The Ghost of Arneson and D&D Next

Author: DHBoggs / Labels: ,


I’m not in the playtest.  I’ve got much too much going on with CoZ and have no interest in getting into a rules NDA.

My feelings in general to “brand D&D” have been dismissive.  TSR is long gone and the company who bought the rights to the name and product was an entirely different animal and the games they made were different genras altogether.   I have a hard time recognizing the meaning of any of the 3e, 3.5 4e. etc crunch I read, even when the odd identical term is used, the numbers are nonsensical.  D&D is on the fender but under the hood is a different machine.  So D&D next held no more interest to me than any other RPG I don’t find attractive.

But a casual read of the buzz floating about has led me from having no interest to slowly being surprised and intrigued.  So I read Mike Mearls recent reddit conversation and that’s what prompts this post.

I’ve been seeing things in the 5e discussions that are making me blink, and wonder if the ghost of Arneson is haunting the design team (although I’d be very surprised if Mearls and co realize in the slightest who’s design ideas they are echoing.)

Here is what I’m talking about:

Mearls:
“…it's OK to do different things with D&D.  One of the things I really want to do with Next is build in different group and DM styles, and make it clear that those are just ways to play the game. Like, if you're group likes to make optimized characters the DM runs the game in Nightmare mode and that's fun, or the group that hates combat uses story-based XP and never fights anything.”

Arneson:
“D&D at its start was a simple system with guidelines that could be tailored to the players. The game was a co-operative effort by the players (Each having strong points and weakness.) to overcome the obstacles (Problem solving.) set up by the DM, The skills (Such as found in my AIF game.) allowed you to build your character. As each edition came out new layers and more/different ruled were added. Some good, some bad, always more restrictive in some way even if it was a more 'simple' game.

“My emphasis was always on the story telling and problem solving, “(OD&D Forum)

“Just combat alone is boring a lot of the time. But I usually prefer story and plot over a lot of combat anyways.”    (Kobold Quarterly)

“They all pay lip-service to the roleplaying part, but they all end just having you roll different dice for different situations. There again, that has taken away from a lot of the spontaneity of actually roleplaying. When I do my games, I give roleplaying points for people staying within their character. If they want to go out and kill things, that's easy to do, and a lot of referees that's all they do, but there's more to it. The richness is not in just rolling dice, the richness is in the characters and becoming part of this fantasy world.”  (OD&D Forum)

Mearls:
“We're looking at skills right now and trying to determine if skills make you better than you are (a flat bonus that adds to your ability check) or strictly make you good (a flat bonus that takes the place of your ability modiifer). So, the 8 Wis rogue with perception training might just be at, say, +5, rather than at +3 added to a -1 Wis check.”

Arneson:
“I also wanted to get in something on educating your character so one could learn different skills.” (Pegasus magazine issue 1).

Skill in Arneson’s Adventures in Fantasy RPG are acquired through an Education system or as part of your character background.  Interestingly, skills in AiF both give a flat bonus to an ability check or give a flat bonus/target number in place of an ability score modifier; which depends on the nature of the skill.

Mearls:
“You can see this in how we've handled themes and feats. A theme is like a kit, in that it represents something in the world of D&D. You train as a healer, or study to become a magic-user.  Themes are built from feats, the mechanical expression of the theme's story.  A player can take a theme because he's more interesting in his character's story and role in the world. The mechanics are part of that choice, but the key thing is the story element and the roleplay opportunities it offers.”

Arneson:
“D&D at its start was a simple system with guidelines that could be tailored to the players. The game was a co-operative effort by the players (Each having strong points and weakness.) to overcome the obstacles (Problem solving.) set up by the DM, The skills (Such as found in my AIF game.) allowed you to build your character.  As each edition came out new layers and more/different ruled were added. Some good, some bad, always more restrictive in some way even if it was a more 'simple' game.  My emphasis was always on the story telling and problem solving.”   (OD&D forum.)

“A lot of the changes between 2nd edition and third edition are actually changes in so far as what I originally wanted to do with the D&D system.  For instance with the different classes and the different fields you could learn.  I wanted to do that originally, but it was considered too complicated and people couldn’t handle it.  Well now that’s come back, you can do that.  You could really make a unique character class with the variability; and I always wanted to do that and I do that in my original campaign even today.  So I feel vindicated because a lot of the stuff I wanted to do has now been added.  People don’t realize that I came up with it way back when.  You have to look at an early first edition to even get an idea of that.  So, I’m happy.”  (Mortality Radio interview.)

Mearls:
“Backgrounds are not linked to class, so a fighter can choose the criminal background to become stealthy or good at picking locks.”

Arneson’s Gaming:
This is a fair description of the “merchant Mafia” and “bandit” characters in Dave Arneson’s campaign.  (it is also a feature of my Champions of ZED, by the by)

Mearls:
“We definitely want to avoid making it abusive, but I think it's kind of funny that getting drunk and charging into a dungeon might be a good idea.”

Arneson’s Gaming:
A familiar theme in Arnesons games including the wizard Bozero from  original player John Snider and this one reported in one of Arnesons gen con games, “We finally chose one such corridor (with some trepidation; walking single file can be dangerous!) after a drunken fighter named Richard leaped into a linen closet and tripped….Finally we came to an open stairway with circular stairs down which we heard music playing. Richard stumbled down the stairs immediately. The rest of the group halted and tried to decide to follow him or not” (Alarums & Excursions #15, October 1976)

 
Mearls:
“We're looking at capping at level 20, but giving a set of options for uncapped advancement beyond that.”

Arneson:
 “There have been two other players {Bob Meyer and Richard Snider) that have reached 20th level (getting  them a free dinner, pat on the back, and retired character), but they have gone to a higher plane.” (First Fantasy Campaign 1977)

Mearls:
“We want magic items to feel awesome. I want the +1 or +2 to be something that you might even gloss over, and part of me wants to try designing the game without them.
I'd much rather have a hurricane flail that generates buffeting winds, knocks arrows out of the sky, and summons an air elemental than a +1 weapon. Key is - how many people agree with that? Are +X weapons/armor/etc iconic to D&D?”

Arneson:
“We’re trying to capture a different flavor of how you do magic and how you implement magic… Too often it seem like these magic user they run around with spell books the size of semi trucks and they just crank them out like some kind of assembly line; and were trying to put a little bit individual variation into the spells and how they are used.  Again, just to catch the flavor of a fantasy world where you can’t assume the orcs you’re going to find are the same old orcs and you can kill them in the same old way.  I had a big argument way back when about dragons because they came out with all these different color dragons and to me they are just cookie cutter dragons.  I always thought that dragons should be huge blusterous things that, each of them, are unique.  Too often you sit there and the player says, “well, we’ll just assume that its 2 hit dice and armor class 8 etc.” and I like to say, “well, okay that’s the little ones, but you’re fighting a big one.”, or  “You’re fighting the tribe from that side of the hill, not the other side.”  Magic is probably one thing that is the most unique aspects of fantasy worlds. “ (Mortality radio interview.)

It’s important to note here that first magic items Arneson designed for play were intelligent, aligned spell casting swords.  He made a list of each one and it’s powers.  Magic items in Dave’s campaign were always of the quirky and unique variety with a story behind them.  Not simply a generic flaming sword +2 or what have you. “The Magic Swords of mythology are varied creatures that can give great power to their owners, who sometimes are helpless without them.” (FFC.)

Mearls:
“In the closed playtest we ran before the open one started, we had a lot of feedback that healing was too limited. With hit dice, we tried to introduce a more robust mechanic for natural healing to give characters more healing overall.”

Arneson:
“Hits are usually recovered at a rate of 1 to 2 per day for lower level creatures, and more for those with more hits to lose.  The amount is up to the Referee, but it should not be easy to recover from near-death blows.”  Beyond This Point Be Dragons


Saving Throws in BTPbD

Author: DHBoggs / Labels: ,


There are 5 Saving throw categories in D&D from the 3lbb's to 2nd edition AD&D.  They are

Death Ray or Poison
Wands (all)
Stone
Dragon Breath
Staves and Spells

Beyond This Point Be Dragons has 6 categories.  However that is because Death Ray, and Poison are seperate.

Champions of ZED has 6 categories.  They are Type I through Type VI.

Now you might well ask, if CoZ aims at always being true to designers Gygax and Arneson, what is up with the "Type" business.  First, the Saving throw category names are intellectual property and not OGL material, so the exact labels could not be used in CoZ.  I could have come up with clever similar names, probably, and maybe (or maybe not) done so within the bounds of the copyright restrictions, but those sort of hoops aren't necessary.  I used Types because the Saving Throw categories were always intended to be flexible tools for the DM to use when and as needed.  Each Type is described as being related to certain kinds of things and based upon a certain quality a character may posses at that particular moment, such as limberness or blind luck. 

Now there are some who might protest, under the conviction that each saving throw category is specific and not meant for anything else; that Dragon Breath is only for dragon breath and should characters be attacked by a mad bomber or exploding gas or some such, none of the given saving throw categories apply.  Consider this statement regarding saving throws from Gygax in the Dungeon Masters Guide p 80:

"Yet because the player character is all-important, he or she must always - or nearly always - have a chance, no matter how small, a chance of somehow escaping what otherwise would be inevitable destruction."

Since player characters must nearly always be given a chance, and since the 5 (or 6) named categories can't possibly cover every type of "inevitable destruction", the given categories must be stretched to include "things like" poison and  "things like" dragon breath and so on. 

Gygax goes on to write:

"Imagine that the figure, at the last moment of course, manages to drop beneath the licking flames or finds a crevice in which to shield his or her body, or finds a way to be free of the fetters.  Why not?  The mechanics of combat or the details of the injury caused by some horific weapon are not the key to heroic fantasy and adventure games.  It is the character, how he or she becomes involved in the combat and how he or she escapes - or fails to escape - the mortal threat..." 

So saying a saving throw category is a "Type" tied to a quality of the character at the moment of the threat is precisely in line with Gygax's explanation.  Allowing a Save vs. Dragon Breath (a Type V in CoZ) in a field of exploding gas is entirely within the intent of the and spirit of the rules.

For reference, I've characterized the Type V saving throw in CoZ as involving situational awareness, the ability, at that last second to see the danger and a way out (into the crevice, beneath the licking flames or out of the fetters).

Coz News and Barrowmaze II

Author: DHBoggs /

Yesterday, Coz reached full funding. (yay!)

This means a print run is a go!  Now the more funds we continue to draw the prittier I can make it.  With that in mind I have a stretch goal of $5800, as mentioned in my last post, for which, if we achieve it, everyone will get a PDF of an adventure by gme designer Gerals D. Seypura.

I'd also like to mention the Barrowmaze II project up on Indiegogo in case anyone isn't aware of it yet.

http://www.indiegogo.com/Barrowmaze 

I'm running Barrowmaze I with my SWA group and having a blast.  It has become one of my favorite adventures and I'm pleased as punch to see Dr. Gillespie creating a part II.  Check it out!

96%

Author: DHBoggs / Labels:

Champions of ZED is 96% funded!  If you have been thinking of joining the Kickstarter and haven't yet, now is the time to put it over the top.

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

I have also announced a stretch goal to my backers and now here: 
If we reach $5800 every backer (except retailer special patrons) will recieve a free PDF of a combined wilderness and dungeon adventure designed by lifetime gamer and historian Dr. Gerald D. Seypura.
Gerry is one of the original members of the Schenectady Wargamers Club and helped to establish the annual Council of 5 Nations convention 1976.  He has been playing D&D since the birth of the game, but he is perhaps best known as the designer of the Crossbones(TM)  and Wild West(TM) roleplaying games published by Fantasty Games Unlimited.  Gerry is the real deal when it comes to old school game design I'm honored to be working with him on this first Champions of ZED adventure.

The Death dealing fighting man

Author: DHBoggs / Labels: ,

One of the things that everybody in the know, including me until last week, knows about OD&D is that fighting men get 1 attack per level against opponents of 1 Hit Die or less.  This is simply a fact that we all accepted without much thought, so let’s give it some.
The rule does not appear as such in the 3lbb’s but it’s inferred from:

 “(Attack/Defense) capabilities versus normal men are simply a matter of allowing one roll as a man-type for every hit die attacks, i.e. a Troll would attack six times, once with a +3 added to the die roll.” M&T p5 

The rule here seems to specify only attacks against normal human beings.  However, we might reasonably stretch that to include all “normal” “man-types”.  In this post here http://odd74.proboards.com/index.cgi?board=monterstreasure&action=display&thread=7165&page=2
Waysoftheearth has dug through the 3lbb’s to identify exactly what falls into the ”men”,  “man-type” or “human-type” category:

Man-type:
kobolds, ½ HD
goblins, 1-1 HD
dwarves, 1 HD
orcs, 1 HD
gnomes, 1 HD
elves, 1+1 HD
hobgoblins, 1+1 HD

Men:
Berserkers 1+1 HD
Cavemen 2 HD
Dervishes 1+1 HD
Mermen 1+1 HD
Necromancer 7 HD
Wizard 8+1 HD
Lord 9+3 HD
Superhero 8+2 HD
Evil High Priest 7 HD
Patriarch 7 HD

human-type:
Medusae, 4 HD

It’s interesting to note that there are 4 1HD creatures not listed as “man-type”.

Skeletons, Zombies, Halflings, Pixies and Nixies


That could just be an oversight, although it is also possible that all or some of these were considered “supernormal” (aka “fantastic” see below), and so not subject to the rule.  I would guess the latter is true for at least pixies and nixies.

It’s also particularly interesting to look at the Bandit entry on M&T:5:
“Although Bandits are normal men, they will have leaders who are supernormal fighters, magical types or clerical types…. For every 30 bandits there will be one 4th level Fighting-Man; for every 50 Bandits there will be in addition one 5th or 6th level…”  Supernormal here and elsewhere applies to heroic level for fighting men.  The clerics and magic users detailed in the entry are of even higher level – minimum 8th for Cleric, minimum 10th for MU.

So, in a 3lbb only game any “normal” creature, regardless of HD appears to be subject to multiple attacks from supernormal creatures.

Interestingly, that should also include attacks by “supernormal” level Magic-users and Clerics.  As far as I can tell, there’s nothing to exclude them.  (Presumably, supernormal or fantastic level for clerics would be 5 and 7 for Magic users, based on when they fight as heroes on the Fighting Capability column in Monsters and Treasure).

But then there is this:

A little over a year after publishing the 3lbb’s Gygax offered some clarifications regarding combat in the Strategic Review FAQ.
“When fantastic combat is taking place there is normally only one exchange of attacks per round, and unless the rules state otherwise, a six-sided die is used to determine how many hit points damage is sustained when an attack succeeds. Weapon type is not considered, save where magical weapons are concerned. A super hero, for example, would attack eight times only if he were fighting normal men (or creatures basically that strength, i.e.,kobolds, goblins, gnomes, dwarves, and so on).”
The FAQ rule first specifies creatures engaged in “fantasy combat” are exempt from multiple attacks, and further specifies that larger creatures (bigger than man sized) are also exempt.  The rule applies to “normal” (non-fantastic) “man-sized” (non-gigantic) creatures. 
So what is “fantasy combat”?  Well, in CHANMAIL, it is combat occurring between fantasy creatures.  What is a fantasy creature?  Broadly speaking it is a magical, enchanted or otherwise “supernormal” being.  In CHAINMAIL, fantasy creatures are all the creatures found on the Fantasy Combat Table, including Wizards, Heroes and Superheroes.  Elves, orcs, men, dwarves, hobbits and so forth are not “fantasy creatures” unless they also happen to be heroes +.  When Fantasy creatures fight each other, combat is handled on the Fantasy Combat Table and each “side” gets one roll per turn.  Otherwise, when fantasy creatures fight non-fantastic creatures they attack as a number of men on the usual combat tables.  For example, trolls fight and defend as 6 men.
So revisiting the 3lbb rule in light of the Gygax FAQ statement with our CHAIMAIL knowledge, the rule can be restated as:
“When supernormal Fantasy creatures combat each other, they normally only exchange one attack each per round, and unless the rules state otherwise, a six-sided die is used to determine how many hit points damage is sustained when an attack succeeds.  Weapon type does not effect the rule excepting the effects of some magical weapons.  When Fantasy creatures attack normal, non-fantastic creatures, however, they gain one attack roll per Hit Die or per Level, provided the defenders are roughly human sized or smaller.  For example, a Troll attacking an orc would roll on the chance to hit table six times, once with a +3 added to the die roll.  Very large or giant sized creatures are exempt from these multiple attacks due to their extreme size. 
That’s a good rule to flesh out the 3lbb statement.  But if one wants to go by the complete rule as given in the FAQ, it is not quite complete, because a few paragraphs further down in the FAQ Gygax attempts to give a more specific rule for what constitutes fantasy combat:
“Note that [the hero] is allowed one attack for each of his combat levels as the ratio of one Orc vs. the Hero is 1:4, so this is treated as normal (non-fantastic) melee, as is any combat where the score of one side is a base 1 hit die or less.” FAQ
Sometimes, I really wish Gygax had gone to college and taken some writing classes.  His use of “ratio” and “base” suggest you are supposed to create a fraction and reduce to determine whether fantastic combat is taking place.  Upon reflection, I don’t think that’s what he actually meant.  I think he’s giving us a version of this rule:
“…creatures with less than one eight sided hit die … entitle a fighter to a fighter to attack once for each of his or her experience levels..”AD&D Players Handbook, 1978:25
The AD&D rule makes no distinction between normal and fantastic combat, and that the FAQ does is potentially important.  The FAQ rule tells us that any combat involving creatures of 1HD or less is automatically “non-fantastic”, but it doesn’t strictly exclude creatures of greater than 1 HD in the manner that the AD&D rule does.  If one were so inclined, it could be interpreted in the light of the earlier passage this way:
  “When Fantasy creatures combat each other, they normally only exchange one attack each per round, and unless the rules state otherwise, a six-sided die is used to determine how many hit points damage is sustained when an attack succeeds.  Weapon type does not effect the rule excepting the effects of some magical weapons.  However, when Fantasy creatures attack any creature of 1 HD or less or creatures otherwise considered to be normal, and non-fantastic, they gain one attack roll per Hit Die or per Level, provided the defenders are roughly human sized or smaller.  For example, a Troll attacking an orc would roll on the chance to hit table six times, once with a +3 added to the die roll.  Very large or giant sized creatures are exempt from these multiple attacks due to their extreme size.”
Something else about the FAQ rule is different.  The AD&D rule is strictly for fighters.  The FAQ rule says ”any combat”, which seems again to include “supernormal” Magic users and Clerics.  This does make a certain amount of sense, as Wizards are included on CHAINMAIL’s Fantasy Combat Table.
In the end that may be the real difference between the AD&D rule and the the OD&D rule – that “supernormal” Clerics and Magic-Users get multiple attacks too.

Beyond This Point Be Dragons Ability Scores

Author: DHBoggs / Labels: ,

I’ve been asked if I would provide some additional info about BEYOND THIS POINT BE DRAGONS and how it relates to Dave Arneson, and as long as people are interested, I don’t mind, doing so from time to time, but can’t devote a huge amount of time to it.  However, this post is a note I had prepared a while back.

What the first print calls “ability scores” are referred to as either personality traits or character traits in BTPBD.  On page 4 of BTPBD section “Before Setting out for Fame and Fortune” they appear in the following order:

Intelligence
Cunning
Strength
Health
Appearance
Ego (or Loyalty)

Of particular interest for our purposes are these three:
               
                Health -  Health instead of Constitution is the term            
                Arneson uses in Adventures in Fantasy
                (1979:2)

                Appearance –  Appearance instead of Charisma is the
               term originally used in early Blackmoor according to
                original player Greg Svenson.

                Ego (or loyalty) – In 1st print D&D, loyalty is a measure
               used for hirelings and the only surviving application of
               Ego is in the magic swords section.  Ego as a trait stands
               out in particular for its repeated use as a character trait in
               the First Fantasy Campaign (FFC80: 14, 45, 47, 59) and is
               also a key aspect of Arneson’s magic swords creation
               rules in the FFC,  just as in 1st print.  Blackmoor fans will
               also readily recognize that the opposite of Ego, the Id was
               used to represent a famouse cult and monster in the
               setting.  The use of the Ego trait in BTPBD is
               characteristically Arneson. 

Missing completely from the BTPBD is Dexterity.   The term itself rings of Gygaxian turn of phrase  along with Charisma and Constitution, so it is not too surprising that BTPBD doesn’t use them.  Since we know that “ability scores” were invented early in Blackmoor play and are basic to the game, we can be sure they were either among the 16-20 pages of notes Arneson sent Gygax (manuscript A) or explained in early discussions between the two.  It seems likely that the addition of Dexterity and the use of Charisma and Constitution wasn’t adopted until Gygax wrote manuscript C or later, rather than being a deliberate change in BTPBD.     

Nevertheless it is curious that there is no Dexterity substitute like agility, for example.  Thus either the manuscript Arneson was working from did not have “Dexterity” (a further hint he was working off the earlier Manuscript B) or he chose to remove it for unobvious reasons.

We know from Svenson and others that a primary function of the “Character Traits” in pre D&D Blackmoor, was as saving throw categories.  As such, Dexterity is a conspicuous absence, because it is Dexterity – dodging skill basically - that one would use in many combat and magic attack situations.  It is the roll one would use to see whether a character might just have jumped, twisted, ducked in the nick of time as that bit of evil came at them.  Right?

Perhaps  - and this is just a guess - a reason BTPBD doesn’t include Dexterity is that there are already 6 “Dexterity” categories in the form of specific saving throws – Death Ray, Poison, Stone, Dragon Breath, Spells. 

BEYOND THIS POINT BE DRAGONS, Part 4: Conclusions

Author: DHBoggs / Labels: ,



DISCUSSION AND CONCLUSION:
The question remaining is; is BEYOND THIS POINT BE DRAGONS part of the Arneson Correspondence material or was it Manuscript D, his final draft?  On the face of it, there are many clear instances of the 1st print having exactly the same or similar text as that of BEYOND THIS POINT BE DRAGONS, but the 1st print is presented in the more formal, technical, and somewhat obscure verbiage used by Gygax.  Thus there is an unmistakable relationship between each, leaving only two possibilities - either Gygax had the text of BEYOND THIS POINT BE DRAGONS or something nearly identical when writing his drafts, or Arneson had an earlier draft of Gygax’s when writing BTPBD.  In other words, based on the mix of 1st print and original text, BEYOND THIS POINT BE DRAGONS could be either a revision of earlier draft material by Gygax (manuscript B), a Later Draft by Gygax (Manuscript C or the 1st print) or could have been Correspondence material from which Gygax worked to produce the 1st print.  Three clues are very strong indicators here as to which:
1)      The spell list:  BEYOND THIS POINT BE DRAGONS contains several unique spells.  Tranquilize and Blade Barrier in particular are functional spells for which there is no clear reason for Gygax to have edited them out, had he known of them.  Likewise, the 1st print contains an additional 40 some spells not found in BEYOND THIS POINT BE DRAGONS, and at least six new monsters.  There is no conceivable reason Arneson would have deliberately edited them out – had he known about them.
2)      The known correspondence material:  As has been discussed, we know the magic swords section and the castle construction sections of OD&D were prepared from material Arneson gave to Gygax.  We know this because the original material is printed in the First Fantasy Campaign, and careful comparison leaves little doubt that it must have been used by Gygax in preparing the 1st print (and presumably the supposedly very similar Manuscript C).  But, neither the magic swords or castle construction material are in BEYOND THIS POINT BE DRAGONS.  Aside from the fact that Arneson tells us the Magic swords section predates D&D, we can be sure it does by the fact that the Magic swords text refers to “curates” (not yet the more Gygaxian “Clerics”) and these “curates” had a list of spells that was shorter than the 1st print list in some instances.   The FFC tells us there were less than 5, 4th level spells. (FFC80:44)2, but the 1st print clearly has 6, 4th level spells listed.   Beyond This Point be Dragons, on the other hand, has only 4, 4th level spells.  This suggests that Arneson’s list in BTPBD was the “Curate” list referred to in the FFC, but Arneson changed Curate to Cleric in BEYOND THIS POINT BE DRAGONS to conform to Gygax’s usage.   That very strongly suggests that BTPBD is not a revision of Manuscript C, which likely had all the known Cleric spells, but a revision of an earlier Manuscript (B).
3)      There is also the Dervishes entry to consider.  The second paragraph of the dervishes entry in BTPBD is identical to the paragraph in the 1st print regarding orcs traveling with wagons – weird for orcs, but perfectly sensible for dervishes.  But it is clear that someone (Arneson) is copying this from an earlier text that is identical to that in the 1st print because he actually types “orcs” instead of dervishes in one sentence!  We can actually trace the chronology here in that Arneson gives a very early “monster manual” of sorts in the very last pages of the FFC.  We know it is early because of the complete lack of many familiar D&Disms.  The description for Orcs given in those pages includes the details of wagon trains and so forth that obviously formed the basis Gygax used when preparing the entry for the 1st print.
4)      Unique items – the 1st print of D&D has a noticeably larger page count, and there are many things that appear in the 1st print that have no corresponding section in BEYOND THIS POINT BE DRAGONS.  That in itself would be consistent with BTPBD being an early draft.  However, as has been shown above in just the tables section, there is also a very significant amount of unique and expansionary material in BTPBD.  The value of some of the unique material is certainly debatable, and might reasonably be expected to have been edited out in subsequent drafts, yet there is also a great deal of clarified, expanded and organized material such as in the price lists, and original material such as in the spells, for which it is very difficult to see any reason for lack of inclusion in the 1st print of D&D had it been available at an early date. 
5)      The Art -  as has been mentioned, BEYOND THIS POINT BE DRAGONS is fairly lavishly illustrated, containing some 11 drawings, 4 of which are full page chapter markers with gothic letter stenciling of chapter tittles, and 1 more full page with the book title in a hand drawn font.  The remaining 6, plus the familiar sample dungeon plan and elevation, can be found in various places in the text.  These drawings took some effort to draw, place and stencil.  It hardly seems likely that such effort would be put into a working draft.
Taking in to consideration the points above and all the points previously discussed, the only reasonable explanation for the presence of the many pages of materials in the 1st print that are not found in BEYOND THIS POINT BE DRAGONS, is that the draft Arneson was working from did not include such material.  Historically, this could only mean Manuscript B.  Likewise, the only reasonable explanation of why there are unique spells,  artwork, rule clarifications, and other items in BEYOND THIS POINT BE DRAGONS, and not in the 1st print. Is that Gygax did not have them when the 1st print was made.
The sequence is thus:
Arneson – Manuscript A
I
Gygax – Manuscript B
/                      I
/          Arneson – Correspondence
      /                                         \
  Arneson Manuscript D                Gygax – 1st printed D&D (from Manuscript C)

Given all the facts thus far, by far the most likely conclusion is that Dave Arneson began to prepare BEYOND THIS POINT BE DRAGONS based on Gygax Manuscript B.  Gygax, meanwhile, expanded Manuscript B to around 90 pages (manuscript C) by adding naval and aerial combat,  about 40 new spells, new monsters, additional magic items, and the correspondence notes from Arneson regarding castle construction and magic swords. 
Thus the two men, were separately expanding “Manuscript B”.  Gygax printed his expansion, read by millions and Arneson’s, forgotten and perhaps unfinished, nearly ended up in a Minnesota land fill.









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/

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