Last month, I mentioned Barrows & Borderlands, a new old school RPG created by Matthew Tapp. A couple of days ago, my copy of the 4-volume boxed set arrived in the mail and I was so impressed with it that I wanted to show it off. Here's the front of the OD&D-inspired woodgrain boxed set.
Here's the side of the box.This is a shot of the open box, with all four of its integral volumes: Men & Mutants, Psychics & Sorcerers, Horrors & Treasure, and The Underworlds & Borderlands Adventures.Saturday, August 9, 2025
Special Delivery
Tuesday, July 29, 2025
REPOST: The Articles of Dragon: Physics and Falling Damage
Issue #88 (August 1984) presents a lengthy article by Arn Ashleigh Parker that uses physics -- complete with equations! – to argue that neither the as-published AD&D rules nor the purportedly Gygaxian revisions to same from issue #70 adequately reflects "the real world." Here's a scan of some of the equations Mr Parker uses in his article:
I'm sure it says something about my intellectual sloth that my eyes just glaze over when I see stuff like this in a roleplaying game. The very idea of having to understand acceleration, terminal velocity, and the like to arrive at a "realistic" representation of falling damage is bizarre enough. To do so as part of an argument against earlier rules is even more baffling. D&D's hit point system doesn't really stand up to extensive scrutiny if "realism" is your watchword. In my opinion, devoting so much effort to "prove" that terminal velocity is reached not at 200 feet as in the Players Handbook system or at 60 feet as in the revision but at 260 feet is a waste of time better spent on making a new monster or a new magic items – things that actually contribute meaningfully to fun at the game table. But I'm weird that way.
Amusingly, issue #88 also includes a very short rebuttal to the above article by Steve Winter. Entitled "Kinetic Energy is the Key," Mr Winter argues that, if one considers the kinetic energy resulting from a fall, you'll find that its increase is linear, thus making the original system a surprisingly close fit to the "reality." He makes this argument in about half a page, using only a single table (albeit one that draws on the earlier equations). While I agree with Winter that the original system is just fine for my purposes, it's nevertheless interesting that the author also makes his case on the basis of physics, as if the important point is that AD&D's rules map to facts about our world. It's a point of view I briefly held as a teen and then soon abandoned, for all the obvious reasons. Back in 1984, though, this was the height of fashion and many a Dragon article proceeded from the premise that the real world has a lot to teach us about how rules for a fantasy roleplaying game ought to be constructed ...
Monday, July 14, 2025
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.
Tuesday, May 13, 2025
REPOST: The Articles of Dragon: "Setting Saintly Standards"
That's where "Setting Saintly Standards" steps in. Bennie proposes that saints are special servants of the gods who've achieved immortality and some measure of divine power. He makes them on par with Greyhawk's "quasi-deities" like Murlynd or Keoghtom, but explicitly tied to a specific deity, whom they serve and whose cause they promote. The article lays out their spell-like abilities and offers four examples of saints from his own campaign to give the referee some idea of how to create saints of his own. He likewise suggests that some saints -- "patron saints" -- may have shrines dedicated to them and, over time, achieve sufficient power to become demigods in their own right. Exactly what this means for relations between the saint, his followers, and the deity he ostensibly serves is never discussed.
I'm on record as intensely disliking the reduction of gods and semi-divine beings to game stats. It's not for nothing that I dislike both Gods, Demigods & Heroes and Deities & Demigods. One of D&D's worst failings is its reductionism, its voracious appetite to turn everything into either a monster to be killed or a piece of magical technology to be wielded. Saints, as Bennie imagines them, are just big monsters -- or little gods -- to be confronted rather than anything more sublime. Maybe I'd be less bothered by this if he'd have adopted another term for what he's presenting; I don't think the idea of fighting gods is necessarily out of bounds. For certain styles of fantasy, it's even highly appropriate. But saint has a very specific meaning and Gygax's mention of them is almost certainly tied up in the implicit Christianity of early gaming.
Late 1983, though, was a long distance away from 1974, though, and the culture of the hobby had changed. What to Gygax had seemed obvious was now in need of explication and not just explication but expansion. That's why Bennie broadens the use of the term "saint" to include the servants of any god, not just Lawful Good ones. Thus we have St. Kargoth, a fallen paladin, among the four examples he provides us. To say that the idea of an "anti-saint" or "dark saint" is bizarre to me is an understatement. Mind you, I find the idea of non-Lawful Good paladins similarly bizarre, so clearly I'm out of step with a lot of gamers, no that this is any surprise.
Saturday, May 3, 2025
The Long Game (Part III)
Tuesday, December 24, 2024
REPOST: The Articles of Dragon: "Falling Damage"
Issue #70 of Dragon (February 1983) saw the appearance of "Falling Damage" by Frank Mentzer, the first of what would turn into several articles discussing this strangely contentious subject. I say strangely contentious because, until this article appeared, I don't think the "right" way to adjudicate falling damage was ever a topic of serious conversation, at least not among the gamers I knew. The LBBs provide rules for falling damage hidden away in the section on aerial combat in Volume 3, where it's stated simply that
for every 1" of height a rider must throw one six-sided die for damage occurring from the crash, i.e. a crash from 12" means twelve dice must be rolled and their total scored as points of damageThat passage is the basis for what was the standard interpretation of falling damage in every form of D&D -- 1d6 damage per 10' fallen. That is, until this article, where Mentzer claims that the rules in AD&D were hastily written by Gary Gygax and were, as such, unclear as to his actual intent. Instead of 1d6 damage per 10' fallen, the claim is advanced that Gary actually meant 1d6 damage per 10', with the dice being cumulative in effect. That is,
1d6 for the first 10' feet, 2d6 for the second 10' (total 3d6 for a 20' fall), 3d6 for the third 10', and so on, cumulative. The falling body reaches that 20d6 maximum shortly before passing the 60' mark.According to Mentzer, this new system -- which in fact Gygax had "always used" -- is "definitely more realistic." (emphasis mine) There's that dreaded word, the hallmark of the Silver Age. It's something that, at the time, meant a lot to me, but that, as the years have worn on, I find myself caring less and less about. In a game where people can throw balls of fire from their hands and adventurers become tougher to kill as the result of slaying monsters and looting treasure, fretting over whether a 60' fall or a 200' fall deals 20d6 damage seems bizarre. More to the point, after nearly a decade of "doing it wrong" (Mentzer's words), did the difference matter enough to make the change?
Regardless, the claim that Gygax had "always used a geometrically increasing system for damage in AD&D games" strikes me as somewhat suspect. I suppose it's possible that, sometime after the LBBs were published, Gary changed the way he dealt with falling damage in his home campaign. But, if so, I find it surprising that he never noticed that in every other D&D product published after 1974, the 1d6 per 10' rule is the norm. Indeed, I'd hazard a guess that, if one were to look through the various modules and articles Gygax penned between 1974 and 1983, we'd find instances where the 1d6 damage per 10' rule was in fact used. There's a fun project for an enterprising soul out there!
Monday, December 23, 2024
D&D and Traveller

Consider that original Dungeons & Dragons, the very first roleplaying game ever published, was released sometime in late January 1974. Traveller first appeared less than three and a half years later, in late May 1977 (before the wide release of Star Wars, which is a very important fact to bear in mind). Less than a dozen other RPGs were published between these two dates and, of those that were, almost none of them are still published today. That alone sets Traveller apart from its contemporaries.
I mention this because, as I was thumbing through my 1977 Traveller boxed set, I was struck by just how similar in format and content the game is to the 1974 OD&D boxed set. This is not an original thought and indeed it's one that I've had before. I nevertheless think it's worthy of further examination. We are, after all, closing out D&D's semicentennial year and, while I'm reducing the attention I'll devote to that game for the foreseeable future, there really is no escaping its gravitational pull. Like it or not, discussions of almost any roleplaying game will inevitably lead back to Dungeons & Dragons. In the case of Traveller, the most immediately obvious connection to D&D is its format. Like OD&D, Traveller was initially released in a boxed set containing three digest-sized booklets. Each of these booklets focuses on a different aspect of the overall game rules. OD&D's first volume is entitled "Men & Magic" and provides the rules for character generation, combat, and spells. Traveller's first volume is called "Characters and Combat" and covers very similar ground. The second volume of OD&D is "Monsters & Treasure," while that of Traveller is "Starships." The difference between these two volumes is stark, since there's not much commonality of subject matter here and not merely because OD&D has no need of rules for space travel. However, the obvious connections between the two games return with the third volume of each. OD&D has "Underworld & Wilderness Adventures" and Traveller has "Worlds and Adventures."Monday, November 18, 2024
REVIEW: Wulfwald
I was reminded of this when I started reading Wulfwald, Lee Reynoldson's superb roleplaying game set in a world inspired by the folklore and legends of pagan Anglo-Saxon England. I say "inspired by," because, as Reynoldson explains, "Wulfwald is not set on our Earth," but rather is set on "another world," where "the myth and magic that was superstition in Earth's history is a real, if rare, force." As a game, Wulfwald should be almost immediately familiar to anyone who's played D&D or one of its descendants – not merely in terms of its rules but also in terms of its play. All the usual activities you expect in Dungeons & Dragons, whether they be delving in the dark, fighting monsters, or looting treasure, are supported in Wulfwald, but are given a new and compelling context.
Before proceeding further, I'd like to elaborate briefly on Wulfwald's relationship with D&D and its rules. Wulfwald is not "complete" game in the sense of including all the rules you need to play yet another retro-clone of Dungeons & Dragons. Reynoldson assumes you already know what hit points, armor class, and saving throws are, for example. When these and other familiar concepts come up in the text, there's no explanation of them or how they work, except when Wulfwald offers a new take on them that deviates from the way anyone who's played D&D generally understands them. I don't see this as a problem, but it might be surprising or even off-putting to those used to the approach adopted by most other old school D&D-derived games.
With that out of the way, let's move on to Wulfwald itself. The game comes in a thin, sturdy box, inside of which are five staplebound A5 booklets and a cloth(!) map depicting the land of Wulfwald, as drawn by the late, great Russ Nicholson. The booklets have a clean, simple layout that's easy on the eyes. The covers of each booklet features artwork by Katie Wakelin, while the interior art is done by Stefano Accordi. I like the cover art much better than the interior art, but all the illustrations evoke the dark, early medieval period in which the game is rooted. Nicholson's cartography, of course, is gorgeous and a joy simply to look at and wonder at its details.
The premise of Wulfwald is that all the characters are "wolfsheads," who are outsiders and outlaws who exist outside the law's protection. Their status means that anyone can harm or kill them without fear of retribution. To avoid this fate, the game assumes the characters have banded together in the service of a Thegn or warrior-lord and act as his service. In exchange for such service, the wolfsheads can expect gifts of beauty and value that reflect their newfound honor and status within the setting. This set-up is a clever way to recontextualize adventurers, making them simultaneously rough outsiders but also having a place, albeit an unusual one, in society.
Unlike "normal" D&D, Wulfwald has only three levels, corresponding (more or less) to the veteran, hero, and superhero levels from Dave Arneson's Blackmoor campaign. However, there is a rules appendix that provides for a greater number of levels for those referees and players who prefer them. Characters belong to one of four kindreds: Eorðwerod (Men), Ælfcynn (Elves), Dweorgas (Dwarves), and Réðealingas (Outlanders). Each kindred has three unique classes, each belonging to one of three archetypes: warrior, skirmisher, and wizard. For example, Men have the Scildmægden (warrior), Sperebróga (skirmisher), and Scinnlæca (wizard), while Elves have the Wuduheald (warrior), Scytta (skirmisher), and Gealdor Sangere (wizard). All classes have their own advancement tables, as well as unique results for criticals and fumbles. Warriors also have an ability called "heroic effort," an unusual feat of arms that can be employed once an adventure.
An aspect of Wulfwald that could, I imagine, discourage some potential buyers is its regular use of Old English, complete with odd letters like æ or ð. Speaking as an old Tékumel hand, I know that a lot of people don't like words that require the use of a pronunciation guide to say properly. I can only say that Old English, once you know the rules, isn't all that difficult to pronounce. Moreover, its use in Wulfwald goes a long way toward investing the setting with a distinct flavor. In many cases, the text does provide alternate, contemporary words to use instead of the Old English ones for those who find the others a bit too flavorful, but I much prefer the Old English ones. Your mileage may vary.
Flavor is a big part of what separates Wulfwald from "standard" D&D, even if it makes use of all the expected elements of the game, like magic, monsters, and treasure. I've already noted that each of the character classes is distinctive. The same holds for the systems of magic some of them use. Wulfwald includes four different systems, from runic fateweaving and spell singing to the Forbidden Path and wicce cræft. Likewise, magic items are all unique items, each with its own history and powers. Monsters, too, include a fair number of unique beings, like the draca (dragons) and eotenas (giants).
"Unique" is a word I've used a lot in this review and with good reason. What sets Wulfwald apart from many old school fantasy products is that it's very specific in not just its inspirations but also in the way it's chosen to make use of them. While I'm on record for saying there's nothing wrong with vanilla fantasy, there's also, in my opinion, a distinct pleasure that comes from roleplaying according to the culture, customs, and beliefs of a particular society, whether real or imaginary. That's why my House of Worms campaign has been so enjoyable: the players get to be, if only for a little while, people who inhabit another world with its own rules and ways of looking at things. This is something Wulfwald does very well, too.
The game's five books cover character generation, magic (including magic items and religion), the setting of Wulfwald (including a sample scenario and skirmish battles), monsters, NPCs, and more. Taken together, they provide enough for the referee to kick off a campaign while still leaving lots of room for individual creativity. Wulfwald isn't Tékumel or Glorantha; there isn't an encyclopedia's worth of information to digest. Rather, the game's five books do a good job of painting a compelling big picture with plenty of room to add detail here or a splash of color there. It strikes a nice balance between too much and too little. In short, it inspires, which is exactly what I want out of a product like this.
If you're looking for a well presented new setting for your favorite D&D-alike that draws on real world folklore and history in a fun way, I'd highly recommend yout take a look at Wulfwald. It's one of the best things I've bought this year.
Monday, October 7, 2024
800-lb. Gorilla
As commenter Rick noted the other day, that's the power of branding. By getting to publication first and by having a title that's both evocative and easy to say, Dungeons & Dragons has a number of advantages that make it uniquely well placed to be the leader of the pack. I remember some years ago, back when Hasbro first bought Wizards of the Coast, reading an article in some business magazine that the name Dungeons & Dragons was one of best known in the world, alongside things like Coca-Cola and Kleenex. While most people had no real sense of what D&D actually was – most, I think, believed it to be some kind of video game – they nevertheless had at least heard of D&D, something that could not be said about any other RPG, no matter how successful or celebrated it was within the hobby.
Being the most well-known is not, of course, an indication of quality, a point frequently made by partisans of different, less-known brands, both within and without our hobby. Anyone who prefers Pepsi to Coke or Burger King to McDonald's, to cite just two rather prosaic examples, probably feels this way. Believe me, I'm sympathetic to this point of view. As a fan of Traveller, for example, I wish the game were better known, appreciated, and played than it is at present, but, as the old saying goes, if wishes were credits, beggars wouldn't need to travel by low passage. I make this joke to illustrate my point about just how obscure RPGs other than D&D are, even within the hobby. How many of you reading this post knew what I was talking about? (There's no need to answer that.)
I love lots of roleplaying games. Last year, I did a two-part post about my ten favorites – and I have many more besides. But I know only too well that, if I were to write lots of posts to discussing, say, Pendragon or Gamma World, they'd be among my least read posts and certainly the least commented upon. As you all know, I've been refereeing an Empire of the Petal Throne campaign for the last nine and a half years and, despite that, my posts about that campaign and its setting of Tékumel don't receive a lot of attention or comment. Don't misunderstand me: I completely understand why that is the case. Neither Empire of the Petal Throne nor Tékumel are widely known even within the hobby, so why would I expect posts about them to generate much attention?
And that's really my point. I write so much about Dungeons & Dragons and its history here, because D&D is the single most widely known and played roleplaying game, even in 2024. Those of us who enjoy more than just D&D are very apt to claim that we're presently living in a Golden Age of Roleplaying, with more games and more variety of games than ever before. That might well be true by some metrics, but, on one significant metric – popularity – nothing much has changed. Dungeons & Dragons remains the game most people are playing and that most people, even those of you reading this blog, are interested in reading about. It's not for nothing that I use a version of Trampier's iconic demon idol in my masthead.
What does this all mean? Honestly, I'm not sure. Though it's not my favorite RPG, I still very much like D&D, so I don't think there's any chance I'll stop writing posts about the game and its history. However, my frustration with the fact that it's those posts, with a few exceptions, that tend to generate the most interest is very real. I don't like writing stuff that garners little or no interest. Who, after all, likes to feel as if he's shouting into the void? At the same time, I cannot expect most readers are going to be familiar with all the same obscure things that I am or that they'll share my interest in the same. To some extent, if one is going to write for public consumption, one must write what will attract the most readers and, in my case, that means posts about Dungeons & Dragons.
C'est la vie.
Thursday, August 29, 2024
Level Titles: Illusionists and the Rest
Having already covered the level titles of most of the character classes in Dungeons & Dragons, it's now time to turn to those that remain, some of which are unusual. Let's start with the most straightforward: illusionists. A sub-class of magic-user, illusionists first appeared in volume 1, issue 4 of The Strategic Review (Winter 1975) in an article written by Peter Aronson. As presented there, illusionists have the following level titles:
The AD&D Players Handbook (1978) has an almost identical list of level titles. The only difference is that the original level 1 title, minor trickster, is turned into the level 2 title, in order to make room for "prestidigitator," which also happens to be the level title for a level 1 magic-user. There is, of course, no explanation for this overlap of titles, which is, I think, unique in the game.The paladin class first appeared as a kind of proto-prestige class to the fighting man in Supplement I to OD&D (1975). In that form, the class has no distinctive level titles. Those didn't appear until the stand-alone version of the class was presented in the AD&D Players Handbook several years later.
Thursday, August 22, 2024
Level Titles: Druids, Rangers, and Bards
The druid class first appeared in Supplement III to OD&D, Eldritch Wizardry (1976). Though the supplement gives Gary Gygax and Brian Blume the byline, the class was actually the creation of Dennis Sustare, who's credited with a special thanks (and dubbed "The Great Druid"). Here's the original list of druid level titles:
The ranger class originates in volume 1, number 2 of The Strategic Review (Spring 1975) in an article written by Joe Fischer. Presented as a sub-class of fighting men akin to the paladin (which appeared in the Greyhawk supplement earlier the same year), this OD&D version of the ranger has the following level titles:
The ranger reappears in the AD&D Players Handbook. Its level titles are almost identical to those from The Strategic Review. However, a few of the titles have been transferred to different levels and the original 9th-level title (ranger-knight) has been pushed back to level 10, in order to make room for the title of "ranger."Monday, August 19, 2024
Level Titles: Assassins and Monks
To continue with our discussion of level titles in Dungeons & Dragons, I thought it might be worthwhile to take a look at two classes that first appeared in Supplement II to OD&D, Blackmoor (1975), and later in the Advanced D&D Players Handbook (1978) – assassins and monks. Here are the level titles of the former, as they were in Blackmoor:
As with most level titles, these are all mostly synonyms, with a few exceptions, the first being "dacoit," which is an archaic term that, like "thug," ultimately derives from India. Another notable exception is "guildmaster of assassins," which suggests, like the titles immediately before it, that there's some kind of organized structure granting these titles to assassins as they gain experience. The text of Supplement II more or less states this: "Any 12th level assassin (Prime Assassin) may challenge the Guildmaster of the Assassins' Guild to a duel to the death, and if the former is victorious he becomes Guildmaster." This suggests there's a single Assassins' Guild rather several, as seems to be the case with thieves.
Regardless, the assassin level titles in the Players Handbook are somewhat different:
Friday, August 16, 2024
Level Titles: Clerics and Magic-Users
Yesterday, we looked at the level titles of fighters and thieves, so today we'll turn to the level titles of clerics and magic-users. These are a bit more interesting, in that there's more variability between the different editions of Dungeons & Dragons. In OD&D (1974), clerics have the following level titles:
Thursday, August 15, 2024
Level Titles: Fighters and Thieves
Level titles first appeared in original (1974) Dungeons & Dragons, seemingly inspired by the various types of figures available in the "Fantasy Supplement" to Chainmail (1971), about which I may make a separate post later. These titles, in themselves, have no mechanical purpose whatsoever, serving solely as a verbal way to distinguish between two characters of the same class but of different levels. Consequently, they disappeared entirely from AD&D's Second Edition (1989), but were present in all editions of D&D until the Rules Cyclopedia (1991), when they disappeared (though they did reappear in the brief and often forgotten The Classic Dungeons & Dragons Game in 1994).
Since I've lately become very interested in the degree of continuity between the various editions of D&D, I thought looking at the level titles of the various classes might make for an interesting series of posts. To start, let's look at fighters (fighting men) and thieves. Here's the level title chart for the former from Volume 1 of OD&D:
In the AD&D Players Handbook (1978), the list is identical.
However, in the 1981 David Cook/Stephen Marsh-edited Expert Rules, we get this list of level titles, which is only nearly identical. The 3rd-level title, Swordsman, becomes Swordmaster, probably for the same reason the 9th-level title, Lord, gains the parenthetical option of Lady. All later editions of D&D (1983, 1991, 1994) use these same level titles.
Thieves first appear in Supplement I to OD&D (1975) and use the following level titles:
Of the two character classes examined today, it's the thief that shows the most changes in its level titles between their first appearance in Greyhawk and later versions, though, even there, the changes are small. Meanwhile, the fighter changes barely at all. The same cannot be said of clerics and magic-users, as we'll see in the next post in this series.
Wednesday, August 7, 2024
A (Very) Partial Pictorial History of Lizard Men
Lizard men were introduced into Dungeons & Dragons in the pages of its first supplement, Greyhawk (1975). The first illustration of them appears on the inside cover of Supplement I, provided by Greg Bell. As we'll see, this image established the general outlines of what D&D's lizard men look like and nearly all of those that follow will use it as the foundation on which to build their own specific interpretations.
The next time we see a lizard man is the Monster Manual (1977), with artwork provided by Dave Trampier. There's a lot of similarity between Tramp's depiction and that of Bell above, like the tattered loincloth, spiny ridges on the head, and serpentine tongue. This is my default mental image of a lizard man, probably because it's the first one I ever saw.