps to see it now that we are bigger and those weird little pamphlets have shrunk to their proper size.

My favorite was Eldritch Wizardry, the one with the naked lady on the cover ready to be either sacrificed or ravished (or both?). The insides were equally gothic, being full of psionics (weird), demons (weird and sinister), druids (bizarrely weird) and the first artifacts & relics, which were not your friends but would in fact mess up even the most careful characters really badly. Incredibly weird and transgressive stuff for children to be buying! I had at least two copies taken away during my mother's occasional fundamentalist outbursts.

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Cultural exhaustion
[info]papa_funk
2005-08-03 11:35 pm UTC (link)
I can sorta see where you're trying to go with this, but I'm not sure I can buy the music exhaustion, simply because if you take a random top 20 from any week, as an aggregate whole, it's a load of crap. Sometimes a classic song slips on there and raises it a little from the morass, but the chart from just before Black Monday is just as bad, and can you honestly say that

http://la.yahoo.com/external/hollywood/hot_100_singles.html

as we moved into a NASDAQ climb that suggested anything was possible, reflects any better on the cultural gestalt? R Kelly and Celine Dion doing a DUET? At least in the early 70s something as counterculture as 'Basketball Jones' could climb the charts with the ballads, a feat that seems unlikely today. What was the last novelty song to hit the top 20? Spice Girls don't count. (My best guess - Sandler's Channukah Song).

I have, alas, no stories to tell of misinterpreted D&D rules, though I have to admit that the first time I played Magic, I thought that creatures were destroyed once they hit the player once. It seems to have been a hangover from D&D and the ultimate power of the animating principle.

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The Exhausted and the Bad
[info]bombasticus
2005-08-04 12:06 am UTC (link)
Can we count Eiffel 65's giddy "Da Be Dee" (Jan 2000, right before the peak) or everyone's favorite Dane band's "Barbie Girl" (heady 99, the lead-up to Y2K)?

No argument that the crap will be with us always. What interests me about the Soft Sounds of the Seventies isn't so much how bad they are, but how and why they were bad in such a soft direction. Maybe I'm hallucinating when I imagine that there are other directions of badness, or that they correlate in any way to different economic climates, but the mix just before Black Monday seems different to me. Fewer sensitive singer-songwriters feeling introspective, more celebrations of the sensual good life and even a few outright rockers. And the '98 list displays a complete lack of introspective handwringing (or "exhaustion") until you get down to that sensitive throwback Jewel -- all the badness is in a romantic direction. Love songs like the Kennedy years.

As we know, I do hallucinate a fair amount though, so maybe only I hear these different flavors of awfulness, kind of like a dog and a whistle.

The Magic story is really useful, actually, because it makes me think of how the old weird Chainmail combat system was the main combat system until the Basic Set gave the "alternate system" (with stuff like Armor Class and the level-based to-hit matrix) official status. The creatures are cards, after all -- play them, apply the effect and then they should be spent and off the table. To have them hang around requires a kind of leap of thought (that I personally never made -- how was London by the way?) a lot like the leap from Chainmail to D&D.

Which is also interesting to me in my madness because Gygax loved the Chainmail system and kept it as the default through at least 1976. Arneson hated it and preferred the grainier AC/to-hit system that became such a monster as AD&D evolved.

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