It’s strange to talk of Gary Gygax as a “lost talent” of
roleplaying games. Indeed, looked at from one direction, it’s absurd. This is
because there are two Gary Gygaxes to consider when it comes to writing for
roleplaying games: there is Gary The Systems Wizard, and Gary The Module
Designer. In the former role Gygax is the most important game designer in any
format in the modern era; in the latter, he is the original and in many ways
the best, but still, somehow, frustratingly elusive.
In terms of systems design – both in terms of mechanics but
also theme – Gary is unsurpassed in roleplaying games. OD&D and 1st
Edition are not outdated experiments, improved by experience; they are a vision
of the game. Though Dave Arneson is (quite properly) credited on the front of
the OD&D little books, it doesn’t take a consulting detective to see the
particular thread of genius that runs from Chainmail, through OD&D,
culminating in the 1st Edition Dungeon Master’s Guide. When one
hears Dave’s players talk of his campaign (with enormous affection), one can
hear a different, alternative vision of D&D – that never quite was. Dave’s
3-4 published modules for OD&D and AD&D are interesting, quixotic, and
often fun, but they are not the peak of the mountain – and though we have him
to thank for the Illusionist and Assassin, we shouldn’t look to him for a
coherent mechanical execution of them.
No – it was Gary who loved the eponymous Dungeon. It was
Gary who mashed together the influences that determined the classes and races
of the Player’s Handbook, and of the array of beasties in the various Monster
Manuals – not just his two, but also the Fiend Folio and Deities and Demigods.
The legally troublesome inclusion of the Cthulhu Mythos in the latter book fits
a game with the Elder Elemental Eye spreading its tentacles across multiple
series of modules. It was Gary who created the “dense and deep” mechanics of 1e
– where, as Anthony Huso of the Blue Bard puts it, rolls often determine in one
number both the QUALITY but also the QUANTITY of the result; where detailed
information about hiring small armies is given; where seemingly absurd
subchapters on aerial and waterborne combat are provided – absurd until those
situations inevitably arise! There is a scope of vision and deep gaming wisdom
on show in the 1st Edition books by Gary, especially, of course, the
DMG. And I need say nothing of the scope of his cultural influence – in many
ways sparring with Lord of the Rings as the key Western fantasy influence,
whether conscious or not, of our times.
But it is as module designer that I want to lament something
lost. My basic contention is this: though Gary’s module designing career (for
D&D – see postscript) needs no justification or defence, it is reasonable
for the fan to identify the pattern of drama and partial failure in his “prestige”
modules, and wonder what happened.
The point I make about “no justification or defence” being
required is salient: Gary designed B2 and T1 (for starting parties), WG4 and S4
(for mid-level parties), S3, G1-3, and D1-3 (for high level parties), and S1
(for the very crème de la crème). That is a catalogue of modules which brooks
no comparison. There were some other early designers with multiple real successes
under their belt (Zeb Cook, Douglas Niles, Tom Moldvay, and even Tracy Hickman
come to mind, as does the UK team), but I’ve just listed 12 modules of the
highest quality, and I can think of at least 8 other modules (by one
calculation) bearing his name that came out during 1st Edition. So
what’s the problem? He designed the key modules at every party level, and is by
any measure the most prolific great designer in D&D history. (On top of
those previously mentioned, I might add Jaquays, Smedman, Wetmore, Huso, Lux,
Kutalik, and others...but none are as prolific as Gygax was in a single decade
of work.)
The problem is, of course, what should have been the
crowning glories of his career are, to lesser or greater degree, failures. T2(-4),
the megadungeon promised by the iconic T1, is clearly actually keyed and
planned by Gary, but the finish is Mentzer – workmanlike, respectable, but
pedestrian. Q1, the great planar adventure to finished off the G and D series,
was written by Gary’s favourite artist (?!) in lieu of him, with the Dungeon
Master himself only carrying a co-credit – and it’s not a well-loved module.
Castle Greyhawk, Gary’s own campaign-in-a-box city-and-megadungeon, never truly
came out in D&D colours – with a bizarre parody released not longer after
he left TSR, and then a later, more respectable tribute act by some of his
friends. So his two megadungeons, his campaign-in-a-box, and his planar
adventure – the things that really sum up his table and/or his aspirations –
never came out in adequate form. He put in stellar performances on the minor
forms of the art, from starting modules to weird diversions with aliens to base
assaults on the mighty, but never quite stuck the landing on the big moves.
Why? Well, some think it’s more or less the yips – Gary didn’t
want to finish them. They were beyond his creative capacity. The same people
often think nothing could have been (or could now be) released that would
satisfy, given the legend attached to Castle Greyhawk, particularly. I disagree
syrongly on both points. The reason those modules weren’t finished to his usual
standards was simple busyness (as often reported). With so few people at the
company in the early days, and Gary prone to getting involved in just about
everything – including a bizarre, lengthy essay in Dragon ranting about how he hated Origins – he didn’t discipline
himself to the task of completing those big, rambling modules. The co-authorships
give the game away: T2 and Q1 became white whales for Gary not because of
artistic angst (I find no trace of that
in any of his work, even as he experienced professional
angst) but because he was too busy and so dumped the work on other people.
I also disagree that, at this point, nothing could possibly
satisfy. I don’t think anyone could honestly read any of the great Gygax
modules and think that if – somehow – a fully polished, signed in his own hand,
1980-vintage Castle Greyhawk came out, that it wouldn’t instantly be one of the
best modules ever written. Sometimes, things do live up to expectation - the
reputation of S1 or G1-3 does not stop them being magnificent. Even minor flaws
cannot take the lustre off B2 or T1. CG1-10, a true T2-4, a Gygax Planar
Adventure to replace Q1 – these would all be about as good as ever wanted them
to be. That is not to be, of course, but there’s no use pretending.
And on that basis, we can look at the highest mountain of
them all in module design – Mount Gygax, of the killer slopes and hidden caves –
and see that the peak is missing. The other mountains still tremble in their millennia-long
movements, though, as they go under the shadow of the giant.
POSTSCRIPT: A strange complexity of Gary’s module-writing
career is that it did not end in 1985. His
later works are still essentially written for D&D – very obviously when
written for Swords & Sorcery, or Castles & Crusades, but just as much
when written for Dangerous Journeys or Lejendary Adventures, his own successor
games. And his later works are not solely edits or slight expansions of his
early hits (as is mostly the case with his co-DM Rob Kuntz). Necropolis was published in the early
90s and published for DJ; his LA adventures come out as new cloth in the early
00s; and though Castle Zagyg is plainly a new take on Castle Greyhawk (with a
tragicomic note, its publication never got beyond the Upper Works due to Gary’s
death) and is indeed a co-written project, that was something Gary was working
on in the last couple of years of his life.
I think I may spend some time on reviewing these later
works, dressed up for different games, representing the changes in Gary’s own
philosophy, but nonetheless recognizably the work of the author of that iconic
introduction to B2: “...your fate is in your hands, for better or worse.”
Another version of Gary Gygax emerges from a study of his career squelching amateur creativity, cutting out co-designers but using their ideas, including the inventor of the dungeons he loved, and trying to become the sole authority of D&D when it was taking off to the exclusion of others.
ReplyDeleteOr his movie screenplay.
https://v1.escapistmagazine.com/articles/view/tabletop/features/14604-Inside-Lost-1980s-Dungeons-Dragons-Movie-Gary-Gygax-Loved?fb_action_ids=10154775028331959&fb_action_types=og.comments
Or his post-TSR flops like Cyborg Commando and Dangerous Journeys.
If Gygax ran D&D today he'd be after the OSR with a hatchet. As it happens, he gets to be sainted by retro-minded gamers who overlook what's not praiseworthy.
I thanked him personally myself, decades ago, for his role in launching the hobby, but he did a lot of damage, too.
Sure. Gary sometimes seems to have been like an erratic mob boss - tribal in loyalties (Rob K actually got his name on stuff, Jim Ward's role through the years), but ruthless with those he was less bothered with (Dave A, arguably Zeb Cook if rumours about how much of OA he actually wrote are true, etc).
DeleteAnd I don't think there's any need to defend his later rules experiments - I mean, even UA gets a lot of (slightly exaggerated) caning. ((Though the classes DO suck in their UA form. What happened between Dragon and UA?)) LA, whilst at points interesting, messes around with non-weapon proficiencies as a basic component of the game, and Gary's own adventures for that system provide XP for fairly banal story goals - though the adventures ARE worth a look.
But my point about systems design is that he had already reached the actual peak. There's no lost talent there. I can ignore the later squibs, and set aside his dreadful behaviour. I mean, whenever I use an Eric Gill typeface I have to do far more setting aside!
Peter Aronson gave D&D the illusionist, not Dave Arneson (the Blackmoor supplement included assassins and monks...Aronson's illusionist was first published in The Strategic Review).
ReplyDeleteSorry...just couldn't let that note slide!
You're quite right!
Delete