Tim Shorts tried something different with his recent,
Patreon-supported micro-adventure, Into the Ruins. He used
bold type to highlight “things of note” within scenario
entries. Certainly boldface type has its traditional place in
paragraph formatting, most notably as an introductory paragraph
subhead labeling the subsequent text: “Chamber 3: Guard Post.
Five orcs cluster around a wooden table, tossing dice and drinking
ale....” But reading Tim’s micro-adventure and then perusing some
classic modules from my youth demonstrated that peppering adventure
text with notable boldfaced words has been a layout convention since
the beginning of the roleplaying game hobby. I suppose I’ve always
been subconsciously aware of this, but it took Tim blatantly pointing
this out to bring it to my attention and kindle my interest in how it
was used in other published work, particularly modules supporting my
earliest immersion in Basic/Expert Dungeons & Dragons and
Advanced D&D.
[*If I gained anything from being subjected to Gordon Ramsey’s
“screaming chef” reality show Hell’s Kitchen – aside
from a revulsion toward the reality show genre – it’s that
consistency is key to providing good food service.]
Gaming publications, however, rely on boldface as a necessary staple;
while italics might offer some light emphasis, nothing stands out on
a page of text like a boldfaced word. While the venerable Star
Wars Roleplaying Game Style Guide used italics to highlight
attribute and skill names in the text, game stats employed a host of
boldfaced labels for easy reference. The short-form paragraph stat
formats often led off with a bold name header: “Gorlik
the Bounty Hunter. All stats are 2D except....” Full
stat formats listed each element with a bold title noting every key
stat. Publishers often put “read aloud” text in boldface to help
gamemasters find these references on the page and presumably make
them easier to read (and not stumble into non-player information);
sometimes these simply appeared in boxes rather than boldface. These
formatting conventions remain pretty consistent within gaming
publications. Other publishers relied on boldface like West End used
italics to denote game jargon. But highlighting key elements within
non-stat text using boldface type?
Yet TSR used the technique frequently in rulebooks and adventures, at
least in the early 1980s, the period from which I have most of my
classic D&D and AD&D material. The
first-edition AD&D trilogy of rulebooks primarily use
boldface for references to internal sections or other books; but by
the 1981 Moldvay-edition of Basic D&D (and presumably the
Holmes interpretation of the original little brown books, which I do
not own) boldface sees far wider use to highlight core game concepts
(“caller,” “mapper” and “saving throw”
for example), spell names, and internal/external references. At first
glance the ubiquitous use of bold type in early D&D
modules seems...reckless. Every few sentences words pop out in bold
beyond the expected use to denote entry numbers and titles, or
sometimes noting the first few words in a paragraph as a reference
marker. But looking at these a bit closer, one realizes there’s
some rationale, not always consistent among products, but a method to
the seeming madness. A quick review of the old D&D and
AD&D modules I have shows a somewhat consistent use of
bold type to highlight important text: primarily spells (hold
person), magic items (sword +1), and internal/external
references (“Using the Wandering Monsters table...”) but
occasionally monsters or monster types (undead), single-letter
references (such as a map notation: “This room is similar to
#6...”), and just seemingly appropriate bits to emphasize.
This is by no means a comprehensive review, but the use of boldface
seems to follow these somewhat consistent conventions, at least
within individual products. At some point in 1983, however, the use
of boldface for emphasis was phased out in favor of italics (though
it was still widely used in subheads and paragraph labels).
Boldface certainly helps words stand out on pages of solid text or
those with minimal graphic elements. (Tables also break up infamous
“walls of text” while also imparting or summarizing essential
reference information.) Looking at earlier works such as The
Thieves of Fortress Badabaskor
(one of the few Judges Guild products I’ve acquired as examples of
early gaming publications) one notices the limited font
choices (if any) and how vast paragraphs of game information can make
the eyes gloss over without typographical techniques (boldface,
all-caps) to emphasize key elements.
I’m no expert, nor have I made a comprehensive review of all
roleplaying game products ever published; but I get the general
impression the use of boldface for internal text reference is not
widespread in roleplaying game publishing from the late 1980s onward.
Even skimming my admittedly limited collection of Old School
Renaissance (OSR) materials – many of which purport to embody the
spirit of classic games that shaped the hobby – shows few embraced
this use of boldface emphasizing key rules and adventure elements.
Maybe we need to consider returning to this trend...with some
consistent rationales, of course. Reading those old D&D
modules one sees how easily essential encounter elements stand out on
the page: the spells adversaries can use, the magic items characters
can find among the treasure, references to other chambers that relate
to the current encounter. Highlighting these with boldface helps
gamemasters quickly find information while skimming pages of text,
making their job easier whether they’ve read the module beforehand
or are running it on the fly.