LANGUAGE AND PROOF: BEYOND THIS POINT BE DRAGONS part 2

Author: DHBoggs / Labels: , ,

First lets establish style and what we might distinguish between Gygax’s and Arnesons writing.

Sample of Gary Gygax Writing(79:7-8)12:

Returning again to the framework aspect of ADVANCED DUNGEONS 8 DRAGONS, what is aimed at is a "universe" into which similar campaigns and parallel worlds can be placed. With certain uniformity of systems and "laws", players will be able to move from one campaign to another and know at least the elemental principles which govern the new milieu, for all milieu will have certain (but not necessarily the same) laws in common. Character races and classes will be nearly the same. Character ability scores will have the identical meaning - or nearly so. Magic spells will function in a certain manner regardless of which world the player is functioning in. Magic devices will certainly vary, but their principles will be similar.  This uniformity will help not only players, it will enable DMs to carry on a meaningful dialogue and exchange of useful information. It might also eventually lead to grand tournaments wherein persons from any part of the U.S., or the world for that matter, can compete for accolades.
The danger of a mutable system is that you or your players will go too far in some undesirable direction and end up with a short-lived campaign. Participants will always be pushing for a game which allows them to become strong and powerful far desire is to issue a death warrant to a campaign, for it will either be a one-player affair or the players will desert en masse for something more challenging and equitable. Similarly, you must avoid the tendency to drift into areas foreign to the game as a whole.

Sample of Dave Arneson writing from First Fantasy Campaign (77:36-37)2:

Outdoors in Blackmoor
Travel from one perilous adventure to another in a neighboring castle can result in a great deal of frustration for the players, or al least confusion, as the road is always populated by evil creatures.  After all, it is supposed to be some sort of civilization and it must have some form of communications, if for no other reason than to move all the treasure around from castle to castle. With a little work the Outdoor adventures can be enjoyable, and in the format of an overall campaign, lead to the pacification of areas after a time.  To reflect the above the referee should grid off the map into sectors (also called Hexes or squares).  Each of these hexes will contain some adventures which may range from a monster holed up in a small cave to an abandoned Castle full of Orcs.   A chart is provided for laying out the basics of the area and can be modified to suit the individual taste of the referee and his eagerness to lay out all the needed work.  Each square should contain an average, of say, two adventures (assuming 10 miles by 10 miles), determined by rolling a six-sided dice (upon a roll of six would mean that there are no adventures in the square).  This will determine how many encounters live in the area. 
            For each encounter, consult the Encounter Matrix for the type of creature that lives at each spot. Whenever there is an encounter in the area, in the future, it will be restricted to one of those already present (see advanced method for other result).

From these two samples, a number of differences in style can readily be seen, the most obvious is in the chosen voice of each.  Arneson’s sample is about as formal as he ever gets, yet it is not nearly as formal as Gygax’s.  It might be useful to point out that Gygax’s formality, intellectualism and depth of vocabulary is not a reflection of greater formal education.  The reverse is actually the case in that Arneson was a college graduate with a degree in History and Political Science, whereas Gygax had dropped out of high school and later only completed a few college courses.  Below are two more samples, both reviews published in magazines.  Gygax’s is countering a somewhat mixed review of D&D, whereas Arneson is reviewing an ACW book, but nevermind the content; it is the writing styles I wish to highlight in these examples:

Gary Gyax, (The Strategic Review, Vol 1, No. 3, 1975)9:

Donald Featherstone once said in WARGAMER’S NEWSLETTER that he believed Arnold 
Hendrick’s chief talent and claim to fame lay in his “pinching” of Fletcher Pratt’s Naval   
Wargame — alluding in all likelihood to similarities between Mr. Pratt’s game and
the set of rules for naval miniatures authored by Mr. Hendrick. I concurred with what
was said in WARGAMER’S NEWSLETTER, and when the good Mr. Hendrick
“reviewed” CHAINMAIL in a highly uncomplimentary manner I ignored what was
written, for surely most hobbyists could be assumed to be able to read this “review”
for what it was worth and in light of Mr. Hendrick’s talents otherwise. As an example
of the comments he made regarding CHAINMAIL, the most amusing was his assertion that
heavy cavalry was rated too high, imagine! In a period where the armored
horseman dominated the field of battle, heavy horse are too strong! Anyway, the 
learned Mr. Hendrick subsequently “reviewed” DUNGEONS & DRAGONS, again in a very
uncomplimentary manner — after all, he had gone so far as to play a game of D&D
as a Cleric, completely armed with such edged weapons as spear and arrows . . . Again,
this so called “review” was so obviously inaccurate and biased that I ignored it
completely, although numbers of letters and telephone calls from irate D&D fans who had
read the comments and wished to let me know that the “review” outraged them assured me
that Mr. Hendrick would not escape totally unscathed. Eventually the magazine which
retains Mr. Hendrick as a “reviewer” did print a contrary opinion — how could they
ignore a counter-article written by Mr. James Oden, President of Heritage Models, Inc.?
This brings me to the point of this editorial. The axe that Mr. Hendrick has been grinding so
loudly and long has been exposed.

Dave Arneson, (Civil War Book Review, Fall 1999)4:

Several years ago I received a copy of the first edition of this book as a present from a non-reenactor friend. Having seen several earlier books and videos by earnest folks trying to explain reenacting to newcomers, I could only shake my head wondering what these guys had missed or gotten wrong. As it turned out, I was the one who was mistaken.
Having been an infantry reenactor since the mid-'70s, I was confident that I pretty much "knew it all." So I was surprised at what I found within the pages of R. Lee Hadden's book. This guide tells you everything you need to reenact the role of an infantryman in the Civil War. A person or small group of people wishing to take up the hobby can do it using just the information presented in Reliving the Civil War.
There is nothing lacking here. The section on "Reenactment for Infantry" covers the usual items -- from uniforms and equipment to tobacco, medals, and military courtesy. "Camp Life" includes not just the military camp, but also civilian, sutler, and support camps. Hadden does not avoid touchy issues such as women in uniform. And he discusses rationally, unlike others I have heard, the different groups within the reenactment community.
The issues between casual reenactors and the hard-core "authentics" are addressed appropriately.  Other chapters are devoted to "Reenacting Etiquette," "Health and Comfort" (remember it is living history, folks!), and "Hosting a Civil War Reenactment."
The second edition includes expanded coverage of trends within the reenactment community, including roles for men, women, and children (yes, gentlemen, women do have a role in reenactments!), updated appendices (including Web site and e-mail addresses), and a new index with subject headings.

Again, I could go through and highlight the use of formal or informal, common, or rare, familiar or distancing vocabulary but I suspect the reader can well see it for themselves.  The difference in voice, approach and word stylings is fairly obvious.

Arneson is habitually collegial, informal and familiar.  He addresses the reader personally and offers little asides as if the reader is a comrade in whom he is confiding.  His vocabulary, while extensive, shows a preference for commonly used words, slang, and conversational phrasing.

Gygax's writing certainly has it's fans but most would characterize it as prolixic (“wordy”) and formal, as if offering expertise from a position of superiority.  His word phrasing is often complex, demands the reader to make inferences, and his vocabulary is intellectual and uncommon.  

These observations are directly applicable to establishing the primary authorship of BEYOND THIS POINT BE DRAGONS.  We can look through the text bearing the question in mind of whose style best fits.  While that’s a useful beginning, we have the very good fortune to be able to compare the text to the published game, which we are told, was prepared solely by Gygax, and therefore should, and quite clearly does, conform to his preferred wording and style.

Below then I cite three passages each from each work.  I have deliberately not marked which is which so the reader has the opportunity to make that determination for themselves.

Light: In the Underworld, generally passages have no light source. In this case, especially for hobbits and men, players must have some kind of light source. A lit torch will permit a player to "see" maximum of 15 feet, after which only dim shadows are slightly visible.  A lantern has a maximum range of 30', with similar viewing after this distance.  Of course this will make them seeable to creatures in the darkness.
All monsters automatically see in total darkness.

Light and Darkness

In the underworld some light source or an infravision spell must be used. Torches, lanterns and magic swords will illuminate the way, but they also allow monsters to "see" the users so that monsters will never be surprised unless coming through a door. Also, torches can be blown out by a strong gust of wind. Monsters are assumed to have permanent infravision as long as they are not serving some character.17

EQUIPMENT AND PROVISIONS:
All players, of course, must provision themselves for the journey which lies ahead. Initially, this is paid for out of the amount of GP with which the player starts off with. He must plan for the encounters he might have and, taking into consideration who and what he is, equip accordingly, also keeping in mind the total weight of his material and his own strength and endurance (see Tables 6, 7, 8, and 10). An example follows:


Equipment

It will be necessary for players to equip their characters with various basic items of equipment. Selection of items is strictly up to the players, and Gold Pieces are taken away accordingly (players may sell to one another, of course, and then Gold Pieces would be transferred).15

MAINTAINING FRESHNESS OF YOUR UNDERGROUND:
As monsters inhabiting the rooms and corridors of a level are killed off new ones can easily be keyed in by the Referee, although not necessarily in the same rooms ..New "construction" should always take place, and whole sections of a level can be closed off for a time by blocking passages and extending them in different directions. If the worst happens, new levels can always appear extending downward...  All in all, with all of the devices and tricks available, there is no reason why participants in your game should not continue to find mystification, enjoyment, excitement, and amusement when adventuring through the maze of passages of the Underworld -   simply keep it spiced with plenty of imagination!

Maintaining Freshness

As monsters inhabiting the rooms, spaces and corridors of a level are killed or captured, the level will become drab and dull. Coupled with this problem, players will have made fairly accurate maps of the level, so it will be challengeless this way also. Remembering that egress to lower levels is desirable, one must nevertheless revamp worn levels by one or more of the several methods suggested below:

1.       Make minor alterations with eraser and pencil, blocking passages, making new ones, dividing rooms, and filling in others.

2.       Extend the boundaries of the map, if not already filled to the edges of the paper, adding corridors and rooms.

3.       Replace monsters in new areas as well as those less-frequented old areas where monsters were located and removed sometime previously.

4.       Reverse directions on the map, carefully relocating ways down to lower levels so as they still correspond to markings below, and do the same for passages upwards.

5.       Add a passage which continues past the established boundary of the level, creating a split or sub-level which it leads to, complete with new treasure and monsters.

Using these suggestions, and whatever else you dream up, there is no reason why participants in the campaign should not continue to find mystification, enjoyment, excitement, and amusement in the challenge of the myriad passages of the dungeons.17

  In case the reader has not already guessed, each of these examples begins with the text of BTPBD. Followed by the equivalent passage from D&D.
            There is a great deal to take note of, even with these few samples, but as regards the mater of authorship, the same disparity of voice shown in the previous examples of Dave Arneson and Gary Gygax’s writing should be evident.  Gygax is using the same formal and dense choice of words and phrases evident in his other writing samples.  The BTPBD author, on the other hand, is far less ambiguous, and avoids most of the more formal words Gygax uses (such as “myriad” and “infravision”), instead peppering his writing with more colloquial words and phrasing; such as “seeable”, “starts off with”, “killed off” and “spiced with plenty of imagination”.  This difference in tone is no doubt evident to the reader as is the clear resemblance to Arneson’s established style.

While that is very suggestive evidence, it still doesn’t prove it was Dave Arneson who wrote BTPBD.  For that we would need to find something unique, some quirky word or turn of phrase, or pattern of speech that really stands out as characteristically his.  Without such a marker, there would always remain the possibility that BPTBD could have been prepared by some other associate of Gygax and Arneson or some one of the couple of dozen members of the IFW who had an early script.

Fortunately, we do have several such style markers.  Consider the word “player” as used by Arneson.  It is typical for the text of the BTPBD manuscript to refer to the in game character – the Player Character – as the “player”.  Here is one of many examples, “Player intelligence after change will reduce at the rate of 1 point per every day of enchantment.”(Glossary of Terms, p21.)
While Gygax seems to have invented and regularly used the terms Player Character (PC) and Non Player Character (NPC) – the BTPBD manuscript, oddly, uses the term “Non Real Players”.  In fact, Arneson often simply called PC’s “players” and continued occasionally to do so as late as a year before his death as shown in this quote “Magic users in the beginning were more of an effort to give the players more firepower.  A month or so later the clerics were added to heal up players more quickly.”5  Here’s another example from his Adventures in Fantasy, co authored with Richard Snider. “Per week that a player is sick, he will loose ONE health point from his health rating.” (1979:7)6 And another from the FFC, “As the player progressed, he did not receive additional Hit Points, but rather he became harder to Hit.” (1977:3)2. 

BEYOND THIS POINT BE DRAGONS manuscript does not use the term “player character” anywhere, instead simply character or player is used or both, as in this interesting quote from the Curse description, “If not treated in one week game-time, the player or character will die. Until then, every day he gets weaker and his hits and health decrease.” (Glossary of Terms, p23).

There is another term Arneson used that is even more telling: “chops”.  “Chops” is definitely not a Gygaxian term, but it does appear several times in the BEYOND THIS POINT BE DRAGONS manuscript, including “Hits: The number of "chops" a player can endure in combat.” (Before Setting Out for Fame and Fortune, p4), and “The attacker announces what weapon he is using, and takes his "Chops" at the opponent. The player will always get the first chop unless he is surprized or the opponent has the higher ground.” (Melee and Combat.)  In fact “chops” occurs repeatedly in the Melee and combat section.

In all the gaming material I have read, there is only one other place I know of where “chops” is used to refer to attacks in D&D combat, that, not surprisingly, is in Arneson’s First Fantasy Campaign.  Number Double Values* (Std=0, M=6, Sm=12)….*that is, get 2 chops per melee round” (FFC,1977:64)2 This is a note found in the aforementioned Magic Swords and Matrix section detailing the magic sword cards that Arneson said he made up in and used in the first couple years of his Blackmoor campaign.  Another example from the FFC regards dragons “If in lair, 80% chance its asleep (free Chop). (FFC 1977:89)2; and that is almost identical to this quote from the BTPBD  If a Dragon is encountered in its lair there is a chance it will be asleep. Use a 100% reckoning, base 80% for White and decreasing in probability to 55% for Golden. If the Dragon(s) is (are) asleep, they can be surprised, and a free chop is gained.”

That, Ladies and Gentleman, is proof.  No one else uses the word chop for attacks or associates the word with an 80% chance of getting a free attack on a sleeping Dragon. 
 
Through tracing 3 primary lines of evidence – handwriting, writing style, and rule variations – we are left with all evidence pointing to the conclusion that Dave Arneson wrote and illustrated Beyond this Point be Dragons.  The question remains as to when he wrote it.  Was it before or after D&D was published?  If it was before, is it an early draft, or was it Arneson’s final revision?

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Citations

(1) Anonymous (staff)
1979    An Interview with Dave Arneson.  In The Space Gamer #21 (January/February) 1979:5-7.       Metagaming Concepts.


(2)  Arneson, Dave
1977    The First Fantasy Campaign. Judges Guild.

(3) Arneson, Dave
1979    My Life and Roleplaying 3. In Different Worlds 3 (June/July)  1979:6-10. Chaosium, Inc.

(4) Arneson, David
1999    Review of Reliving the Civil War: A Reenactor's Handbook. In Civil War Book Reviews [Website].          Louisiana State University.  Retrieved from           http://www.cwbr.com/index.php?q=2083&field=ID&browse=yes&record=full&searching=yes&S           ubmit=Search 

(5) Arneson, David
2008    Reply to Topic: Was Arneson's Blackmoor Classless? In OD&D Discussion [Website].        Retrieved from             http://odd74.proboards.com/index.cgi?board=blackmoor&action=display&thread=697

(6) Arneson, David L. and Richard Snider
1979    Adventures in Fantasy. Excalibre Games, Inc.

(7) Bub, Andrew
2002    Dave Arneson Interview. GameSpy [Website]. Retrieved from             http://archive.gamespy.com/articles/august02/gencon/arneson/

(8) De Bie, Tanja
1998    Gary Gygax: The Man in Legend.  The RPG Consortium [Website]. Retrieved from             http://www.rpgconsortium.com/articles/article.cfm?id=320

(9) Gyax, Gary
1975    WHAT’S GOING ON HERE?. In The Strategic Review, Vol 1, No. 3, 1975. TSR Inc.

(10) Gygax, Gary
1975    Letter to the Editor. In Alarums & Excursions #2, July.

(11) Gygax, Gary
1977    Origins of the Game. In Dragon 7:7-8, June 1977. TSR Inc.       

(12) Gyax, Gary
1979    Advanced Dungeons and Dragons Dungeon Masters Guide. TSR Inc.

(13) Gygax, Gary
1987    Role-Playing Mastery.  Perigee Book. published by The Putnam Publishing Group.

(14) Gygax, Gary
2002    Q&A with Gary Gygax. Enworld [website]. Posts #131,  5th September 2002, 11:23 AM.         Retrieved from http://www.enworld.org/forum/archive-threads/22566-q-gary-gygax-part-i- 9.html

(15) Gygax, Gary and Dave Arneson
1974    Dungeons and Dragons: Volume I Men and Magic. TSR Inc.

(16) Gygax, Gary and Dave Arneson
1974    Dungeons and Dragons: Volume lI Monsters and Treasure. TSR Inc.

(17) Gygax, Gary and Dave Arneson
1974    Dungeons and Dragons: Volume III Underworld and Wilderness Adventure. TSR Inc.


(18) Kuntz, Robert.
2009    Castle El Raja Key, Small Partial of the Introductory, Historical Essay. (2009, December 14).  Lord of       the Green Dragons [Weblog]. Retrieved from        http://lordofthegreendragons.blogspot.com/2009/12/castle-el-raja-key-small-partial-of.html

(19) Kushner, David
2008    Dungeon Master: The Life and Legacy of Gary Gygax. In Wired Magazine(2008, March 10).   Retrieved from             http://www.wired.com/gaming/virtualworlds/news/2008/03/ff_gygax?currentPage=all

(20) Lynch, Scott
2001    Interview with Gary Gygax, part 1 of 3. (2001, May 1) RPGnet  [Website]. Retrieved from            http://www.rpg.net/news+reviews/columns/lynch01may01.html


(21) Mornard, Michael
2012    How to Address this Slight. ODD74 [webforum].  Retrieved from             http://odd74.proboards.com/index.cgi?board=general&action=display&thread=6812&page=2

(22)  Private Correspondence quoted with permission.

(23)  Sacco, Ciro Alessandro.
2002    The Ultimate Interview with Gary Gygax. (reposted 2005, August 11) The Kyngdoms [Website].   Retrieved from http://www.thekyngdoms.com/forums/viewtopic.php?t=37

(24) Sloan, Sam
2008    Interview with "Dungeons & Dragons" co-creator Dave Arneson (2008, March 8) Slice of SciFi      #151[Podcast].  Retrieved from http://www.sliceofscifi.com/2008/03/08/slice-of-scifi-151/

(25) Wiemholt, Michael
2001    Weem Interviews Gary Gygax (2001) Part 1 of 2. (reposted 2010, August 23).  The Weem        [Website]. Retrieved from http://www.theweem.com/2010/08/23/weem-interviews-gary-          gygax-2001-part-1-of-2/

BEYOND THIS POINT BE DRAGONS; a D&D archaeological mystery. (Part I)

Author: DHBoggs / Labels: ,

Note:  One of the conclusions reached in this series of posts, namely that the BTPbD mannuscript, now also referred to as the Dalluhn Mss, was produced solely under the editorial control of Dave Arneson is no longer as clear cut as I cast it at the time.  A wealth of evidence that came forth as result of the attention these posts brought to the draft is allowing us to develop a more nuanced picture.  The mss is now known in fact to be very closely related to draft materials known to have been typed by Gary Gygax, and was only slightly revised and updated sometime in the fall of 1973.  It remains however very likely that Arneson assembled this particular copy, embellishing it with his illustrations and cover pages.  As I say here and said at the time in forum discussions, (Here, for example) there is no question as to the authenticity or to its status as a pre D&D draft.  For example, pre D&D material published only in the FFC (1977) is present in the draft, but absolutely nothing from any of the D&D supplements, etc.   The posts below remain as they were originally published, and the reader will find much relevant information about the mss. itself.

By Daniel H. Boggs.  November 2011, revised April 2012
synopsis
In the fall of 2010 I was sent a pdf copy of an anonymous manuscript containing an unorthodox version of the Dungeons and Dragons rules.  The owner hoped I would be able to identify its age and authorship after reading several posts I had written on the early history of the D&D. This article explores the relationship of the “item in question” as the owner called the manuscript, to the development of our favorite game.   

The “Item in Question”
In the course of researching the origins of the Dungeons and Dragons game, I wrote many webposts on forums of interest to early roleplaying game enthusiasts.  One of these caught the attention of the person who currently possesses the manuscript in question.  I have only a pdf copy, but I’m given to understand that the “item” itself is not an original, but rather a very old photocopy with a few pages clearly missing, including one page of spell descriptions and what were probably the last few pages, if those were ever typed in the first place.
The manuscript was, until the early 1990’s in the possession of M.A.R. Barker, the author of Empire of the Petal Throne and a friend and gaming companion of Dave Arneson.  Dr. Barker does not remember how he came by the manuscript.  In fact, he intended to throw it and a lot of other old gaming material into the trash to make room in his garage.   The present owner of the manuscript was helping him clear the garage and asked if he could keep some of the papers intended for the trash, thus acquiring the manuscript.
When inquiries with Barker proved fruitless, the owner contacted Dave Arneson and sent him scans of a few of the pages.  The suspicion that Arneson might have been the anonymous author was based, among other things, on the heavy use of percentiles in the work, something Arneson was known to favor, having made percentile dice the operating feature of his Adventures in Fantasy game.  At the time, Arneson was  an instructor at Full Sail University in Florida.  He responded that the manuscript looked like it could be one of his, from the time when he had been mailing revisions back and forth to Gary Gygax, his much more widely known D&D co-author.  However, Arneson said he would need to see the whole thing to be sure one way or the other and that he would have to get together with the owner next time he was back in Minnesota.  Unfortunately, that never happened and Mr. Arneson passed away in April of 2009.
While this seemed to be tentative confirmation of authorship, the whole thing was cast into serious doubt when the owner took the manuscript to a deeply involved Aceaum™ collector for his opinion.  The collector shared the scans and information with a few key TSR employees who passed the scans on to Gary Gygax.  Gygax replied "took a look, seems to be a rip-off of the D&D game that I've never seen before." (22)   None of them, recognized the manuscript.  The owner was told flatly that it was just a house rule document of the sort that many people made in the mid 1970’s, dismissing the idea that it had any particular significance.  Such documents were made, usually by cash strapped college students with access to a campus typewriter, to avoid the rather expensive costs of purchasing the D&D booklets.23, 24
Thus, years later, the owner came to me, in the hopes that I might be able to resolve the matter one way or the other. 
Known History
Let’s begin then with what we think we know about the creation of Dungeons and Dragons as it was published in 1974.  Keeping details to a minimum, here is what we are told:
Manuscript A) Rob Kuntz tells us that in November of 1972 Gygax received a 16 page typewritten manuscript of D&D rules from Arneson which Kuntz read. 18  Gygax earlier reported 18 handwritten pages, and an article by David Kushner mentions Xeroxed notes.11, 14  In what I believe is the earliest print reference, July of 1975, or just over 2 years after receiving Manuscript A, Gygax reports 20 handwritten pages.10
Manuscript B) Gygax reported in several interviews that within a matter of weeks he had expanded Manuscript A to 50 typewritten pages.  This initial manuscript was mailed to “a couple of dozen 8, 14, 20, 25 International Wargames Federation members for commentary and playtesting.   It is virtually certain Arneson had a copy of this.  (Note: in his 1977 Dragon article, Gygax claimed this first expansion was “100 Typewritten pages” the revised number he gave later of 50 pages seems much more plausible and fitting to known fact.) 11
Correspondence)  Arneson tells us that in addition to many long phone conversations, he mailed documents to Gygax.1, 3, 7, 19  Although largely silent on the matter, Gygax did acknowledge correspondence in his book Role-Playing Mastery “Dave and I were corresponding and exchanging ideas, and a new game took shape.”13   Additional confirmation comes from Michael Mornard, who was present both in the Lake Geneva and Minneapolis gaming groups during the period, stated that Arneson and Gygax sent “chunks of working manuscript to each other BEFORE publication.”21  It is clear from certain content in Arneson’s First Fantasy Campaign booklet and the presence of several pieces of Arneson’s art in the D&D 1st print that such correspondence did take place. 
Manuscript C) Gygax tells us that he next expanded the 50 page manuscript to “150 pages” in the spring of 1973. 8, 14, 20, 23, 25  However, in the 1977 article mentioned above Gygax again doubles this figure to 300 typewritten pages.  Three hundred pages is three or more times the size of the published booklets, but, there is reason to believe this article contains a few exaggerations, with this being one of them.  Gygax commented repeatedly over a number of years that the text of the first printed edition of Dungeons and Dragons was “essentially” 8, 14, 20, 23, 25 Manuscript C.  Assuming this is accurate – and there’s no reason to doubt it - we can work out the approximate length of the typewritten text of Manuscript C.    The first printing of Dungeons and Dragons occurred in three separate 6”x9” booklets.  The 3LBB’s as they are often abbreviated, are indeed about 150 booklet sized pages in total.   Several fans in recent years have taken the entire text of the original print of D&D and placed it into word processor documents.  This, minus the art, yields around 85 typewritten pages (8.5” by 11”); the exact count depending on the size of tables etc.  So either the published version actually had less content than the typewritten playtest version or Gygax misremembered the page count of Manuscript C, perhaps thinking of the page count of the published booklets instead.  There is no hint that Manuscript C contained 50+ pages of missing material, and such seems extremely unlikely.  We can be fairly confident then that Manuscript C ran 80 – 100 pages at most.  Interestingly, in Gygax’s July of 1975 letter to A&E he seems to confirm this, stating he “expanded and changed [Arneson’s] 20 or so pages of hand-written "rules" into about 100 ms. pages.“10
Gygax also claimed Manuscript C was written with virtually no “solid rules” input from Arneson.20, 23  For this to be literally true, all of the correspondence material discussed above would have to have already been incorporated into Manuscript B.  Given that both Gygax and Kuntz18 have pegged Manuscript B’s creation to a period of a few weeks, and given the content of the known correspondence material in the FFC, it is highly unlikely that Manuscript B was the end of Arnesons input.  It is virtually certain that Manuscript C saw the incorporation of additional correspondence material, such as that found in First Fantasy Campaign.  However, Gygax’s comment is important, because, as we shall see, Manuscript C does contain sections – most notably the aerial and naval rules – which may possibly derive from Gygax alone and which appear to make up a substantial portion of Manuscript C.  Perhaps even more importantly, depending on what he meant by “solid rules” it may be taken as a kind of confirmation that Gygax never received a complete manuscript from Arneson.  
Hopefully, in the future we will be able to identify the exact contents of Manuscript B and C with certainty.  A copy of one of these manuscripts by Gygax is rumored to exist and was sold to a private collector at a Gencon.  I have never seen it, but hope the historical value will convince the owner to make a copy available for study.
Manuscript D)
“…the rules suffered from the fact that they were hastily put together, in fact my final draft version was never used because of various deadlines that had been set.”  Different Worlds #3 June/July 1979,  P.7.3

Arneson claims to have prepared a revised manuscript which did not become a part of the 1st print (the Three Little Brown Books of D&D).  It is unclear whether Gygax ever saw this manuscript, but the implication of Arnesons’s comment is that it was completed or virtually so, but not quite in time for it to be either used instead of, or incorporated into Gygax’s manuscript C for the initial print run.
1st print ) Around late January of 1974 Gygax has 1000 copies of the game he calls Dungeons and Dragons published.20  This 1st print is organized into three separate booklets – Men and Magic, Monsters and Treasure, and Underworld and Wilderness Adventures.  The three little brown books are put into a woodgrain box and put up for sale.  In subsequent printings the woodgrain box was replaced with the now famous white box, but the text undergoes only relatively minor revisions.  Arneson is discontent with the 1st print1 and, according to Gygax, “complains bitterly” 11 that publication occurred too soon, allowing no opportunity for his revisions. 
One might well ask, why Gygax didn’t work more closely with his co-author on the 1st print run.  There have been several explanations and quite probably were a number of contributing incentives, however one need only consider that late in the fall of 1973, Gygax and partner Don Kaye received a large cash investment from the Blume family. 8, 23  The influx of cash made possible the printing of D&D, and no doubt the Blumes were promised a return on investment, putting Gygax under some pressure to create product relatively quickly.
In any case, the publication of what was essentially Gygax’ Manuscript C, led to some contention between the two authors.  Gygax claimed later that “Dave Arneson never did furnish any solid rules for me to use in devising a new game” so Gygax devised and wrote the whole of the work that became the Dungeons & Dragons game.”20  Whereas  Arneson claimed “…we collaborated, I would guess, for almost three years, bouncing ideas back and forth, distributing ideas – it was very much a collaborative effort.24 (see also 19)   Although the length of time he gives is apparently twice as long as it really was, Arneson’s claim has been shown to have some merit, because draft versions of the sections covering castle construction, wilderness encounters and evasion, and magic swords section found in 1st print D&D, were later included by Arneson in his collection of campaign notes published by Judges Guild in 1977 as The First Fantasy Campaign (FFC).  The Magic Swords Matrix section appearing in FFC, is a particularly strong example.  It is very clearly Arnesons draft, used and reworked by Gygax for the magic swords section of the 1st print.15  For a quick example compare the FFC (77:68)2:
“Minions that are directed to take up the Sword whose origins are different than that of the directing party and are not acting as free agents (i.e. they are under the player's power), will suffer damage at half the normal rates. In special cases (see Special Table), players may not suffer damage. may be forced to change sides, may be freed from any spells they are under, may lose or gain powers."
To the D&D 1st print (M&T 74:27)16 :
“If a non-player character is directed to take up a sword the damage will be only one-half that stated above, for the party is not acting as a free agent. Additionally, the sword might cause the one who took it up to be freed from a spell, change alignment, or otherwise gain powers which would remove them from the service of their former master."
Numerous additional clues make it clear that the FFC text predates the 1st print, and that the 1st print is a revision of the FFC text.  This FFC Swords document is meant to be part of an existing set of rules, but the rules referred to are not as developed as those we know from 1st print D&D.  One example, Clerics are called Curates and they are assumed to have less than 5 fourth level spells - there being 6 such spells present in the 1st print.  Thus we can establish the FFC must be an expansion of a version prior to Manuscript C, which, being essentially the same as the 1st print, would have already contained both the familiar D&D magic swords and additional Cleric spells.  Manuscript B then is in all probability the one being expanded, and this is of interest because it tells us Manuscript B had less spells.
Analysis:
So, that is the known history of the creation of Dungeons and Dragons, and that brings us to the mysterious manuscript in question.  Where, if at all, does this thing fit in the manuscript history presented above?  No dates or names of authors are given anywhere on it.  There is a title page – but it doesn’t say Dungeons and Dragons or The Fantasy Game.  The title of the Manuscript is “BEYOND THIS POINT BE DRAGONS”
QUESTION 1:  ESTABLISHING AUTHORSHIP
Our first vital clue is the artwork present in the Manuscript:
The Art surprised me.  Firstly because I wasn’t expecting any in a typewritten draft, and secondly because it was fairly good, particularly when judged against the art found in the 1974 published rule booklets. 
This tells me a few things:
1)      This was probably someone’s final, or near final revision – you don’t go to the trouble of illustrating a rough draft.
2)      As such, it does not appear to be early “correspondence” material between Gygax and Arneson, but rather something being prepared for general use and distribution.
3)      It makes it questionable whether Gygax ever saw it, because if he had access to these illustrations, why were none of them used in the published booklets or later works?  The1st print artwork is usually no better, and often much worse than the art in BEYOND THIS POINT BE DRAGONS.
4)      It gives us a solid clue to who the author is.  I must point out that I am neither a handwriting or drawing expert, but it doesn’t take an expert to see clear similarities.  Art is of course the more difficult of the two to judge, and full pictures cannot be legally reproduced here without permission.  Instead I will focus on the handwriting found on the illustrations.  Below are several examples comparing the writing on maps and drawings found in BTPBD and Dave Arnesons’ FFC.   The FFC illustrations in the 1977 print are known beyond doubt to be drawn and labeled by Arneson who also provided some illustrations used in the 1st print.   



Notice in particular, the consistent styling of H,R,S, C and D
Similarly, with numbers:


The comparison leaves little doubt that Dave Arneson worked on the illustrations of BTPBD, and while that’s very suggestive, it does not prove Arneson authored the text, so we will move on to a closer look at the writing.
In the next post we will look at language style.
Please consider becoming a patron of Champions of ZED, the RPG that brings the together the scattered strands of the original game: 
http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering




Citations

(1) Anonymous (staff)
1979    An Interview with Dave Arneson.  In The Space Gamer #21 (January/February) 1979:5-7.       Metagaming Concepts.


(2)  Arneson, Dave
1977    The First Fantasy Campaign. Judges Guild.

(3) Arneson, Dave
1979    My Life and Roleplaying 3. In Different Worlds 3 (June/July)  1979:6-10. Chaosium, Inc.

(4) Arneson, David
1999    Review of Reliving the Civil War: A Reenactor's Handbook. In Civil War Book Reviews [Website].          Louisiana State University.  Retrieved from           http://www.cwbr.com/index.php?q=2083&field=ID&browse=yes&record=full&searching=yes&S           ubmit=Search 

(5) Arneson, David
2008    Reply to Topic: Was Arneson's Blackmoor Classless? In OD&D Discussion [Website].        Retrieved from             http://odd74.proboards.com/index.cgi?board=blackmoor&action=display&thread=697

(6) Arneson, David L. and Richard Snider
1979    Adventures in Fantasy. Excalibre Games, Inc.

(7) Bub, Andrew
2002    Dave Arneson Interview. GameSpy [Website]. Retrieved from             http://archive.gamespy.com/articles/august02/gencon/arneson/

(8) De Bie, Tanja
1998    Gary Gygax: The Man in Legend.  The RPG Consortium [Website]. Retrieved from             http://www.rpgconsortium.com/articles/article.cfm?id=320

(9) Gyax, Gary
1975    WHAT’S GOING ON HERE?. In The Strategic Review, Vol 1, No. 3, 1975. TSR Inc.

(10) Gygax, Gary
1975    Letter to the Editor. In Alarums & Excursions #2, July.

(11) Gygax, Gary
1977    Origins of the Game. In Dragon 7:7-8, June 1977. TSR Inc.       

(12) Gyax, Gary
1979    Advanced Dungeons and Dragons Dungeon Masters Guide. TSR Inc.

(13) Gygax, Gary
1987    Role-Playing Mastery.  Perigee Book. published by The Putnam Publishing Group.

(14) Gygax, Gary
2002    Q&A with Gary Gygax. Enworld [website]. Posts #131,  5th September 2002, 11:23 AM.         Retrieved from http://www.enworld.org/forum/archive-threads/22566-q-gary-gygax-part-i- 9.html

(15) Gygax, Gary and Dave Arneson
1974    Dungeons and Dragons: Volume I Men and Magic. TSR Inc.

(16) Gygax, Gary and Dave Arneson
1974    Dungeons and Dragons: Volume lI Monsters and Treasure. TSR Inc.

(17) Gygax, Gary and Dave Arneson
1974    Dungeons and Dragons: Volume III Underworld and Wilderness Adventure. TSR Inc.


(18) Kuntz, Robert.
2009    Castle El Raja Key, Small Partial of the Introductory, Historical Essay. (2009, December 14).  Lord of       the Green Dragons [Weblog]. Retrieved from        http://lordofthegreendragons.blogspot.com/2009/12/castle-el-raja-key-small-partial-of.html

(19) Kushner, David
2008    Dungeon Master: The Life and Legacy of Gary Gygax. In Wired Magazine(2008, March 10).   Retrieved from             http://www.wired.com/gaming/virtualworlds/news/2008/03/ff_gygax?currentPage=all

(20) Lynch, Scott
2001    Interview with Gary Gygax, part 1 of 3. (2001, May 1) RPGnet  [Website]. Retrieved from            http://www.rpg.net/news+reviews/columns/lynch01may01.html


(21) Mornard, Michael
2012    How to Address this Slight. ODD74 [webforum].  Retrieved from             http://odd74.proboards.com/index.cgi?board=general&action=display&thread=6812&page=2

(22)  Private Correspondence quoted with permission.

(23)  Sacco, Ciro Alessandro.
2002    The Ultimate Interview with Gary Gygax. (reposted 2005, August 11) The Kyngdoms [Website].   Retrieved from http://www.thekyngdoms.com/forums/viewtopic.php?t=37

(24) Sloan, Sam
2008    Interview with "Dungeons & Dragons" co-creator Dave Arneson (2008, March 8) Slice of SciFi      #151[Podcast].  Retrieved from http://www.sliceofscifi.com/2008/03/08/slice-of-scifi-151/

(25) Wiemholt, Michael
2001    Weem Interviews Gary Gygax (2001) Part 1 of 2. (reposted 2010, August 23).  The Weem        [Website]. Retrieved from http://www.theweem.com/2010/08/23/weem-interviews-gary-          gygax-2001-part-1-of-2/

Hardback Ambitions

Author: DHBoggs / Labels:

It's official.  I've launched a kickstarter project to raise funds for a limited print illustrated hardback edition of Champions of ZED

http://www.kickstarter.com/projects/280000504/champions-of-zed-zero-edition-dungeoneering

I'm excited to have some great artists lined up for the project, including Jennell Jacquays. 

Please have a look at the kickstarter page and consider becoming a patron! 

Good news for gamers

Author: DHBoggs / Labels: ,

Coincidence is a funny thing.

So last night, before going to bed, for reasons unknown to me, I remebered something, and thought if I had a time machine, I'd be tempted to go back to just a year ago, when the contents of an unpaid storage unit belonging to the late Dave Arneson were auctioned off, and as far as I knew disappeared into the void.

Over the past few days - prompted, I think by an interesting post he wrote on the symbols on the door of the temple of elemental evil - I've been thinking of contacting Paul Stormberg to see if he would interview for the blog.  This morning I started to draft an email to Mr. Stormberg.  When I went online, however I discovered an announcement from Mr. Stormberg himself.

Coincidence is indeed a funny thing, for the announcement concerned the very contents of that storage unit.  He's got it.  The whole thing.  And he's carefully documenting, preserving and copying the contents.  Once that's completed, the original materials will be auctioned off with a portion of the proceeds going to the Arneson family. http://www.thecollectorstrove.com/site-news/2012/4/29/the-big-announcement.html  

That's just a million kinds of awesome.  What's more, Mr. Stormberg is creating a new section on his website dedicated to preserving the history of our hobby.  Check it out here  http://www.thecollectorstrove.com/gary-con/

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Game Archaeologist/Anthropologist, Scholar, Historic Preservation Analyst, and a rural American father of three.
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