Happy 2016!
Thanks for sticking around, those of you who have stuck around! It occurs to me that since I migrated across several websites I may have "lost" the text of my interview with Gary Gygax from 2002. Fear not, adventurers. I still have it, but I'm not sure it's online in an easily accessible form any more (archive.org notwithstanding). So without further bloviating on my part, here it is in it's entirety!
G: Oh we had a lot of fun there, we also had a game where I had a gang for a while, my name was “Quinto Villalobos”, we had five “hands” overall…”El Tigre” was the coward, and so forth…I had miniatures painted up of them all, on foot and on horseback. He was pretty good with a gun starting out. Three of us rode into town, and the Sheriff arrested me of course, being the Mexican, so my two buddies said “Okay, keep him busy, we’ll rob the bank and spring you later.” So they hear the gunshots going off at the bank, and Don Kaye is playing the Sheriff, and he runs to the window, he had missed when he searched me and didn’t find a knife in my boot, so as he looks out the window to see about the gunshots, I threw my knife! I rolled the dice and it was a near-miss, and so the game-master said “You throw the knife and hit thuds into the wall next to him.” And I quickly said, <adopts cheesy Mexican accent> “Here! Sheriff, take my knife, you might need it to help fight the bandits!” <laughs> So all Don could do was give me a dirty look, so as soon as he goes, I asked the game-master if I could try to pick the lock to the cell door with my spurs. So he said “Okay, if you roll a one hundred.” And damned if I didn’t roll it! So I got my guns and helped shoot up the town and rode off with my buddies. <accent again> “Hey! We robbed the bank! Viva!” So we had a lot of fun with Boot Hill, but probably the most fun was with Metamorphosis Alpha.
B: Hit me with some!
B: “When you look back at
Dungeons and Dragons as a whole, back in those early days did you think to
yourself “This is going to have a huge impact,” that is, did you think that
Dungeons and Dragons would become synonymous not only with Role Playing Games in
general but synonymous with the Fantasy/Science Fiction subculture as a whole?
G: Not exactly.
Matter of fact, nobody was thinking of role-playing as the emerging,
soon-to-be dominant form of hobby gaming. I
looked at the D&D game with my partner, Don Kaye, as likely to be the most
popular of the various “hobby games”; the military, you know, board games
and so forth played with military miniatures. We were pretty sure that this would sweep through the whole
of the wargaming community, and expand then in to science fiction and fantasy
fans and the reading audience, too. And
in fact, early ads by TSR did hit many science fiction magazines, and, you know,
fanzines. So, we expected that.
Did we have any idea the first couple of years that it was going to
become the sort of phenomenon it became? Not
until the end of about 1975 did that really strike us.
We knew it was getting bigger but we had no idea it would reach millions
of players.
B: I kind of have to make a
confession here – when I was younger and first started playing Dungeons and
Dragons, I myself was a little bit confused by the matter of “Basic”
Dungeons and Dragons versus “Advanced” Dungeons and Dragons and indeed I
kind of labored under the idea that one played “Basic” until your character
reached a certain level, then you went out and bought the “Advanced” rules
and went from there…
G: Well you could do that!
<chuckles> Nothing
wrong with that!
B: Well, what threw me was
the “level recommendation” on the modules – most Basic modules I saw were
for characters from levels 1-3 and most Advanced modules I saw indicated 4th
and higher levels. But for some of
my readers who may have picked up Dungeons and Dragons in Second Edition or even
Third Edition, what was the division there, what was the split between the two
systems?
G: The Dungeons and Dragons
game was less quantified, it was more rules-light and it was a more freeform and
Advanced was more rules-heavier and more restrictive in new character
development. Both could be played, depending on the Dungeon Master.
Either way of course. But
there was more written substance to the AD&D game.
It was more “meaty.”
B: Oh yes…a quick perusal
through the Dungeon Master’s Guide proves that out.
A book which, by the way, is a phenomenal work…
G: <chuckles>
B: …which I personally
think that, if you’re doing any kind of serious Fantasy gaming under whatever
system, a person should go out and grab a copy, whether it’s the PDF available
online or a used copy from a second-hand bookstore.
It’s an amazing work.
G: <chuckles> I still
have people e-mailing me saying “Y’know, I reread that book very often!”
and I have to confess it’s been a long time since I’ve cracked it to more
than reference a chart or two. Y’know,
your own writing is sort of like your own cooking.
B: Oh yeah, I do a lot of
the cooking around here so I know where you’re coming from.
G: It isn’t that much fun
to eat what you’ve cooked!
B: As Dungeons and Dragons,
or AD&D, D&D as a whole, matured and you looked down the road and said
“Well, we’ve got AD&D. We’ve
got rules spread across Dragon Magazine, Unearthed Arcana, Wilderness Survival
Guide, Dungeoneer’s Survival Guide…”
G: Well, those two were
really Second Edition products…
B: That’s a good lead in
to my next question then – of your own work, how much made it in to what
became Second Edition Advanced Dungeons and Dragons?
It came out towards the end of your formal association with TSR…
G: Well, other than the fact
that everything they used was basically based off of my original design, zip.
I’d left the company.
B: Looking at the FAQ on
your own website, I realize that must have been a difficult time for you, seeing
what was your “baby” being taken away from you – not, of course, to
detract from 1st Edition’s other contributors.
G: Yes, the main thing
was…well, there were a couple of things.
Number one, the direction of
the company was going off in a way that I was very opposed to, with the
cheapening of product quality even before 2nd Edition.
The original AD&D books were double-stitched school-textbook quality;
virtually indestructible. To save a
nickel…I said, “Guys, we’re not selling widgets.
We don’t want to make the most profit, we want to build long-term
customer relationships with high quality products. We always do our best,” and that didn’t fly. It
was much the same with the corporate organization.
I wanted a more employee-ownership and the people who had controlling
shares did not want that.
B: Towards the end
there, when you were doing the Dungeons and Dragons Entertainment, Inc., I guess
that was out in California, in Dragon Magazine you did mention a few times that
there was a Dungeons and Dragons movie in the works.
Now as we know back in 2000, a Dungeons and Dragons movie was released…
G: No, that was not what I
was talking about…that had NO resemblance – lord I’m leaping away from
that turkey! <laughs>
B: <laughs>
I saw it and…well, I had a good belly laugh at it. I felt kind of bad for Jeremy Irons…
G: Jeremy Irons did it to
himself! He played Boris Karloff playing his role.
It was terrible, it was wooden…and who was the character who played the
giant dwarf who kept mugging the camera…?
B: Y’know, so many people
chewed the scenery it was hard to keep track.
G: The costumes were
tacky…it was awful! What I was
talking about back then, was with another fellow who’s pretty well known in
computer gaming circles, we sat
down and created a proposal and the script outline and in fact the first act of
a movie – the first couple of acts, actually.
We had it ready to go. I had
a meeting with Orson Welles, whom we wanted to play the main supporting
character – it was a villain – and we had a great meeting…
B: Did you play a little
D&D?
G: <laughs> No, we ate
a nice lunch and talked a hell of a lot, for a couple of hours.
He took it, and got back to me on the phone and said “This is great,
this is too good.” We said,
“Well, good, it could be maybe a TV movie,” but he said “No no, this has
got to be a feature film! I’d be
delighted to take the role.” So
we did a little more and got as far as presenting the proposal to Edgar Gross
who was then the executive VP for John Boorman’s production company, who I
wanted to produce and direct. Edgar
Gross after some time said, “Well, you know you don’t expect control of
this,” and my response was “No, I understand the role of the writer in the
motion picture industry – bottom of the food chain.”
I told him I respected that fact but we would want some control over
purely game elements, just as I had when we were producing the Dungeons and
Dragons cartoon. I had control of
the scripts, and would make sure that they didn’t go far afield from the game. But it was a delight. The
Marvel people and CBS said, “You’re great to work with.”
Anyway, Edgar Gross said,
“Okay, I’ll take it to John and I’ll see.” We had a second meeting, and
he said they’d take the project but the needed to know more details, but then
problems started in Wisconsin, I had to go back and then that was it.
That also ended a spin-off for the cartoon show, too, that was in the
works. There was one script written
and another two working.
B: That’s a shame.
G: Yep.
TSR said, “No, you’ll work with us back in Lake Geneva.”
Marvel said “We’re not interested.” And that was that.
B: Again, that’s a damned
shame. Was your movie set in Greyhawk or any particular campaign
world we’d be familiar with?
G: Yes, it started set in
Greyhawk with two characters, a main protagonist and his antagonist (also a
protagonist in her own right), both hired by the villain (Welles), to bring him
the six missing parts (he already had one) of the “Scepter of Seven Souls”,
and each was the soul of a world, and when he had them all, he could rule these
multiple parallel worlds. So they
were trying to find each part, and each part would of course be found in a
different world, and would not immediately be recognizable.
So they would have to search among potential objects, and move in to
different genres – not all the action would be fantasy.
That’s all I’m going to say on that topic. <chuckles>
B: It sounds like it
would’ve been great, and it’s a shame it didn’t come together.
G: Well hopefully the dialog
and plot would’ve been a little better than the [Dungeons and Dragons movie].
B: I doubt if it could’ve
been worse!
G:
<laughs> Well there was a left-handed compliment!
B: <laughs> I’m
sorry, I guess I could’ve worded that a little bit better!
G: No, that’s all right, I
knew what you meant. <chuckles> Well,
no I’ve seen a couple of worse things.
B:
Not to get too sidetracked in to movie talk, but did you see Fellowship
Of The Ring and if you did, what did you think?
G: Yes I did,
and I thought it was the second best pure-fantasy film I’ve ever seen.
B: I enjoyed the hell out of
it myself, but that begs the question: What, then, in your opinion is the best?
G: <chuckles> I was
waiting for that! I had just seen
Harry Potter prior to that and it just knocked my socks off.
I thought it was really great. For
my taste, The Fellowship of the Ring was just a little too long.
The flute music and the chanting whenever the elves were around was about
to drive me crazy! I didn’t feel they were “Tolkien’s” elves…
B: Tell us a little bit
about your projects post-TSR, for example, Mythus…
G: Well, Mythus was a pretty
encyclopedic skill-based role-playing game.
The fantasy genre of the Danjerous Journeys system was to be a
multi-genre one, in fact we had a horror role-playing game done.
The people involved with the project, the producers that were going to do
a big computer game wanted us to launch a fantasy game also.
When I said “encyclopedic”, I mean that the character generation was
very complex. By the time you got
it done you were very involved with your game persona, and the rules were
lengthy but not mandatory. You
could pick and choose – you could go through and decide if you liked something
and if not don’t use it and so forth. It was just starting to take off nicely and we were moving
towards having a demo ready for the computer game when TSR started a lawsuit
which claimed that the game Mythus infringed upon Dungeons and Dragons.
B: Oookay…?
G: Yeah, it was a little
far-fetched. It was settled
out-of-court, and they got the game rights, and we got a lot of money.
In fact, I said two things, I said “Lorraine [Williams, then CEO of
TSR], instead of spending three million dollars on a lawsuit, and then paying us
another large sum,” - which I
can’t disclose – “why don’t you just offer me a million up front and
I’ll sell it to you. It’ll put
more money in our pockets, and save you a lot more.”
To my delight, I think it’s the cost of that lawsuit that tipped TSR
– already well in the red – over. They
sued me into their bankruptcy.
B: So there’s no love lost
between you and Ms. Williams I presume.
G: Oh no…No no no.
She mismanaged the company [TSR] to a greater extent than it was formerly
done by Brian and Kevin Bloom. That’s
going to say something, as it was quite a bit in debt when they managed it, and
I got back and got it out. She got
in and ran up twenty-six million in secured debt, and who knows, maybe three to
four million in unsecured debt. That
was probably one of the most outstanding cases of inept direction of a company
I’ve ever heard of. Until
recently, of course! <laughs>
B: Heck, this would be small
potatoes these days!
G: Absolutely!
B: She had no love of the
gaming community, either, I’m told.
G: No!
She thought she was above them, she said outright that she thought gamers
were beneath her. That they were
her “social inferiors” <laughs>
B: So she was running TSR
why then?
G: She said she wanted to
show the gaming business world how a company should be run.
<laughs> There’s
more than a little irony in that.
B: I felt that this money
crunch she put the company in was due to the quantity-over-quality issue we
discussed earlier.
G: Well, just to step back,
with the release of 2nd Edition, approximately half of their gaming
audience left, refusing to buy 2nd Edition.
There is still a very large original 1st Edition AD&D
community going strong. It was like the New Coke versus original formula
business – when Coca-Cola introduced New Coke and saw their business drop like
an elevator who’s cable had busted, they immediately returned with Coke
Classic. Had anyone with business
acumen, in my estimation, been running TSR at that time, when they saw half of
their market disappear instead of trying to sell twice as many books to half as
many people, the intelligent thing to have done would have been to come out with
new releases of original AD&D, and tell the gamers “Hey, look, you can go
either way now guys, we’ll support both of these marvelous lines,” and
Dungeons and Dragons, too – why not?
Further, the people who were doing AD&D Second Edition
made a lot of changes not for any other reason than they felt like making them.
B: On a personal level, did you ever look at 2nd
edition and feel that a lot of the changes that were made were made just for the
sake of purging your influence from the game?
G: Yep! You
got it. But hey, if they could’ve
gotten something better, then all right.
But at best it was a lateral change, and in some cases I felt it
detracted.
B: Talking about the “nuts and bolts” of the game’s
history and impact a bit, when Dungeons and Dragons became as popular as it did,
there was a glut of RPGs that hit the market…
G: They’re still there! <chuckle>
B: Right, and almost immediately when these games came
along, the majority of them introduced a skill-based mechanic…
G: Mm-hm. My
new system is skill-based. “Skill
bundles”, I should say.
B: Now, in the original
Dungeon Master’s Guide, there is a mention of skills – I don’t have the
book in front of me at the moment, but I do recall it being noted…
G: Secondary Skills.
B: Secondary Skills –
that’s it. Further it goes on to mention that anything the player wishes
to do, just roll the dice based on whatever Stat you as the Dungeon Master feel
is appropriate and go from there. So
when the games that followed Advanced Dungeons and Dragons came out, did you
take a look at the AD&D rule system and say to yourselves, “We need a
skill system in our game.”?
G: No.
I don’t think that a Skill-based system and a Character-based system,
the exception being Thieves and Assassins with their skills, and Rangers’
tracking abilities. Within the
archetypes themselves, I believe that some skill treatments might have been
called for, but otherwise, it is just assumed that you can ride a horse, you can
swim a river, you can read, etcetera. This
is a heroic, fast-paced, action game and you role-play as needed, so forget the
skills. It’s a class-based
system. There is a way, I think, to
combine the archetype, the class-based if you will, system with a skill system. In the Lejendary Adventure game, I have skill bundles called
“Abilities”, and they cover a broad area like Hunting, and some of them
overlap, but who cares? If you have
the ability, you can do all of the things covered by that ability, and it’s
your ability score, which is a percentile roll.
If some of them overlap, you might be able to add ten percent of the
base, so if you have let’s say “Ranging” and “Hunting”, you can add
ten percent of “Ranging” to “Hunting”, and vice-versa.
“Rustic” is another skill, farming and so forth, will cross with some
of those too. I also have “Orders”,
which is if you have a given set of base “Abilities”, people recognize you
as “x”, so you can then belong to a guild, so if for example you’re in the
Mage’s Guild, “Enchantment” is your first Ability, “Arcana” is your
next Ability. So you can choose to
have pretty much an archetypical avatar in the game, or you can select Skill
Bundles with your Abilities as you choose and you can be anything you want.
You could take “Enchantment” and “Weapons” and “Chivalry” and
“Ranging” for example. And of
course you buy Abilities and can add points to them through gaining “Merits”
in the game.
Merits are given out by the Lejendmaster. If someone is actively participating in play, they get Merits. So you might for example want to say someone gets fifty or a hundred for every hour they play, depending on their participation. Then you give Abilities specific Merits – ten or twenty – based on their successful use, so the upshot is in the end of a four hour session, most players should end up with enough Merits to increase one of their Abilities by a given percentage. So it’s a long-range game. You start out, though, with some pretty good scores; you’re at sixty percent with your first ability, then fifty, forty, thirty and so on. Then you have a default fifth Ability, which is Weapons, if you don’t choose it as one of your four main Abilities.
Merits are given out by the Lejendmaster. If someone is actively participating in play, they get Merits. So you might for example want to say someone gets fifty or a hundred for every hour they play, depending on their participation. Then you give Abilities specific Merits – ten or twenty – based on their successful use, so the upshot is in the end of a four hour session, most players should end up with enough Merits to increase one of their Abilities by a given percentage. So it’s a long-range game. You start out, though, with some pretty good scores; you’re at sixty percent with your first ability, then fifty, forty, thirty and so on. Then you have a default fifth Ability, which is Weapons, if you don’t choose it as one of your four main Abilities.
So in this way it allows you
to get both Archetypes and the freewheeling “pick and choose” type way.
But with the Mythus system and the approach to a whole character-based
system should give you a different feel than a skill-based system.
B: Interesting stuff!
I’ll have to check it out and give it a review on the web-page.
G: If you get a chance, go
to www.lejendary.com.
People ask “Why did you put a J in there”?
Simple, it’s so it’s a trade-markable name of course.
<laughs> What, do you
think I can’t spell?! You’re
right! <laughs> Now I have to
remember to not put a “j” in it when I’m spelling it normally.
B: Do you have a favorite
non-fantasy based RPG? Defining
fantasy loosely as swords and sorcery and that sort of thing.
G: Oh, yes, I really like
Metamorphosis Alpha. See, I don’t
get to play that many, I get to work a lot and be the GM a lot.
I also like Call of Cthulhu, it’s fun.
I would play Paranoia when it was popular.
It saddened me, because I said to [West End Games], “You guys could do
more than make this a parody type game and put some depth in to it.”, which I
usually won’t do. It was a simple
matter, just say look, it’s a vast conspiracy and behind it there are the
“ultra-violets” and you work your way up through it and manage to survive
and you’re going to try to depose them, working in other funny plot lines but
make that the main goal…
B: There’s a very dark
current underlying Paranoia, I think, reminiscent of
Harlan Ellison’s I Have No Mouth And I Must Scream or Yoshihasha
Tagami’s Grey…
G: Yeah!
I liked to play Top Secret, by the way but TSR never supported that game.
They did a few adventures but they were all over in two hours or three
hours. What they needed was an
Administrator’s Handbook to help the game-masters build campaigns
B: I always thought Gamma
World was an interesting game…
G: That’s why I brought up
Metamorphosis Alpha, it’s the progenitor of Gamma World.
It’s back out, Forward Entertainment and Jim Ward [Gamma World creator
and TSR contributor]. He doesn’t
have the second bit out - I asked
him “Jim, where are the mutant humans?” and he said “Oh, you have to wait
for the supplements!” so I said we’ll start playing as soon as the
supplements are out, ‘cause we all play mutants!
B: There’s another couple
of obscure games from TSR that always struck me a bit odd: Boot Hill and
Gangbusters…
G: Yeah, my character in our
[Gangbusters] game was Stanislaw Glumpke, nicknamed “Big Sausage”
<laughs> “Big Sausage” Glumpke; that also could have been a fun game,
it just didn’t get the proper support. Boot Hill needed a little
more on the role-playing; we role-played it but the difference was that
[experienced] gamers knew how to role-play without a boatload of rules, and we
were playing basically an economic game. In
the big campaign we were playing, my character’s name was “Mister G”,
owner of the “Rockin’ ‘G’” ranch, so as we were right near the border,
I made friends with some of my Mexican compadres, and I’d tell ‘em “If you
ever have any extra cattle, I’ll buy them at a reasonable price.
I know sometimes strays get picked up with a mixed brand, so don’t
worry about it.” So I was driving huge herds of stolen cattle, and becoming
vastly wealthy. I bought in to all
of the local border saloons and I had my own distillery…
B: Sounds like “Big
Sausage” may have had a spiritual brother in the Old West!
G: <laughs> Yeah, I
won’t say who but someone else was running an opium den for the Chinese
railroad workers! See, we don’t
need a stupid work like The Book of Vile Darkness to tell us how to be bad guys!
I was also making heavy political contributions, to make sure nobody
raised a fuss about what we were doing. The
game-master had bandits, cattle rustlers and such come in and steal cattle from
me, so I hired about fifty hands and a gunslinger – I was terrible at it, made
horrible rolls – and of course I had the Indian who was a great archer and he
was sending arrows with dynamite on them and so forth.
We wiped ‘em out and were hailed as local heroes for wiping out the bad
guys (who were mainly preying on my stock)! <laughs>
So we had a lot of fun. I want to try to do a genre
expansion for the Lejendary Adventure game, a sort of alternate wild-west with
maybe some magic in there so you could play either with or without psychic
powers and magic and so forth. In
the meantime, I’ve wanted to play some Deadlands, looks like a lot of fun to
me.
B: Didn’t part of the
Deadlands event resolution system involve playing cards?
G: Yeah, you’d have to
play like five-card stud, or draw.
B: That means I could
probably only ever watch it from afar – I’m a terrible card player!
G: Well, I go in streaks.
I like to play poker, and whenever I really want to win I don’t, and
when I just don’t care, I do. <chuckle>
B: So of all the non-fantasy
types is there an overall favorite? Sounds
to me like it might’ve been Boot Hill!
G: Oh we had a lot of fun there, we also had a game where I had a gang for a while, my name was “Quinto Villalobos”, we had five “hands” overall…”El Tigre” was the coward, and so forth…I had miniatures painted up of them all, on foot and on horseback. He was pretty good with a gun starting out. Three of us rode into town, and the Sheriff arrested me of course, being the Mexican, so my two buddies said “Okay, keep him busy, we’ll rob the bank and spring you later.” So they hear the gunshots going off at the bank, and Don Kaye is playing the Sheriff, and he runs to the window, he had missed when he searched me and didn’t find a knife in my boot, so as he looks out the window to see about the gunshots, I threw my knife! I rolled the dice and it was a near-miss, and so the game-master said “You throw the knife and hit thuds into the wall next to him.” And I quickly said, <adopts cheesy Mexican accent> “Here! Sheriff, take my knife, you might need it to help fight the bandits!” <laughs> So all Don could do was give me a dirty look, so as soon as he goes, I asked the game-master if I could try to pick the lock to the cell door with my spurs. So he said “Okay, if you roll a one hundred.” And damned if I didn’t roll it! So I got my guns and helped shoot up the town and rode off with my buddies. <accent again> “Hey! We robbed the bank! Viva!” So we had a lot of fun with Boot Hill, but probably the most fun was with Metamorphosis Alpha.
B: I recall a neat crossover
article in Dragon Magazine – my wife was kind enough to buy me the Dragon
Magazine archive CD-ROM set for Christmas – for Metamorphosis Alpha and
Dungeons and Dragons.
G: I myself did one called
How Green Was My Martian…
B: This was called Clockwork
Monsters and Faceless Men, if I remember right.
And of course in the back of the Dungeon Master’s Guide there’s Gamma
World and Boot Hill crossover conversion tables for taking gunslingers to
Greyhawk or Paladins to the ruins of New York City…
G: Well, we did that pretty
quickly as we didn’t take the whole thing too seriously.
But in fact, Mordenkainen’s last active adventure was about two years
back in the Starship Warden.
B: By last do you mean just
the last time you played him or…?
G: Mm-hm, by last I mean
last active. It was just after he
helped some lower level characters against a pair of ancient white dragons. It was a piece of cake – he used Power Word: Stun on one,
and warned them that the other was hiding Invisibly nearby, so they used dispel
magic and spotted the other one. Nobody
got lost and they were all pretty happy. I
had to retire him, though, as you get to a high enough level there’s not much
you can do, and surely you don’t want to get your best character killed, so
you either go on to horrendous adventures or you retire…
B: That brings up an
interesting question, I was going to ask you about specific modules.
Some of them were really, really tough – specifically Q1: Queen of the
Demonweb Pits and yet time and again I’ve run in to players who’ve said
“Oh yes, well, I one-punched Lloth, jumped on my Chariot of Sustarre and beat
it back home in time for ale and whores!”
I myself don’t personally know of anyone who accomplished that feat.
G: <Laughs>
And that’s as it should be! Well,
I used to talk to folks who’d say things like “Well I have a character who
slew Tiamat!” and my response was “Really? How’d you get past three or
four hundred dragons guarding her?”
One of my group, when they
were in D3 [Vault of the Drow] accidentally triggered the appearance of
Asmodeus, and so they Wished that someone of equal power who was opposed to
Asmodeus would appear to fight him. Orcus
showed up! <laughs> Orcus
said “Well, shall we join together to get rid of these worms?”
Of course, Asmodeus’ response was “Well I don’t dislike you that
much – sure!”
B: <laughs> I guess
just file that under “Be careful what you wish for!”
That touches on a subject I’ve mulled over quite a bit.
Regarding Wishes and a lot of other things that might be a boon to
players, in the Dungeon Master’s Guide, it seems in places that it promotes an
adversarial relationship between the Dungeon Master and the players, i.e.,
“Don’t ever suggest players share spells,” or “Take every opportunity to
manipulate the Wish spell…”
G: Well, if you don’t do
that then younger Dungeon Masters will start out assisting the players, and then
the game quickly becomes a bore…the best way, which I might have said better,
is that you must at all times be disinterested in the players [winning].
When you’re playing various roles, you’re either going to be
adversarial, neutral, or helpful when dealing with the players in whatever
you’re representing. Nature, is
of course quite disinterested in whether or not we live or die.
And there’s the underlying feel that there should always be a rivalry
between the game master and the players – he trying to fox them, and
vice-versa, because that makes the game a lot more fun.
Not an unfriendly rivalry as it were.
A good game master should feel worse if a great character dies, because a
game master gains a deal of greatness by association with good players!
B: Along the same lines,
what about S1: Tomb of Horrors? The
module that strikes terror in to the hearts of the most munchkiny of players…
G: Wait ‘til they try
Necropolis! Well we just
needed a good tough module for some of the better players.
There are places that Mordenkainen has decided he wouldn’t go
to…well, Robilar actually got in there, and when the skull of the demi-lich,
Acecerak was beginning to rise, he scooped everything he could in to his bag of
holding and ran away. Another team went through and got through only losing two of
five [characters]…when they got to the lich they got rid of him with
tremendous ease by putting the crown on his skull and then touching it with the
wrong end of the scepter, poof, he was destroyed and went in to dust!
B: One clever solution I’d
read was to turn the pedestal the skull is resting on into mud, then back in to
stone…
G: Or Dispel Magic on
it…that’s an easy way to undo it!
B: Hmm, I never thought
about just doing that. Huh!
B: To ask you the sort of
People Magazine type of question, being an at the very least semi-famous guy, is
there any downfall to being famous?
G: Yeah, if I go to only
small, local cons I can get in some gaming…otherwise, because you know people
come up to you and they want to talk to you and get autographs and you can’t
really play that much. I really
don’t mind it so much, in fact it’s an honor, it makes me feel privileged
that someone would want my autograph. I
don’t think it’s an imposition – just when I want to play a game is it an
imposition because I want to play, just like any other geek!
<laughs>
B: Along the same lines,
I’m sure you may have heard your share of
rumors about Gary Gygax…
G: <laughs> Some of
them are really funny!
B: Hit me with some!
G: Oh…let’s see…that I
said that women have no place at the gaming table except to bring milk and
cookies to the table, and I said “What on earth!?…” Not only was my
daughter one of the original playtesters, and my other two daughters played
D&D as well, but I don’t particularly like milk and cookies!
If it was like beer and potato chips, that’d be more like something
I’d say! <laughs> Let’s
see…what else, oh yes, I’ve heard that I didn’t write anything at all,
that it was all other people. Well,
whoever it is has a really strange style! Fortunately
they’re still around after a lot of years, too.
Oh, and that I’m a terrible egoist and don’t talk to anybody – and
yet they see my initials slipped in to drawings and read some of the terrible
puns and jokes at myself and think I have a huge ego?
Those don’t fit together very well!
I poke fun at myself, like my online “nick”, Colonel Plah-doh.
I don’t take myself or gaming seriously.
I have a fair perspective on what it is.
Although Gail hates it when I get back from a convention and I tell her
“Doesn’t it feel great to be living with the world’s greatest role playing
game designer? It must be an honor.” She then tells me to shut up!
<laughs>
It was really funny because
I made some curry the other day and my friend Joe Martin, the artist who does
Willy and Ethel came over and said “Damn, Gary, that’s the best curry I’ve
ever eaten anywhere!” So when
Gail got home – she makes curry, too – I said “Gail, not only am I the
world’s best game designer, I’m the world’s greatest curry chef.”
<laughs>
B: <laughs> Well, I
hope the couch was comfortable that night, Gary…!
G: <laughs> Ah,
she’s used to me by now.
B: I lucked out in that
respect myself – I married a geek girl and hopefully we’ll have a geek
daughter…
G: Oh yes, start ‘em out
early. I smile approvingly at all
parents wheeling strollers and buggies and such through conventions.
B: That’s an interesting
point – the largest generation of “geeks” is coming in to the point where
we’ve got kids of our own. We
have to plan games around feedings and changings.
G: Oh yes,
I see that a lot with the late twenties and early thirties aged gamers.
B: Well hey, we grew up with
AD&D.
G: I know some “second
generation” guys, their sons are teenagers now who are playing.
I’m not seeing a third generation that much yet – other than me.
I’ve got a grandson who’s playing.
B: Have you had a look at 3rd
Edition Dungeons & Dragons?
G: Mm-hmm.
Oh yeah, I’ve done a critical analysis for Wizards of the Coast of the
Player’s Handbook and Dungeon Master’s Guide.
B: Okay, can you talk about
that?
G: No, it was just for them.
B: Without launching in to
the specifics you said to them, what’s your overall feeling on 3rd
Edition?
G: Well I can say that
overall it’s an incredibly well meshed system, although it’s rules-heavy, to
try and change the system is really virtually impossible.
It’s so tightly done. In
that regard, I take my hat off to them. There
won’t be much tinkering with that system.
I’ve played a character for probably ten or twelve adventures, I think.
Again, it’s a little too rules heavy for my tastes, and they’ve lost
the archetype.
I fear that 3rd
Edition won’t have legs. The
character progression is too fast, and the multiclassing and powergaming is
going to end up like you’re playing a computer game.
B: Yeah, it’s got a very
Diablo-like feel to it…
G: <laughs> Yeah,
that’s exactly the one I was going to mention!
B: Now, don’t get me wrong
– Diablo is great fun, and the guys at Blizzard will tell you they grew up
playing Dungeons & Dragons…
G: Yes, I was asked to give
an endorsement to the original and I passed, but later on I said “Yes, I’ll
give it an endorsement!” Then they said they didn’t need it! <laughs>
Day late and a dollar short! Alex
[Gygax], the youngest of the bunch, he plays Diablo a lot and I have to chase
him off of my computer. Thankfully
he hasn’t gotten in to Everquest or Neverwinter Nights, though.
B: I’ve had some spare
time here and I think I’ve torn through it a few times.
Not gotten too much in to MMORPGs though…too much “r–o–l–l”
playing versus “r-o-l-e” playing.
G: Yes, that reminds me of
another thing with 3e – too much of the “rule” playing versus the
“role” playing in there, too.
B: Speaking of computers, do
you ever bring a laptop to the gaming table with you?
G: No, I find it gets in the
way. Too much clutter.
B: I use one from time to
time, mostly to play music. Any
good music at the Gygax gaming sessions?
G: No, I find it too
distracting. Although ideally I’d love to have some sound effects or
something cued up for events in-game. As
it is I have to provide all of the voices and effects myself!
B: Well, let me see
here…I’ve got one more question for you.
G: Go ahead, shoot.
B: What’s with all the
damn polearms?
G: <laughs> It was
mostly for differentiation between the various humanoid races, to give them
distinctive army formations and so forth – you know you’d round a corner and
be face to face with a bunch of Flinds or Gnolls armed with ranseurs or pikes or
what-have-you. That’s all.
B: Well, thanks a bunch for
taking time out to talk with me, Gary. I
hope we can do it again some time soon!
G: Any time!
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