From: "Mark Brown (Draco)" <[brow n m] at [greebo.uvo.dec.com]>
Newsgroups: rec.games.frp.dnd,rec.games.frp.misc
Subject: Origins the summary - What people answered with.
Date: 2 Jun 1995 18:06:38 GMT

What can I say, but I'm impressed, the creation of roleplaying 
produced in 4 days, well here is the compilation. edited to 
just show what happened.  Thanks go to everyone for answering
my question, perhaps a summary of this could be put into the 
next FAQ?

Mark

So the question, by me:

  What I would like to do is basically start a discussion on this 
  newsgroup about this subject.  How did roleplaying start? who 
  was the original inventor (was it Gary Gygax)? What did TSR do 
  before D&D (if anything)?

  If possible dates would be useful (I don't expect accuracy, just 
  general years or months), also perhaps continuing this onto the 
  development of the roleplaying industry, from basic D&D to AD&D 
  even perhaps branching out into other roleplaying games.



***
The history of Roleplaying:

****
First we had the Wargaming - 
****

	From: [w--in--r] at [aol.com] (WinningerR)

"Roleplaying" has antecedents that date back as far as anyone can remember
-- imaginary children's games, "murder mystery" clubs, improvisational
theater, etc.

"Pencil, paper, and dice" roleplaying (ie. DUNGEONS AND DRAGONS and its
ilk) has its earliest antecedents in the Play By Mail games of the late
1960s.

	From: [t--lc--i] at [mail2.sas.upenn.edu] (Thomas M Polcari)

From what I have been able to find out ... before D&D there was only 
wargaming.  Usually it was typical guns & soldiers type, but then people 
(or should I say men, I've not found a reference to women in my research) 
began to do medieval type wargaming.

	From: [b j m 10] at [cornell.edu] (Bryan Maloney)

Gary Gygax and Dave Arneson were wargamers who got into medieval battles.  
Note that when I say "wargamers", I am referring to TABLETOP games that use 
lead miniatures, NOT "live-action" in ANY way.

****
Then we had the wargaming fantasy supplements -
****

	From: [w--in--r] at [aol.com] (WinningerR)

As for the specific origins of D&D, the game evolved from a fantasy
supplement to CHAINMAIL, a set of medieval miniatures combat rules
published by TSR. Much of D&D's terminology was derived directly from
Chainmail (hit points, Armor Class, Level, saving throw, etc).

	From: [t--lc--i] at [mail2.sas.upenn.edu] (Thomas M Polcari)

Eventually, a group started to add fantasy elements like a Druid
priest, magic spells and dragons to the wargaming

	From: [b j m 10] at [cornell.edu] (Bryan Maloney)

So, they put together a set of rules called "Chainmail" for medieval 
miniature armies.  For the time, the rules weren't laughable.  The 
company that published Chainmail was called Guidon Games, and was 
an unlimited liability partnership (not incorporated).


	From: [l r mead] at [whale.st.usm.edu] (Lawrence R. Mead)

TSR originally stood for Tactical Studies Rules, a small company run by E.
Gary Gygax, Dave Arneson and I believe one other person. Pre Dungeons and
dragons, the same gaming group ran a battle simulation game called
"Chainmail" (this was in the very early 70's), which used miniature
figures and had rules for individual as well as group or army combat.

****
Then we had the birth of D&D
****

	From: [w--in--r] at [aol.com] (WinningerR)

By most accounts, the first recognizable D&D games were actually run by
Dave Arneson, who used the Chainnail fantasy supplement to run a new type
of scenario in which the players would explore underground labyrinths of
his own creation.


	From: [b j m 10] at [cornell.edu] (Bryan Maloney)

Anyway, Gygax, Arneson, and their friends injected more fantasy into their 
wargames, including units for "wizards" and "heroes".  These were the first 
"adventurers".  Gygax was happy to keep them as ultra-powerful military 
units, 
but Arneson took these concepts and combined them with another concept that 
had been floating around--the play by mail "campaign", in which players 
took 
on the parts of rulers who not only sent armies at each other, but 
intrigued, 
engaged in diplomacy, etc.

So, the wizard and the hero were removed from the battlefield and set at 
performing mythic tasks on their own.


****
Then Finally we had D&D
****

	From: [b j m 10] at [cornell.edu] (Bryan Maloney)

From there, more refinements were added, like character advancement, etc.
Eventually, you got Dungeons and Dragons.  Gygax attempted to sell the game 
to all the game companies, including Avalon Hill.  He was turned down by 
all.  They thought the game was too open-ended.  "How do you win?"  
"Stupid." and similar were many of the responses he got.

So, Tactical Studies Rules was formed to market this game.  The original 
game was marketed as a "fantasy wargame to be played with paper and 
pencil".  
Furthermore, it recommended that the owner get hold of a copy of Chainmail 
and a copy of the Avalon Hill Game "Outdoor Survival".

Combat was just the "fantasy supplement" for "Chainmail".
This eventually evolved into the TSR games known today.

	From: [t--lc--i] at [mail2.sas.upenn.edu] (Thomas M Polcari)

Eventually Gygax printed the rules which were slow to sell at 
first but then started to sell more quickly; TSR is the result.

	From: [l r mead] at [whale.st.usm.edu] (Lawrence R. Mead)

Eventually, magic was added and the more complicated system of combat was
simplified to something like existed in original DnD (combat tables and
saving throw tables, circa 1973) which was published in '73, if memory
serves: "Men and Magic, Monsters and Treasure, Wilderness and Dungeon
Adventures" were the three original booklets in a white box. TSR
introduced the unique ideas of spells in military combat situations; but
the *big* innovation was the introduction of "experience points and levels
of proficiency" in combat and spell use. Dnd thus, allowed *individual*
characters to grow in strength, and thus be around long enough to take on
real "character": in short, role playing. These new ideas were so good and
so versatile that within just one or two years, the game became very 
popular.


	From: [m--c--r] at [shakala.com] (Barbara Haddad)

Actually, the original pamphlets were printed in late '72.  They 
appeared on the West Coast for the first time at the '73 Equicon [Easter 
'73] and they began to show up in hobby shops in summer '73.  (I believe 
'Chainmail' saw print in late '71.)

****
Then we had the expansions
****

	From: [l r mead] at [whale.st.usm.edu] (Lawrence R. Mead)

Additional small booklets were then put out: "Greyhawk (the first use of
other than 6-sided dice! and introducing the Paladin), Deities and
Demigods, Eldritch Wizardry and Blackmoor (introducing the Druid and Monk
subclasses of cleric). Advanced DnD was written in the late 70's (78?) by
Gygax exclusively as a *uniform* Dnd system to be sufficiently
standardized for tournament use. I do not think I ever knew why or how
Dave Arneson was excluding from the latter, but he deserves credit as
co-inventor of Dnd; his name was on each of the three original rules
booklets. 


	From: [m--c--r] at [shakala.com] (Barbara Haddad)

AD&D PH = 1978; AD&D DMG 1979

****
And some gneral notes
****

From: [w--in--r] at [aol.com] (WinningerR)


Gygax is known as the father of D&D because he 1) was the guy who wrote
everything down, and 2) actually developed and refined the Chainmail
fantasy supplement into the first set of "Dungeons and Dragons" rules.

At the same time D&D was being developed (roughly 1972-1975), similar
forms of roleplaying were reportedly being conducted by MAR Barker (who
created Tekumel, the world upon which Empire of the Petal Throne is
based).






-- 
My views do not reflect those of my employers, nor anybody elses 
views, except that little green dragon sitting on my shoulder.