“Books
serve to show a man that those original thoughts of his aren’t very
new after all.”
– Abraham Lincoln
I’m constantly amazed learning about the origins
and influences behind Dungeons & Dragons, how even today
the roleplaying game hobby continues evolving based on past works
“improved” by those who feel they could do a better job...and
sometimes actually do. Two publications best illustrate the movements
from which D&D derived much of its imaginative power and
mechanical implementation: Jon Peterson’s monumental scholarly
history Playing at the World and the visually impressive
coffee-table tome Dungeons & Dragons Art & Arcana by
Peterson and a host of others who have reflected on the origins of
the roleplaying game hobby.
Two developments – enabled by the Internet Age
putting desktop publishing and worldwide PDF distribution into the
hands of ordinary gamers – advanced the development of new game
iterations derived from D&D: the Open Game License (OGL)
and the Old School Renaissance (OSR). In both cases gamers both
professional and hobbyist took the foundational work of others and
made it their own, sometimes simply adapting it to a genre or format
or house rules, other times crafting some true innovations within the
form itself, yet still derived from that original. The OGL appeared
with the third edition of D&D, the first under WotC’s
ownership. It allowed (within certain limits) anyone to publish
material based on certain core mechanics of D&D as
outlined in a System Reference Document (SRD). At first this resulted
in numerous established publishers releasing a deluge of
d20-compatible supplements and adventures to take advantage of the
renewed popularity of D&D
among gamers old and new. Some
were truly inspired and quite useful at the gaming table; many were
not. A few “all-new”
games emerged using the core D&D
mechanics: Fantasy Flight Games’ DragonStar
comes to mind, though
Pathfinder was a
successful third-party challenge to the 3.5 edition of D&D.
Many seemingly popular
products had their 15 minutes of fame, only to fade into the
background as new material poured forth from publishers.
As established
publishers lost interest in
producing OGL materials, fans realized they could harness the OGL to
produce their own interpretations of D&D.
Some wanted versions of the classic early editions of the game –
the little brown books of original D&D,
the trio of core hardcovers for AD&D,
even versions of the Holmes and subsequent Moldvay Basic
D&D – in the absence of
affordable reprints or PDFs from WotC.
Others saw opportunities to
integrate their own interpretations and improvements – mechanical
as well as thematic – on the original game. The
subsequent flood of OSR games went beyond simple interpretations of
gamers’ favorite versions of D&D...it
exploded into another deluge of product, this time from hobbyists as
well as professionals with a similar range of quality as the earlier
d20 flood. Given the wider
range of creators (and hence interpretations) and the ability to
publish without the backing of an established corporate
infrastructure, the results brought a vast diversity in content
pushing the bounds of the roleplaying game experience. I
tried
some OSR
products that appealed to my
interests and expectations in gaming,
not so much to emulate the earlier D&D
rules I still owned but to see where people took rules and settings.
Some I used to explore
solitaire roleplaying, others informed my own refinement of my
personal favorite B/X D&D
rules, integrating elements like Ascending
Armor Class and single saving throws into
my own home rules.
Roleplaying games encourage derivative
development. Most invite individual players and gamemasters to make
adjustments to suit their own play styles. Developing settings and
adventures has always been a major activity for gamemasters when not
actually running games. Goodness knows some of my own creations –
back in my high school days and up into my professional game
publishing efforts – merged my favorite elements from media with my
roleplaying adventure design and writing much as such things inspired
the creators of D&D. Some of my earliest D&D
ideas drew inspiration from Ray Harryhausen films like The
7th Voyage of Sinbad and The Golden Voyage of Sinbad. As a
kid I wrote Star Frontiers and Traveller scenarios
based on episodes of Doctor Who, and even managed to work in
some Star Wars
elements after Return of the Jedi premiered (no, not Ewoks,
just AT-ST walkers and speeder bikes). Over the years I’ve been
known to integrate ideas from Alien, Predator, and the
Cthulhu mythos into my games. I even once wrote an article about
porting the essential plot and other story components of Akira
Kurusawa’s acclaimed film The Seven Samurai into any game
genre. Much of my work at West End Games dealt with developing
roleplaying game material from licensed media like Star Wars,
Indiana Jones, even Men in Black and Hercules &
Xena...all derived from previously established sources and given
a roleplaying game interpretation.
Somebody, probably several somebodies, once said
there’s nothing new; that all works are amalgamations and
evolutions of an author’s past experienced story elements. This is
no less true for a pastime as seemingly novel as roleplaying games.
They derive their essence from numerous past sources, from the most
ancient storytellers huddled around the campfire to modern wargames,
media, and fandom. Their creative energy flows from the very people
who play them.
“An
original idea. That can't be too hard. The library must be full of
them.”
– Stephen
Fry
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