Friday, July 18, 2025

Ruins

Blogs were the tinder from which the fire of the Old School Renaissance was sparked. In the late 2000s and early 2010s, there was a genuine explosion of creativity across the RPG blogosphere, fueled by enthusiasm for old school Dungeons & Dragons and its many descendants, both literal and spiritual. Dozens, perhaps hundreds, of blogs appeared, written by referees, players, professional designers, and amateur theorists eager to share ideas, reminiscences, house rules, and reflections on what made the earlier, pre-3e versions of D&D so compelling.

Grognardia was one of them and, like many others, it eventually went quiet. Real life has a way of asserting itself and even the most passionately pursued hobbies often yield before it. I was away from this blog for nearly eight years before returning and, somewhat to my surprise, the years since are more numerous than those before my hiatus, even if I no longer post at the same manic pace that nearly destroyed me. Unfortunately, many other wonderful blogs from that era haven’t returned. Most still exist in some fashion. You can find them if you look, but they are, for all practical purposes, ruins: silent, abandoned, and sometimes crumbling under the slow decay of broken image links and expired widgets.

That saddens me.

The OSR blogosphere was, in many ways, the intellectual and creative heart of a movement none of us fully understood while it was happening. Before social media transformed everything into a fast-scrolling feed of ephemeral opinions and algorithmic noise, blogs allowed for longer, more thoughtful engagement. There was conversation between blogs, even, perhaps especially, when we disagreed, as we frequently and passionately did. Posts would spark responses, build on shared ideas, or spin off in wild new directions. Someone would post a new take on alignment or a character class, and within days, if not hours, half a dozen other blogs would riff on the idea in a cascade of strange and wonderful interpretations. That kind of idea-driven collaboration was a joy to witness and to be part of.

Every so often, I revisit some of my old bookmarks: Sham’s Grog & Blog, Planet Algol, The Nine and Thirty Kingdoms, Beyond the Black Gate, The Society of Torch, Pole, and Rope, Malevolent & Benign, The Mule Abides, A Paladin in Citadel, Dreams of Mythic Fantasy, and many more whose names, sadly, I can no longer recall. Some blogs ended with a fond farewell. Far more simply stopped. A few sputter back to life from time to time, like torches catching momentarily in the damp before going out again.

I don’t blame anyone for moving on. We all have our seasons and many of those who once blogged now create elsewhere or simply play games without publicly sharing their thoughts. I did the same for a long while and there’s definitely something to be said for it. Still, I miss that earlier era, not just the quantity of content, but the spirit behind it. I miss the curiosity, the delight in obscure mechanics and half-forgotten rules, and, above all, the reckless, unfiltered creativity. I think a lot of us needed that back then. I know I did.

Much of that creative energy has since shifted to platforms like Discord, Reddit, Substack, or YouTube. Each has its own strengths, but none really replicates what the old blogs offered. Blogs were open and long-form. They rewarded thoughtfulness over immediacy. They were searchable and, maybe most importantly, linkable. You could stumble across a blogroll and find yourself falling into a rabbit hole of interconnected creativity that might last hours. That’s much harder to do now, where so much is hidden behind logins or paywalls or simply submerges into the stream of slop.

We can’t go back to 2009. I know that. Still, it’s worth remembering what was lost or at least what was left behind. Maybe, if a few more of us keep our torches lit, something like it can grow again – not a recreation but a continuation of the same spirit.

As any D&D player knows, ruins are places where treasure is found.

Thursday, July 17, 2025

Memories of Game Stores Past (Part III)

I'm old, old enough to remember a time when the local game store was not merely a place to buy things. It was a crossroads, a hub for roleplayers, wargamers, and fans of genre fiction of all stripes. In those days, game stores felt weird in the best possible way: crammed with strange titles, eccentric proprietors, and regulars who treated the place like a second home. They were cluttered, often a bit dingy, and absolutely magical.

I spent countless hours in such stores. I remember walking through their doors and being hit by the smell of old cardboard and newsprint and the sight of wooden shelves bowed under the weight of too many Avalon Hill and SPI boxed wargames. You could browse freely, picking up games you’d never heard of, flipping through rulebooks that transported you to strange new worlds. If you were lucky, someone might be running a game in the back room – and if you hung around long enough, you might even get asked to join.

That’s how I discovered many of the games that shaped my tastes and interests. This was long before carefully curated social media feeds or electronic publisher newsletters, when sheer chance might introduce you to a captivating cover, a staff recommendation, or a game in progress that caught your attention. The old game store was a vehicle for discovery. It introduced me to lots of games I might never have found otherwise.

That kind of store, the kind I knew in my youth, is largely gone.

Certainly, there are still game stores out there, some of them excellent in their own way – but they’re not the same. Most of them survive today by focusing on collectible card games, miniatures wargaming like Warhammer, and modern boardgames. Roleplaying games, if present at all, are often confined to a few shelves of familiar titles from major publishers. The walls of obscure and idiosyncratic RPGs I once browsed for hours have mostly vanished.

The reasons aren’t mysterious. The Internet changed everything. Online retailers offer discounts and immediate availability that physical stores can’t hope to match. Digital publishing has displaced print in many cases. Perhaps most significantly, online play, something I myself participate in weekly, has made many of the accessories that once sustained game stores obsolete. Why buy dice, for example, when a VTT takes care of it?

None of this is inherently bad. In fact, I think it's great that it’s never been easier to find people with whom to play, no matter where you live. As regular readers know, I referee or play in several weekly online campaigns with friends scattered across the world. Likewise, the indie RPG scene is thriving in ways that would been nigh impossible back in the 1980s. Yet, despite all this richness, I can’t shake the feeling that something important has been lost.

Serendipity. That’s what’s missing.

In my experience, the Internet is great at showing us more of what we already like. It’s less good at surprising us. In the absence of physical spaces where different genres, systems, and subcultures once collided, the RPG hobby has become more siloed. It’s entirely possible now to spend years playing RPGs and never stray beyond a handful of familiar games. That wasn’t the case when every trip to the store might reveal something you’d never seen before.

Back then, I had a much more eclectic gaming diet and not just because I was young and had more free time, though that’s certainly part of it. No, the environment encouraged it. Game stores were chaos. They were cluttered with possibilities and they invited you to take risks, to try something new. They were social, too, places where you talked with strangers, traded recommendations, maybe even rolled some dice together.

Today, many of the stores that still exist feel lonelier, at least to me. They’re quieter, more sterile, less open to chance. They sell games, but they rarely feel like places to do anything else.

I don’t say this to complain about change for its own sake. Much as I dislike it, change is inevitable and not all of it is unwelcome. However, I do think we’ve lost something intangible but important. The video rental store analogy fits here. It's true that streaming services offer more movies than any Blockbuster ever did, but no algorithm has ever replicated the joy of stumbling across something unexpected on the shelf or the spontaneous conversation with a fellow customer that convinced you to give it a try.

I miss that. I suspect I’m not alone in doing so. We may well be richer in options than ever before, but in some that I think matter, we are also poorer.

Wednesday, July 16, 2025

Grognardia Plus

Grognardia Plus by James Maliszewski

Some Additional Thoughts about Anthologies

Read on Substack

Retrospective: The Sentinel

Published in 1983, module UK2, The Sentinel, is the first part of a two-module series written by Graeme Morris for Advanced Dungeons & Dragons. Along with its sequel, which I’ll discuss in this space next week, it stands out as a distinctive offering in TSR’s early ’80s catalog. That’s due in large part to its origin in TSR UK, the British branch of the company, which operated with a surprising degree of independence and a sensibility very much its own.

TSR UK’s adventures have always provoked strong reactions. In my view, they’re a mixed bag, but a fascinating one. Where American modules of the time tended to emphasize dungeon-crawling and large-scale combat, the UK efforts often followed a more eccentric path. They leaned toward investigation over exploration, diplomacy over combat, and mood over spectacle. Instead of clearing rooms of monsters, players were expected to unravel plots, decipher motives, and navigate social situations. This approach didn’t always succeed, but even when it faltered, it offered something offbeat and refreshingly different from the norm.

The Sentinel is a low-level adventure for characters of levels 2–5, centered around the recovery of a magical artifact, the titular Sentinel, a sentient glove created to oppose its darker counterpart, the Gauntlet. The action unfolds around the village of Kusnir, nominally part of the World of Greyhawk, though it feels pretty generic to me. What begins as an investigation into a series of disturbances blamed on a skulk gradually reveals a more complex situation involving half-orcs, xvarts, and a ruined villa that hides a long-buried secret. Eventually, the player characters track down the skulk, who unexpectedly hands over the Sentinel and sets the stage for the events of the module's sequel, The Gauntlet (which I'll discuss in this space next week).

The inclusion of monsters from the Fiend Folio, like the aforementioned skulk and xvarts, deserves comment. TSR UK often seemed eager to showcase that volume’s more obscure entries, and The Sentinel is no exception. Whether these monsters enhance or detract from the module depends on taste, I suppose. For my part, I find many of the Fiend Folio humanoids underwhelming and nothing about the way they're used here really changes my mind. They serve their purpose, but they could easily have been swapped for more familiar creatures without much loss. Of course, your mileage may vary.

Even so, the module has its charms. Chief among them is the Sentinel itself, the magical glove that gives the module its title. Far from a simple item, it acts as a character in its own right, one with an agenda and a role to play in guiding the player characters. This combination of grounded, even mundane rural fantasy with sudden flashes of the mythic or uncanny was a hallmark of TSR UK’s best work. It’s a tricky balance, but when it works, as it sometimes does here, it gives the adventure a distinctive tone that distinguishes it from its contemporary American counterparts.

The larger, underlying plot of the module only emerges through observation, deduction, and careful play. There's a sense that the players are uncovering something hidden rather than being dragged from one set-piece to the next, even though there are several times when UK2 verges on becoming a railroad. Many of the module's encounters hint at something older, deeper, and just a little uncanny. The overall effect borders on folk horror of the kind where the land remembers and the past never quite stays buried. I like that.

Of course, The Sentinel is only half the story. Its sequel, The Gauntlet, continues and ultimately resolves the conflict introduced here. That’s perhaps The Sentinel’s biggest shortcoming as a standalone module: it presents an intriguing premise but offers little in the way of resolution. Earlier AD&D module series, like Against the Giants or the Slavelords series, generally made more of an effort to make each installment satisfying on its own. The Sentinel, by contrast, feels deliberately unfinished, a prolog more than a full scenario. I'll have more to say about this in next week's Retrospective post.

Worthy of mention is the module's presentation. The artwork, by Peter Young, is not particularly strong. The cover and interior art are weirdly stylized and, in my opinion, amateurish. It may not be literally he worst art to ever appear in a Dungeons & Dragons product, but it's a strong contender. By contrast, the cartography by Paul Ruiz is clean, readable, and highly functional. I’ve praised Ruiz’s maps before and those in The Sentinel are up to his usually standard. His maps are among my favorite things in the TSR UK modules.

Looking back on The Sentinel now, I find myself appreciating it more for what it tries to be than for what it actually is. It’s a thoughtful module that respects the intelligence of its players and the subtlety of its world. Compared to more "traditional" approaches to adventure design at the time, The Sentinel hinted at something different – not quite "story"-driven but certainly more consciously aware of a narrative or plot. That has its advantages and disadvantages, of course, which is why I don't like it unreservedly. Instead, I look on it as an experiment with mixed results, especially when taken on its own rather than as the first part of a two-part scenario.

Tuesday, July 15, 2025

The Articles of Dragon: "Preventing Complacency in Traveller Gaming"

As I explained last week, the Ares Section of Dragon was an absolute favorite of mine during the period when I subscribed to the magazine. Consequently, many of the articles I remember most vividly from those years appeared within it. That should come as no surprise to anyone who knows me, since science fiction is my true love and, until the advent of the Ares Section, sci-fi articles in Dragon were comparatively rare. Now, I had several of them every month and I couldn't have been happier.

Issue #85 (May 1984) contained a good example of the kind of article that stuck with me for years afterward. Entitled "Preventing Complacency in Traveller Gaming," it was written by Roger E. Moore. Though only two full pages long, it packs a lot of great ideas and advice into it. Moore's premise is that it's easy, after years of playing Traveller, to start seeing the universe it depicts solely through the lens of its world generation tables. For seasoned players, the shorthand of the Universal World Profile (UWP) is both strangely comforting and something of a straitjacket. 

That's why Moore issued a friendly but firm warning in this article to veteran referees and players alike: don’t let those numbers lull you into a false sense of understanding. The UWP might provide a useful framework, but the real work of building compelling science fiction locales lies in what you do with that framework. In fact, he argues, the surface-level rigidity of Traveller’s world generation system presents a terrific springboard for the imagination, if you’re willing to embrace ambiguity, interpretation, and the joys of contradiction.

The article is thus something of a manifesto for imaginative refereeing. Moore gleefully dismantles the idea that a world with a size code of 0 must be "just an asteroid colony," instead proposing alternate interpretations. Perhaps, he suggests, it’s a massive orbital station or a rogue moon or even a city-sized relic orbiting a dead star. A tainted atmosphere might not just mean smog; it could signal hallucinogenic pollen, post-volcanic ash clouds, or trace gases that cause skin to fluoresce. Hydrographics might imply steaming oceans or acidic lakes or frozen continents skated across by iceships. His point is not to throw away the UWP, but to complicate it and to turn it into a prompt rather than a constraint.

What Moore suggests here is, of course, accepted wisdom among longtime Traveller referees nowadays, but, at the time, I don't recall its being so. Consequently, I found the article almost revelatory in the clever way it reminded the reader that the numbers of the UWP are just the beginning. The real act of world building comes from asking, “What else could this mean?” A participatory democracy on a low-tech world? Maybe it’s a direct voting system controlled by a sentient AI with its own motives. A law level of 9? That could mean total disarmament – or an arms-free society hiding behind widespread telepathic enforcement or ritualized violence. The possibilities are endless.

Perhaps Moore’s greatest gift in the article is his encouragement to take nothing for granted. He delights in the idea that official UWP data could be wrong, misleading, or faked. He points out that tech level is a poor predictor of what’s available, let alone what’s culturally important. He reminds us that a government can call itself one thing and behave like another. He also notes that rapid change, chaos, and revolution are just as true to a science fiction setting as any neat planetary entry in a subsector catalog.

What I found especially useful when I read the article forty(!) years ago is that Moore doesn’t reject the UWP system or advocate abandoning this distinctive aspect of Traveller. Rather, he shows how to deepen and expand it. His is not a call for gonzo chaos or narrative fiat, but for interpretive richness and contextual layering. This is particularly useful in slower-paced campaigns, where the referee has time to imbue each world with history, nuance, and surprise. A jump-2 merchant route then becomes a journey through half a dozen genuinely unique cultures, each shaped as much by what's not revealed by the UWP as by what is.

What makes “Preventing Complacency in Traveller Gaming” still worth reading decades after its publication is not just the soundness of Moore’s advice, but the spirit in which it’s offered. As he so often is, Moore is playful, generous, and imaginative. He invites Traveller referees to breathe life into the game by treating each world as an adventure waiting to be discovered rather than a string of stats to be decoded. As a teenaged fan of Traveller, Moore’s article gave me permission to push beyond the rules as written and encouraged me to make the Traveller universe feel as strange as I could imagine it to be. This why this article has stayed with me all these years and why it still deserves to be remembered.

Monday, July 14, 2025

Best Introductory Scenario(s)

Let’s keep this short and sweet: what do you think is the best introductory scenario ever written for a roleplaying game and why?

At the end of last month, I posed a similar question focused on Call of Cthulhu. This time, I’m widening the scope to include any RPG published from 1974 to the present. I already have a few favorites of my own, which I’ll be sharing in some upcoming posts, so I won’t give away my picks just yet.

What I am eager to hear are your choices, especially the reasons behind them. As I’ll explain later, it’s the why that really interests me. What makes a scenario a great introduction to a game or even the hobby as a whole? What stuck with you? What worked for your group?

If a Game Falls in the Forest

In discussing the possibility of roleplaying games being invented in another era, I soon found myself thinking more and more about the actual history of the hobby, particularly its beginnings. That’s because every so often, someone unearths an obscure set of notes or recalls the private campaign of a long-forgotten hobbyist and claims that roleplaying games were created before Dungeons & Dragons, sometimes long before. According to these accounts, Gary Gygax and Dave Arneson merely popularized the form, while others were its “true” inventors.

I understand the impulse. Recorded history often overlooks lesser-known figures and it's right to acknowledge the contributions of pioneers who laid the groundwork for later developments. That said, I have difficulty crediting anyone as the “father” of a hobby unless he shared his creation in a way that made it accessible, intelligible, and, most importantly, replicable by people outside his immediate circle.

This may seem a narrow definition of invention, but I believe it’s essential, especially in the case of roleplaying games. A private amusement, even if it includes characters, rules, and imaginative scenarios, does not a new hobby make. Countless clever diversions have lived and died in obscurity, forgotten or never known at all. If no one beyond its creators can play, understand, or build upon it, then its significance is limited at best. To put it bluntly, if a roleplaying game existed in, say, 1958 but was never published, never disseminated, and never expanded beyond its original group, it may as well have never existed.

To put it somewhat flippantly, this is the creative equivalent of the old philosophical question, "If a tree falls in the forest and no one hears it, does it make a sound?" Did a roleplaying game “exist” in any meaningful way before D&D if no one else could participate in or reproduce it? My answer is: not really.

To invent something isn’t simply to stumble upon a novel idea. It’s to realize that idea in such a way that others can use, learn from, and transform it. That’s the true achievement of Dave Arneson and Gary Gygax, an achievement no one else can claim. They didn’t just play a new kind of game. They wrote down its rules, organized them, and, however clumsily at first, published them so that others could do the same. No one else had done that before. Here, I think we must be honest: it was Gygax who did the lion’s share of this work. Arneson brought his imaginative brilliance and the experience of his Blackmoor campaign, without which roleplaying games as we now know them would have been impossible, but it was Gygax who hammered the concept into something others could use and got it into print.

With Gygax's efforts in this respect, Dungeons & Dragons would probably never have been published. Instead, we might still be sifting through the remnants of the Twin Cities wargaming scene, piecing together anecdotes about some curious experiment in fantasy miniatures Arneson and his friends played in the early '70s. Because of Gygax, we got three little brown books that any reasonably curious teenager could pick up, read, and use as a blueprint to build worlds of his own. That’s invention in the fullest sense.

None of this is to diminish the role of earlier innovators like Dave Wesely, creator of Braunstein, or others whose names have been lost to time. They’re worthy of celebration. Each, in his own way, added ideas to a growing stew of influences out of which roleplaying coalesced. However, none of these predecessors synthesized those ideas into a coherent, replicable form, let alone shared them widely. They didn’t transmit the concept.

I think that's a distinction that matters. Creativity is common; invention is rare.

The history of games is full of apocrypha and alternate claimants. Perhaps someone did play something like D&D in the 1940s. Maybe there’s a letter buried in an archive describing a fantasy parlor game with a referee and evolving characters. If so, that’s fascinating, but it’s not the same as creating the roleplaying game as we know it today.

Invention isn’t about who got there first. It’s about who made it possible for others to follow.

Friday, July 11, 2025

Freedom Friday

Despite having refereed roleplaying games for more than four decades, I still suffer from what can only be described as stage fright. It’s not a new affliction. In fact, if I’m honest, I think I’ve felt it for most of my life as a referee and it hasn’t diminished much with time or experience. At the moment, I’m running three separate campaigns: House of Worms, Barrett's Raiders, and Dolmenwood. The first has lasted more than a decade, the second is entering its middle years, and the third is still in its relatively early stages. Yet, with each of them, without fail, I feel a familiar anxiety in the hours (and sometimes days) before every session.

My fear isn’t so much that I’ll “do it wrong” in some technical sense. It’s more that I’ll let my players down – that I’ll fail to be imaginative, that I won’t keep the game engaging, or that I’ll be caught flatfooted, like a deer in the headlights, with no idea what to do next. Mind you, my players aren’t strangers. In most cases, I’ve known my players for years, sometimes decades. They’re friends and long-time collaborators in this shared hobby of ours. Despite this, the fear persists: that I’m wasting their time, that the spell will break, and the game will sputter out.

The irony is that this fear tends to fade during the session itself. Once the game begins, once I see the players reacting, asking questions, scheming, laughing, I usually – usually – find myself caught up in the moment. The game world takes over and real-world anxieties fade into the background. But before the session (and sometimes afterward)? That’s when the doubt creeps in.

Fridays, for example, are often my most relaxed days of the week, not because of anything inherent to Friday, but because they’re farthest from my next scheduled session. I run games on Monday, Tuesday, and Thursdays, which means that, by Saturday, an internal countdown has already begun. The butterflies stir. I start second-guessing myself. Do I have any idea how I’m going to handle what may happen next?

To some extent, this isn’t really about preparation, at least not in the usual sense. I’ve long admitted that I’m a lazy referee. I don’t spend hours poring over notes or crafting detailed plans. Most of my prep consists of a few scribbled bullet points, some half-formed ideas, and a handful of hopeful notions about what might happen. I suspect that’s partly a defense mechanism. Too much planning stresses me out and tends to make me rigid at the table. I’ve learned that, for me, the best sessions are the ones where I stay loose and follow the players’ lead. Improvisation keeps me responsive. It keeps things alive.

Improvisation also leaves me exposed. When you haven’t mapped out every possibility, it’s easy to feel unready or worse, like you’ve been caught bluffing. Maybe that’s the root of the stage fright. It's the sense that I’ll be found wanting, that I’ll freeze up, that I’ll have nothing of value to offer when it matters most. I sometimes think there’s an unspoken belief that veteran referees, especially those with a lot of campaigns under their belt, must always feel confident in their role. To some degree, I do. I’ve run a lot of sessions that my players have told me they enjoyed. I’ve done this for a long time. I know I can do it.

Of course, knowing and believing in the moment are two very different things.

I'm sure I’m not alone in feeling this way. I suspect many long-time referees harbor similar doubts but rarely speak them aloud. In a sense, we’re all performers. Our "stage" is small, our "scripts" unwritten, and our "audience" made up of fellow performers who are just as invested as we are. Like all performers, we fear falling short, letting others down, not being good enough.

I’ve reluctantly come to accept this fear as just part of the process. I can’t say I enjoy it, but I’ve learned to live with it. If nothing else, it’s a reminder that what we do at the table matters. It matters to our players, certainly, but it matters just as much to us. We care. We want to do a good job, because the shared world we build with our friends is worth the effort and, yes, even the worry.

That’s why I love Fridays. I let myself enjoy that brief moment of calm before the tide of self-doubt rolls back in. I also remind myself that fear isn’t failure, but evidence that I still care a great deal about these games I play with my friends each week.

From the Brontës to Braunstein

The history of roleplaying games is, by now, well known, at least in broad outline. In the early 1970s, a handful of imaginative wargamers, drawing on a variety of inspirations, both literary and ludic – I hate jargon like that but I can think of no better word – devised a new kind of game. What began as an offshoot of miniatures wargaming blossomed into something wholly novel: Dungeons & Dragons, the first roleplaying game and the start of an entirely new hobby. What’s less often asked is whether something like D&D could have arisen earlier. Could roleplaying games have been invented, not merely in embryonic form, but recognizably so, decades before their actual debut?

It’s a question I was recently asked by a reader via email, though, as I told him in my reply, it's also one I've mulled over many times myself. On the one hand, it seems completely plausible. Human beings have always told stories, assumed roles, and imagined themselves as other people. On the other hand, roleplaying games, as we understand them today, require more than just imagination. They require rules, structure, and a framework for shared storytelling that’s open-ended but repeatable, not to mention playable by groups of people. That’s a tall order and one, I suspect, that might not have been fulfillable much earlier than it actually was.

Even so, I think it's a question worth exploring, as I told my correspondent. That's why I decided to devote this post to the topic, including some brief speculation about just what a roleplaying game produced prior to 1974, had it been created, could have looked like.

Before doing that, though, I wanted to offer a rough definition of what I mean by a "roleplaying game." To my mind, a roleplaying game is not just a game with characters or a narrative, but one in which players assume the roles of imaginary personas within a shared, evolving, fictional world. There must also be open-ended interaction with that world, adjudicated by a set of rules or by a human referee (probably both). In other words, the game must provide a mechanism for ongoing collaborative storytelling that can generate new situations, rather than merely following a pre-written script.

We can quibble about my definition and, truth be told, I'm not entirely happy with it, but I think it's good enough for my present purposes. Given the parameters, then, under what conditions could such a thing even arise?

To start, there must be a culture of play – not just childhood play, but adult leisure time devoted to structured, often abstract, pastimes. This criterion, I think, narrows the field considerably. While games of all kinds are ancient, hobby gaming of the kind that leads to things like miniatures battles, science fiction conventions, or fanzine communities is a fairly recent phenomenon. Prior to the mid-20th century, hobbies tended to be solitary (e.g. collecting stamps, building model trains) or social but formal (e.g. cards, chess, sports). The idea of imaginative, improvisational group play as a serious adult pursuit was likely a bridge too far for most societies until not all that long ago.

Then there is the economic component. RPGs are, by their nature, complex. They typically involve rulebooks, paper, dice, pencils, maybe miniatures, and a steady stream of new materials to read and incorporate. All of this presupposes access to affordable printing, widespread literacy, and sufficient disposable income to indulge in what is, quite frankly, a non-essential pastime.

Add to this the influence of fantasy literature, particularly the kind that fosters immersion in imaginary worlds. While such literature absolutely existed prior to the 20th century – my Pulp Fantasy Library series includes multiple examples of what I'm talking about – the genre had not yet reached the critical mass needed to inspire a broader movement of readers-turned-creators. That wouldn't come until the rise of the pulps and, later, the mass popularity of J.R.R. Tolkien.

All of which is to say: I don’t believe roleplaying games were inevitable. Nor do I believe they could have arisen all that much earlier than they did. Nevertheless, there are a few intriguing possibilities worth considering.

Of all the earlier eras that might have given rise to something resembling a roleplaying game, the Victorian period is perhaps the most plausible. The Victorians were inveterate hobbyists, fond of catalogs, elaborate parlor games, and gentlemanly pastimes pursued with a zeal that often bordered on the obsessive. More significantly, they were among the first to develop formal wargames, none more famous than H.G. Wells’s Little Wars, published in 1913 (technically, post-Victorian, but I'm OK with that).

While Little Wars lacks the improvisational openness and character-centered focus of a true roleplaying game, it nevertheless offers tantalizing glimpses of the path not taken. For example, it encourages the invention of fictional armies and, by implication, fictional countries to support them. Wells himself recounts some of his battles in narrative terms, portraying himself and his opponents as imaginary generals leading imaginary forces, complete with strategic dilemmas and dramatic turns of fate. In this, one can detect the germ of roleplaying. With a slight cultural shift and a bit more emphasis on character over campaign, one can almost imagine Little Wars evolving into something more like a roleplaying game.

One might also consider the games of the Brontë children, consisting of invented worlds, described through stories, poems, and letters. Inspired by a set of toy soldiers given to Branwell Brontë in December 1827, the siblings each created an imaginary kingdom, complete with its own geography, history, and cast of recurring characters. These were private amusements rather than games in any formal sense. There were, for instance, no rules or adjudication, but they demonstrate that the impulse for immersive, serialized storytelling existed, even among children raised in relative isolation. The Brontës' creations are reminiscent in some ways to a referee’s campaign setting, continuously expanded and revised over time and in response to changing events within it.

What’s striking about these two examples is how each contains one half of what roleplaying games would eventually become. Wells provided rules and structured play, but his battles lacked characters in the personal, individual sense and unfolded largely without narrative continuity beyond what the players themselves imposed. The Brontës, by contrast, created intricate, evolving worlds filled with characters and stories, but they did so without any formal rules or mechanisms for shared adjudication. In both cases, the essential components were present but disconnected: storytelling without structure and structure without storytelling. What was lacking was a bridge between these imaginative impulses and the domain of systematized, collaborative play, a framework that could make private fantasy into a repeatable, transmissible experience shared by many. The alchemy of open-ended narrative bound to procedure – the heart of roleplaying games in my opinion – had not yet been discovered.

It was not until the interwar period that some of these conditions began to change. The rise of pulp magazines introduced vast new audiences to tales of fantasy, science fiction, and weird horror. These stories, though often formulaic, laid the groundwork for shared genres and tropes. Even more important were the fandoms that grew up around them, through letters columns, conventions, and amateur press associations. Consider, for example, that H.P. Lovecraft met some of his closest friends, many of whom went on to become influential writers of fantasy and science fiction themselves, through APAs to which he belonged.

These fan communities did more than read. They created. They wrote fiction, debated continuity, argued over setting and character details, and occasionally even imagined themselves in the worlds they loved. This tendency only deepened after World War II, as mass printing and distribution became cheaper and more accessible and science fiction and fantasy matured as genres. Early versions of LARPing, the Society for Creative Anachronism, and the first fantasy board games all emerged from this stew of fannish creativity. It is no accident that Gygax and Arneson also came from this world. Without it, Dungeons & Dragons could never have been created or, if it had been created, would never have found a large audience.

Had someone in the 1930s or 1940s attempted to create a roleplaying game, I suspect it would have looked very different from what we know today. Possibly, it might have taken the form of an elaborate correspondence game, with players sending letters in-character to a central referee, who adjudicated events and mailed back results. Alternately, it might have resembled a parlor game with scripted outcomes. In any case, I suspect it would have remained confined to a small circle of friends, passed between them alone and never published. All of these are intriguing counterfactuals, of course, but they also highlight how contingent the birth of the RPG truly was. It required more than creative individuals. It required the right cultural, economic, technological, and especially social context.

Could roleplaying games have been invented earlier than they were?

In theory, yes. In practice, I highly doubt it. Too many of the prerequisites simply weren’t present until the 1960s and early ’70s: the widespread embrace of fantasy fiction, the do-it-yourself ethos of fandom, the democratization of leisure, and a new cultural openness to improvisation and play. It’s tempting to view RPGs as inevitable, as something that had to happen, but history rarely works that way. In another timeline, Gary Gygax might have remained an insurance underwriter and Dave Arneson a gifted but obscure tinkerer with wargames rules. The creation of Dungeons & Dragons was, in many ways, a happy historical accident.

Even so, it's fun to imagine a world in which Edwardian gentlemen gather in a smoky drawing room, taking on the roles of Martian adventurers or subterranean explorers, while a bespectacled referee consults a sheaf of densely typed rules from behind a screen and invokes the power of the d12. Alas, it never happened nor was it likely to have done so.

Thursday, July 10, 2025

The Shadow Over August

August marks the birth month of H.P. Lovecraft, whose peculiar vision has cast a long and often unsettling shadow over the realms of fantasy, science fiction, and horror. In recognition of this, I’ve decided to devote the coming month here at Grognardia to what I’m calling The Shadow Over August, a series of posts exploring the life, legacy, and influence of the Old Gent from Providence.

As I mentioned earlier this week, Pulp Fantasy Library will be returning in August on a trial basis, in part to honor Lovecraft and his contributions to the weird tale. However, I’ve since come to feel that this alone isn’t enough. Lovecraft’s presence deserves to be felt more widely across the blog. In addition to literary retrospectives, I’ll be delving into Call of Cthulhu and other Lovecraft-inspired roleplaying games, considering both their origins and their enduring impact on the hobby. I’ll also be sharing thoughts on Lovecraft’s broader influence on gaming, fantasy, and science fiction, along with outlines for two Call of Cthulhu projects I began many years ago but never finished. With luck, they may yet prove useful (or at least thought-provoking) to others.

This isn’t intended as an exhaustive or scholarly treatment of Lovecraft’s work. Rather, The Shadow Over August is a personal exploration of the ways his idiosyncratic imagination continues to shape the creative pastimes so many of us enjoy, often in ways we scarcely notice. Whether you’re a long-time admirer of Lovecraft or simply curious about his lasting presence in the hobby, I hope you’ll join me in the weeks to come as I shine a light, however briefly, on this strange and enduring figure.