Monday, October 6, 2025

Belated

October 1 came and went this year without my taking note that it was the birthday of Dave Arneson. I only realized this belatedly and the oversight has been weighing on me ever since. It’s not just that Arneson deserves to be remembered; it’s that forgetting him, even unintentionally, feels emblematic of a larger problem within the hobby of roleplaying games.

Arneson, as everyone reading this surely knows, was one of the two men without whom Dungeons & Dragons (and, by extension, the entire hobby of roleplaying) would never have come to be. Yet, despite that foundational role, his name and his contributions are too often overlooked, overshadowed, or, worse still, treated as footnotes to someone else’s story. It’s as though we remember him only when we’re reminded to, rather than as a matter of course.

As this year shows, I’m as guilty of this as anyone. I should have remembered October 1 instinctively, the way I do July 27, Gary Gygax’s birthday. The fact that I didn’t speaks volumes, not about Arneson himself, but about how unevenly we remember our own history. Arneson’s legacy is not just that he co-created a game; it’s that he opened the door to an entirely new form of play, one that invited imagination, collaboration, and improvisation in ways no game had before.

His Blackmoor campaign remains one of the great, underappreciated achievements in the history of the hobby. It was the first sustained experiment in what we now take for granted: a shared world, evolving through the choices of its players. So much of what defines roleplaying today, like the open-ended campaign, the emphasis on character, the freedom to explore an imagined world rather than simply play through a fixed scenario, traces back to the quiet, curious mind of a young man running games in Minnesota in the early 1970s.

Forgetting Arneson is easy precisely because his influence is everywhere. It has become invisible through ubiquity. Every time we sit down at a table together (real or virtual), describe what our characters do, and ask, “What happens next?," we are living in the world he imagined. We rarely stop to think about that, not because we’re ungrateful, but because the roots of the hobby have sunk so deep we no longer see them.

Perhaps that’s the real issue. Arneson’s case is just the most visible example of how the contributions of countless others – designers, artists, playtesters, editors, and even just fans – have been forgotten. The history of roleplaying is not just the story of a few Great Men, but of a community of experimenters and dreamers, most of whose names never made it onto any game’s credits page. Our hobby, like any living thing, was nurtured by many unseen hands.

So, while this post began as an apology for my forgetting Dave Arneson’s birthday, perhaps it should instead serve as a reminder simply to remember. To remember Arneson, certainly, but also to remember all those who came after him – and before him – who helped shape the peculiar, beautiful pastime that continues to inspire all of us more than fifty years on.

Belated happy birthday, Dave. We still roll the dice because of you.

17 comments:

  1. "would never have come to be"

    Not taking anything away from Arneson (or Gygax), but I wonder if that is true.

    Man would have achieved flight without the Wright brothers. They just happened to be the ones who brought it about. They certainly deserve credit, but the ideas would have occurred to someone else. It was a logical progression of man's knowledge.

    I think RPGs may be the same. Wargames pre-dated Arneson. What Arneson added was zooming in on a single miniature and looking at the world from that character's perspective. Would someone else have had this idea? If not in a miniature-linked way, via some other path? There has been such an explosion of ideas in the RPG space that it makes me think that another mind would have fashioned a roleplaying game if Arneson & Gygax hadn't.

    I could be wrong. Regardless, yes, happy birthday to Arneson, who deserves his place in history.

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    1. I think there is a very good chance that it would have either have very differently, and possibly so differently that it basically never happened. In our timeline, computer games were heavily influenced by tabletop roleplaying. In a timeline where fantasy roleplaying was delayed by just a few years, computer games could well have come first.

      Would there have been a need for a transition from computer to tabletop in such a world? What would tabletop roleplaying games have looked like if they came after computer games? I have a strong suspicion it would be very, very different from what we see as tabletop roleplaying.

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    2. "I think there is a very good chance that it would have either have very differently, and possibly so differently that it basically never happened."

      I think that's right. I'm the anon who wrote the post below staring with "I don't think Gygax v Arneson is ever a fruitful undertaking", so my feelings for Arneson are clear. But Dave was inspired to work up his crazy pre-D&D homebrew game, in part, because of the Fantasy Supplement EGG and Jeff Perren had written for Chainmail, and according to Gygax the supplement assumed one-on-one combat, not mass combat (which is why they later published Swords & Spells to cover larger scales). EGG and Dave inspired, and were inspired by, each other's innovations and that's how we got to where we are all these decades later.

      However, given that EGG was already moving wargaming in a fantasy direction, and his rules skewed towards individual play, it's entirely possible some alternate timeline exists in which EGG never goes to Arneson's games and builds out an rpg based just on his own ideas.

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    3. The only question I have is whether RPGs would have stayed niche without D&D. As mentioned before on this blog, there were other groups at the time that produced games in the same vein:

      https://playingattheworld.blogspot.com/2021/02/western-gunfight-1970-first-rpg.html

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    4. It's true. Anyone could have done it. But Arneson did it.

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    5. I respectfully but firmly disagree. Not only was there nothing like the Blackmoor phenomenon, driven by Arneson (of course there were many hands and minds coalescing around Arneson but he was nonetheless the fulcrum at the particular moment in time) but we know very well what the trajectory of tabletop would be without Arneson's singular and unique achievements: Advanced Squad Leader by computer referee.

      The "RPG" aspect would almost certainly played out in something akin to hippie LARPing with slightly more articulated combat rules: SCA + referees + mechanics.

      We also know that when other inspirations came along in the past: the Bronte siblings, HG Wells, Charles A. Totten, or even our beloved Lovecraft's roleplay-by-mail, their notions produced nothing remotely like the modern game.

      Cataan came from Arneson. World of Warcraft came from Arneson. LARPing came from Arneson. Escape Rooms came from Arneson. E.T. was originally to be framed by Arneson. Tabletop simulation exercises in cybersecurity came from Arneson! Hacking, both white hat and black came from Arneson. Some of it circuitously, but none of it tangentially: he is the root.

      Without him, something else happens (or doesn't happen). Blackmoor isn't called the "Mother of All Games" for nothing. Without it, Ken St. Andre never is inspired by it to do better than D&D. Without it, the Origins convention has no rpgs at its start-up. Which means no Runequest, Without it, Flying Buffalo perfects computerized play-by-mail nuclear wargames (which they started in 1970) instead: the human referee is bypassed completely in history, and any rpgs that are invented even a few months after D&D should have arrived will be computer-referee driven things. Rick Loomis becomes the father of computer-hybrid tabletop, which becomes the dominant, but far more niche, gaming phenomenon of the 1970s.

      We tend to forget that superior, seemingly inevitable technologies and innovations have been lost (betamax, Wardenclyffe Tower, Greek Fire, Thorium reactors, the Osborne, the Antikythera calculator and so on) forever, with no popular historical or cultural developments based off of them.

      Without Blackmoor there is no Temple of the Frog. Without that, there is no Tomb of Horrors. Origins hosts no rpg tournaments, ever, and they remain solely in the domain of mechanical strategic games. Without tournaments, rpgs - if they develop at all - are past-times for day-trippers and other related sub-cultures. The campaign as we know it is not developed.

      So, yes, while "something else" might have developed (or might not have), all the existing people who contributed and built off of Dave's vision would have contributed (most likely far more compartmentally) to "something else" that was diceless, non-competitive, computer-refereed, and remote (play-by-mail or ftp or a combo.)

      The intimate, raucous, imaginative, mechanized, social, analog phenomenon that changed the lives of Generation X and spawned nearly every game that is popular today?

      No. That would not exist.

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    6. It's a bit outlandish to give Arneson credit for inventing the concept of simulation, which is what you're implying. There's a ton of simulation-type exercises that predate Arneson, in some cases by centuries. The German General Staff rose and fell over a period of 250 years before Arneson was even born and they loved simulation. Likewise, board games existed for a millennia before Arneson. So yes, Cataan, cybersecurity exercises, etc. would have existed without him.

      Arneson is not the "root" of all simulation. He is simply an early pioneer in one small application of it (roleplaying).

      My theory is that he was not essential to the timeline. Would roleplaying as an idea/technology/whatever label have evolved without him? I would argue yes, but it's fair to argue no (or perhaps more accurately, not yet).

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    7. How do you figure computer hacking would not have happened without Arneson? Phone phreaking started in the 1960s: https://en.wikipedia.org/wiki/Phreaking. That and the nascent internet are the foundations of computer hacking, and subsequently cybersecurity. The first e-mail was sent in 1971: https://en.wikipedia.org/wiki/History_of_email

      Without Blackmoor and D&D, LARPing may well have grown out of the SCA. There might have also been some kind of table top gaming develop out of the SCA.

      Without D&D, Western Gunfight could well have become the foundation for RPG play.

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    8. I implied no such thing. After all wargaming obviously predates Blackmoor by necessity! Read it again. Modern white hat/black hat red team/blue team cybersecurity hacking exercises are absolutely, 100% modeled on Braunstein-esque Blackmoorian and yes, Gygaxian tabletop modeling. Nearly all of the original innovators in security simulation exercises were not just gamers but D&D players. If you've ever once participated in either a modern military exercise, a hackfest, or any other tournament you would see Arneson's fingerprints all over it. That unique structured factional/alignment clustering powered by individual imagination are just steeped in Arnesonian D&D/Blackmoor.

      Take one look at CISA's Tabletop Exercise packages. They've obviously evolved now, but you can see Arneson's fingerprints all over them. And if you've ever run one, you'll see it plain as day. I'm not talking about wiretapping and phone hacking. I'm talking about the profession of hacking and its critical tabletop exercises.

      A good TTX, designed the way it ought, has a referee, role-players, alignments, factions, objectives and the architecture of a dungeon path through which the response process is defined. If you think that just comes from Strategos, you are wrong, because what Arneson added was the human element, and that changed everything.

      Prior to about 1980, what could have been called CIA tabletop excercises were really just briefing sessions - smaller than full. Wargame simulations had no mechanism for individual innovation - it was mostly a large, planned discussion and movement sim. In Air Combat, the OODA loop was the big innovation added to sims. Randomizers, alignment (moral component) and imaginary individualism didn't show up until well after D&D. In fact, just after COVID, the Marine Corps Joint Wargames was criticized by naval intelligence officers, for lacking realistic, real-world scenario imagination because of a refusal to resolve the simulation D&D-style. Enlisted men have played forever, and as slow as the brass is to make changes, the "beyond tabletop wargame" scenario making is well advanced at the officer level.

      TTX's used to be flip charts and hypotheticals. Today they really do resemble a Blackmoor session. That isn't a coincidence.

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  2. I've never had a problem remembering Arneson's birthday. He starts the best month of the year, and one of my best gamer friends (now sadly deceased) ends it as a Halloween baby. October's a busy month for me when it comes to birthdays.

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  3. I don't think Gygax v Arneson is ever a fruitful undertaking, and I'm a Gygax fanboy from the old, old days. But I often think that EGG is just assumed to be the originator of the basic "what we do when we sit down to play D&D" and for the most part, that just isn't true. I know you know all this, James, so I'm just weighing in.

    Dave is the originator of the dungeon crawl as we know it, and Dave pioneered the concept of role-playing individual characters in an ongoing campaign. The original Blackmoor was pre-D&D, remember, it was Dave's medieval mashup of Chainmail's fantasy rules and a personal adventure narrative down in the tunnels and passages beneath Blackmoor Castle, represented by a literal N scale Italian castle model sitting on the table (Castle Branzoll, you can still buy these!) EGG was invited to the Twin Cities to play at Dave's table and the blend of wargame rules, individual characters, and ongoing locations to explore grabbed EGG and he saw the potential. EGG turned it into what we know and love, but he did it with Dave's collaboration and most importantly, I think, based on the inspiration he got from Dave's gonzo nutty mashup idea. Both were required, but one came first.

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  4. I wouldn’t feel too bad. I don’t keep track of anyone’s birthdays except for those of family or close friends.

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    1. I know mine, my wife's and my kids. It is possible that I know those dates because I sometimes have to fill out forms for the kids and because my wire quizzes me infrequently.

      I am not proud of my inability to remember birthdays or things of that nature but after 56 years on the planet I understand that while I have many positive qualities, remembering things of that nature is not one of them.

      Well said as always, James.

      I remember when I was first playing D&D and learned that some iconic spells were named for characters in a campaign that Gary Gygax and Dave Arneson played/ran thinking the name "Blackmoor" was so cool that it was legitimately mythic.

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  5. Thank you, Dave! Gary carried you, but your initial innovation was crucial. You have become immortal.

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  6. Indeed, James .. and Gratitude to all those older wargaming folks that welcomed a young Dave around their table, those age-mates who week after week gave Dave a reason to imagine, invent, and be his best. Dave so thoroughly exemplified this core Ethics of our hobby: in being together, in care for each other's Joy, and liberally sharing of our selves, we all become better people. .. Always worth remembering .. Thank you for holding us accountable, Dave. .. Happy Birthday. Matthew.

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  7. I barely notice my *own* birthday any more.

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  8. From RQ1, 1978:

    "DEDICATED to Dave Arneson and Gary Gygax,
    who first opened Pandora's Box,
    and to Ken St. Andre,
    who found it could be opened again"

    Even other writers from the First Age knew Dave Arneson was instrumental.

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