Like a lot of the kids I grew up with, my first awareness of D&D didn’t come from spotting a box on a toy store shelf or from advertising. It came as a result of the media hoopla surrounding the disappearance of James Dallas Egbert in August 1979. I've talked about this many times before, so I won't waste too much time with it here. What's important to bear in mind is that this event and the sensationalist news coverage that it elicited it played a key role in my earliest sense of what the hobby was like. Even though I never saw anything "dangerous" about D&D or roleplaying games, many people seemingly did and that knowledge colored my early experiences.
Once I had a copy of D&D to examine, I couldn't make heads or tails of the rules. Even though my copy was supposedly a "basic set," I found the rulebook nearly impossible to understand. I might as well have been written in Latin or Greek, because at least then I could explain why I had such difficulty making sense of it. When I sometimes compare opening that rulebook to peering into a grimoire, this is what I mean. The knowledge was there, but it was opaque and intimidating. Consequently, my real education came not from the printed word but from my elders in the hobby, older kids who had already passed through the veil and were willing to usher me along, like my friend's older brother.
What's interesting from the vantage point of the present is that he didn't sit us down and explain rules systematically. Instead, he showed us how to roll up characters, how to read the dice, and so forth. In a number of cases, what he told wasn't something I could find anywhere in the rulebook, but none of us minded, because we had faith that what he was teaching us was correct, even though, as we later learned, that much of it wasn't. In any case, this is vital to understanding how I came into the hobby. My friends and I were taken under the wing of someone we perceived to be already knowledgeable about D&D, who showed us the ropes, even if he did so imperfectly.
It's equally important to understand that, despite the media coverage, roleplaying was still very much a fringe activity in my earliest days. The first truly "mainstream" edition of Dungeons & Dragons – the Moldvay and Cook/Marsh boxed sets – weren't released until 1981, more than a year after I started playing, so you had to venture into some pretty peculiar places to find RPGs (though, to be fair, my Holmes set was ordered through a Sears Catalog). The hobby shops of my youth were nothing like the bright, well-stocked game cafes of today. They were dim, cluttered, often a little musty. Aisles were packed with model kits, miniatures, and stacks of books. The proprietors were frequently brusque, eccentric men who seemed to size you up as you walked in, as though to determine whether you were really there for the games or had simply wandered in by mistake. To buy your first set of dice or a module was to pass through a kind of test and, if you succeeded, you carried your treasure out like a relic looted from the catacombs.
From the outside, of course, it all looked baffling. I don't think my parents ever really understood what roleplaying games were, for example, and their confusion was not unusual. Outside my circle of friends and the other players I'd meet in various locales, it was very uncommon to encounter anyone who knew what we were playing – which is perfectly understandable, given how hard even we found it to learn to play. Inside our circle, though, the hobby felt like we had been given access to something powerful and hidden. Once we'd been shown how to play, once we'd rolled those dice, and said what our characters wanted to do next, we belonged. We were now part of a fellowship that outsiders could not easily understand and that was part of the fun.
My stepfather was into model trains, and he tried to get me to like them too. He brought me to the hobby store and would point out the trains and the models and I was just bored to tears. Eventually I would wander away, drawn to a small display that just fired my imagination. Miniature knights and monsters behind glass, books with evocative art depicting forests of giant mushrooms or swamps hiding secrets. As I stared and dreamed, my stepfather came up behind me and redirected me; “we have enough problems”. I didn’t understand.
ReplyDeleteOne day my mom bought me a module called “In Search of the Unknown”. It said “introductory” on the cover. I couldn’t make heads or tails of the rules, but the map and the room descriptions were awesome. Eventually, I asked my mom to help me understand how to play this thing. She read it then told me that I needed different books to know how to play and she was sorry. But I loved that book and I just read the room descriptions and imagined a game where I encountered this weird place.
It would be a few more years, after my mom divorced my stepfather, that I stumbled on the D&D red box. I saw an advertisement in a comic book, and I realized that this was my chance to finally understand and experience this magical game. I used my own allowance to buy the box at Waldenbooks ($12!). I needed people to play the game with so I approached some kids who I was friendly with, and we rolled up characters. I ran them through the starter dungeon in the Basic set. They bought me “The Lost City” for my birthday and that was the first “real” module I ever ran. I made so many mistakes. Healing potions keep adding hit points beyond the starting number, I was overly concerned with tracking turns and rounds, THAC0 was a constant problem. The fire beetles in the first room wiped out the party and we had to have a do over. It didn’t matter; it was amazing.
Great story. I'm glad your mom dumped that jerk!
DeleteGreat story. I actually got into Model Railroading first, having been given a set for my 8th birthday (I think...). I still do both, though model railroading is pretty limited these days, mostly just my Lego Christmas railroad, and a few years ago, we again set up the LGB trains around the Christmas tree (can't do that now with the dogs...).
DeleteI love to hear everyone's recall of the specific DM mistakes. Our big one was that everyone at the table played from different rule sets (literally Holmes, Players handbook, Mentzer, Moldvay, and one player -not a DM - ONLY had the AD&D dungeon master's guide(!))
ReplyDeleteWe mashed up every module, never once paying attention to if it was D&D or AD&D, often ignored the level recommendations on the modules, ran campaigns of the same party that spanned Greyhawk, different player's home country maps, Middle Earth and Norway. Yep. Just plain Norway. One time the DM had nothing prepared so made up an entire location (including a series of seemingly very clever temple puzzles that we found out "worked" on whatever the party tried to do on the third attempt!) never converted any stats. It was nuts. We eventually all "graduated" to AD&D proper and settled down, but brought the palimpsest of our shared experience together.
This was the same group that later "broke" Ravenloft by intentionally getting turned into vampires so we could be midnight diplomats for him to Rahasia and Pharaoh, and broke Dragonlance by suiciding Tasselhoff in those cauldron elevator thingies!
That’s funny. I was originally clueless back then about the differences too. I had Holmes and then bought the Moldvay Expert set, not realizing that the Moldvay and Holmes Basic sets weren’t the same. Never did pick up the former, having moved on to AD&D.
DeleteI started with Holmes basic in 1980, when I was 20. I mentioned it to my nephew (only 4 years my junior), and he said that a friend had the game. He borrowed it and we took turns rolling up characters and creating dungeons. We had no one to teach us, and we were doing almost everything wrong (an ogre in one room, orcs in another, a purple worm in yet another - for 1st level characters) but we had a blast. Later that summer I went on a camping trip with two friends and raved to them about the game. Though we didn't have rules or dice we bought paper and pencils and played. Then it spread to friends of friends, some of whom remain my friends to this day.
ReplyDeleteEach of us had our own intro into D&D, be it through an older friend, brother, classmates, what have you. Could have been from seeing an add or a display at a hobby or comic book store. Whatever it may be, I think the one thing that is a common thread here is the feeling we discovered something new, niche, and esoteric.
ReplyDeleteThat's what I love about it and still do.
If you were an adolescent or teen when you were first introduced to gaming — RPGs or otherwise — there is a good chance there was some overlap with the experience at summer or scout camp. (Case in point, in later years *I* was the knowledgeable guide who introduced D&D to many a gamer at Camp Hidden Valley.)
ReplyDeleteThe thing is ... ok, soon after I joined the boy scouts, I was invited to an initiation weekend for something called the Order of the Arrow, a “secret” society within scouting with a heavy native-American influence — self reliance, live off the land, manly-man stuff (and yes, the "indian" vibe was cringey even then and became only more problematic over the years). I only mention all this here because that initiation was supposed to be this Big Deal and my dad was so proud because HE had been in the Order of the Arrow and — and I barely remember anything about it. What was supposed to be this quasi-religious ceremony about adventure and character building and making friends for life turned out to mean … nothing. But you know what did? Gaming. The quasi-religious initiation into adventure and character building and making friends for life came from playing D&D and war-games and board games with my friends in scouting and school and beyond. In some ways, it meant everything.
❤️
DeleteMy initiation has to go back to when I was about 8 or 9, long before D&D. I found Avalon Hill's Tactics II at a yard sale. It looked interesting. Having been exposed to Airfix figures through model railroading, I had also seen their military figures. So this war game in some way made sense to me. The home owner had me ask my parents if it was OK for me to buy it. A year or two later I would check Little Wars out from the library. I got more and more into 1/72 and 1/87 scale WWII miniatures. And then sometime between summer of 1976 and summer of 1977 I saw a shelf of miniatures games in a hobby store. I ended up looking at TSR's Tractics and OD&D. But as interesting as OD&D looked, it didn't look like a miniatures game, plus I was primarily interested in WWII, so I bought Tractics.
ReplyDeleteOn November 18, 1977 I attended my best friend's birthday party. Either his parents or his older brother gave him the Holmes boxed set. His older brother had been playing D&D already. He coached us a tiny bit. But it still wasn't a miniatures game. So I sat back and didn't join the first attempt to play. Seeing or hearing reference to the terms Dungeon Master and Referee, I offered to be referee while my friend took on the role of dungeon master and started running a game using the included geomorphs (this is pre-modules). I took hold of the rule boo and started reading. I stayed up all night reading and re-reading (the party was an overnight with a trip to Battleship Cove in Massachusetts planned for Saturday afternoon). In the morning I declared I was ready to run a game.
And I was hooked...
Oh, and I tried to start house ruling that very first time. Having come from Tractics with it's gory details of tanks and different weapons, it didn't make sense to me that all weapons did the same 1d6 damage. But without any idea of what weapons might do, I suggested damage might be based on price, at which point someone asked how much damage a bireme (I might have the specific wrong, not sure if the equipment list in Holmes changed from the 1st printing - maybe it was a wagon) would do...
But I was already a game designer. It wasn't long after getting Tactics II before I made an alternate map, and in 1975, in honor of the April 19 bicentennial, I started designing a board game covering the events of April 19, 1775 (literally a "board" game - the board was drawn on a wooden plank...). I might have even started house ruling Little Wars.
I envy you. When I started, my friends and I were elementary-school age, beginning with Holmes and then swiftly moving on to AD&D, and while we didn’t have any problem understanding the literal rules of the game, we didn’t have the context provided by an initiation from more experienced players. So, though we exhibited some traits of the old school (multiple characters per player, interparty fights, etc), the sandbox, the long game, etc., just didn’t occur to us, I thank this blog for introducing me to those.
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