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A spin-off from the RuneQuest thread, where BlackWolf called attention to this article by Gary Gygax in an early issue of "The Dragon"

Curious, I hunted down a copy of the article. And wow, is it a doozy. At once a strange glimpse into the mind of Gygax when D&D was rapidly vaulting towards it's acme, and a also such a direct contradiction to so many current attitudes towards gaming, by which I'm including many prominent voices in the OSR.
I figured it would be fun to tackle this a bit of a time

LOL, well, I'm not sure whether to congratulate him for giving credit to TSR rather than taking it on himself for the creation of RPGs, or if that was a backhanded way of not having to mention Dave Arneson. Either way, at least no one can say Gygax had self esteem issues. Gygax estimates 100,000 players at this point in time. I wonder how that would compare to modern numbers?
It's also interesting that by this point Gygax clearly concieves of RPGs as a completely separate hobby from wargames, in contrast to the text of OD&D,


I think the quote "fun is synonymous with game" is fantastic, not just for what it reveals about Gygax's priorities, but also the way it undermines the concept of RPG rules "evolving" that is touted so often these days. Moreover, however, it's an upfront (unwitting?) admission that the major premise of his argument is utterly subjective. There exists no universal conception of "fun".
It's also incredibly interesting the way Gygax views D&D as a "balanced and cohesive whole". In other words, the exact opposite of how everyone* sees it today. We just had a conversation in a thread recently about the prevalence of exception-based design in modern RPGs and how there must be certain advantages overlooked in TST D&D's "throw together a bunch of unrelated subsystems each tailored to the specific thing they're trying to model". But no, Gygax believes any criticism of one aspect of D&D comes from someone who can't percieve the intricate planned puzzle pieces of the system that interlock in a meticulously designed way to intentionally deliver the most harmoniously balanced and entertaining experience.
* - Not literally everyone, just everyone, you know?
(to be continued)

Curious, I hunted down a copy of the article. And wow, is it a doozy. At once a strange glimpse into the mind of Gygax when D&D was rapidly vaulting towards it's acme, and a also such a direct contradiction to so many current attitudes towards gaming, by which I'm including many prominent voices in the OSR.
I figured it would be fun to tackle this a bit of a time

LOL, well, I'm not sure whether to congratulate him for giving credit to TSR rather than taking it on himself for the creation of RPGs, or if that was a backhanded way of not having to mention Dave Arneson. Either way, at least no one can say Gygax had self esteem issues. Gygax estimates 100,000 players at this point in time. I wonder how that would compare to modern numbers?
It's also interesting that by this point Gygax clearly concieves of RPGs as a completely separate hobby from wargames, in contrast to the text of OD&D,


I think the quote "fun is synonymous with game" is fantastic, not just for what it reveals about Gygax's priorities, but also the way it undermines the concept of RPG rules "evolving" that is touted so often these days. Moreover, however, it's an upfront (unwitting?) admission that the major premise of his argument is utterly subjective. There exists no universal conception of "fun".
It's also incredibly interesting the way Gygax views D&D as a "balanced and cohesive whole". In other words, the exact opposite of how everyone* sees it today. We just had a conversation in a thread recently about the prevalence of exception-based design in modern RPGs and how there must be certain advantages overlooked in TST D&D's "throw together a bunch of unrelated subsystems each tailored to the specific thing they're trying to model". But no, Gygax believes any criticism of one aspect of D&D comes from someone who can't percieve the intricate planned puzzle pieces of the system that interlock in a meticulously designed way to intentionally deliver the most harmoniously balanced and entertaining experience.

* - Not literally everyone, just everyone, you know?
(to be continued)