Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

Wednesday, 22 January 2014

D&D the game that changed the world

Well if this blog is going to be about Games and Gaming then we might as well start with the biggy, the daddy of all modern fantasy games, the system which launched a thousand imitators and made stars of its creators, writers and artists...

Dave Arneson
Dungeons & Dragons is, this year in its fortieth year, and fifth or sixth incarnations . It's creators, Gary Gygax and Dave Arneson, both of whom are now dead  had the genius idea of marrying, role-playing, a previously little known psychology and management tool, with escapist fantasy story telling, and traditional tabletop miniature and board games, to create a game like no other of its time...

The earliest versions of the game, simply called Dungeons & Dragons, or Chainmail, seem to have had an effect not unlike the Velvet Underground's early LP's, or the Sex Pistol's gig in Manchester 1976, not many people bought records or heard them play live, but everyone who did went away and started their own bands, or in this case their own game systems... The game was that inspirational.

Gygax, great dress sense too...
But what was it that inspired so many people? There was little in the way of story, background or plot for a modern role-player to get their teeth into, the rule system although quite complex for its time, and becoming increasing dense with each new edition, were really little more than a combat system and list of spells and their effects, it's surprising to look back at those rules now and read "the DM's word is final" and accept we live/gamed in worlds with no fixed rules.

When I got to Advanced Dungeons & Dragons as it was called, in the late 70's TSR monstrous baby was seeming huge, they had a whole world, Grayhawk, for gamers to explore, but wafer thin, huge areas were pencilled in with mountains or dessert, cities and kingdoms but very little detail was given, not even 'Here be Dragons' to aid the Characters or DM in their quests to adventure into this new world... and even where D&D did give you a grand plot or over arching scenario to discover and work through, such as in the now legendary G1/2/3,D1/2/3,Q1 campaign, the action takes place outside of the Greyhawk continuum, and outside the rest of TSR's output (other modules) completely.

my first D&D character,
in Andy Chambers's hand writing
Later as the system and the Company behind it grew, TSR became more prescriptive about its worlds and the mythos within them, they spoon fed gamers with Dragonlance, or Ravenloft, or Shadowrun or... but somehow giving us more detail, they restricted the imagination of  the gamer, they corralled  everybody, 1000's of us, all locked into the same 10' wide corridors fighting the same Liche Lords or Tentacle walls.

And although this gave people of a certain age, a shared experience, it also reduced creativity at the base level of the game, the stand alone role-play group and it's DM.
Today Dungeons & Dragons is huge, more people play now than ever have before, the conventions are better attended, gaming groups are growing and TSR's parent company knows that if it continues to nurture its brand with new product and continued support, the game will run and run...
12 pages of black & white print, and few drawings

So if you're a gamer, or modeller, or even a collector of fantasy and sci-fi metal models, and you've not already contributed to the Gygax memorial, or raised a toast to Dave Arneson and those ground breaking early guys, can I suggest you do so, salute D&D; the game that changed the world.

Friday, 15 November 2013

...and rise...

Citadel miniatures in 1983, must have been a fabulous place to be.

After the changes in personal at the top of Citadel/GW in the previous year left Bryan wholly in command, the year that followed would be one which shaped the miniature gaming hobby for the next two decades.

Bryan changed the way that miniatures were produced, marketed and consumed for a generation of gamers. These changes weren't instantaneous, and some like the production methods, had been  developments of what was already going on across the previous couple of years, and of course some developments were only temporary themselves and would be superseded  in a the fullness of time, but it clear to see Bryan's direction and imagination coming to the fore, in his first full year in charge.

The first noticeable move away from the sales model of the previous 4 years came in late '82, Citadel started to put out new miniatures in boxed sets. Now I don't think this was a original idea, I had seen some American companies selling in boxes (but I can for the life of me remember who? Dave?) in the early '80's, but these new Citadel boxes were the first to contain minis that were any good.

The Dwarf Kings Court


Previously minis had only been sold in singles, in plastic bags with folded cardboard headers, and if you wanted one mini, you paid for and got, one mini.
Boxing was the first attempt to drive gamers/collectors into buying more miniatures than they necessarily wanted. A box would contain 8 to 10 minis that you couldn't get in the main range, so if you wanted a specific mini the only option was to spend £3.95 on the box to get it...

Fortunately, for gamers, most of the these early boxes contained great minis, so people were only too willing to to put up with the marketing to get the best Citadel had to offer, and most of these box sets are still very fondly remembered.


The second change, visible form the outside, was the move away for a catalogs of miniatures you could buy to what came to be known as the 'C' codes.
In the early years Citadel had it range divided into Adventures, Monster and specials, with each mini having its own specific code, with-in these broad groups, which you could order separately.
The 'C' codes stopped this, minis were grouped into 40 codes which contained many different minis.

John Blanche art from the first Compendium
I don't quite know when this change took place, The Stuff of Legend gives a date as early '83, and when I got to TTG in that summer, Bob had me had me change over the figure-racks from the old codes over to the new system, the change was defiantly complete by the release of the fist Citadel Compendium in October...

In October '82, if you wanted FA-1 Fighter in Plate, you got it and noting else, in October '83 if you ordered from C01 Fighters, you got one of sixty plus variants.

Finally, the biggest thing at Citadel in 1983, was the release of Warhammer.
The first edition of the mass battle system was launched in the summer, and was an attempt to put a game behind the miniature range to guide players into buying more miniatures. The problem with D&D was a vehicle for a miniatures range was that the miniatures themselves were an unnecessary luxury. With role-playing most players wanted one or two miniatures, preferably ones that represented their Character as closely as possible, and no more... DM's would be expected to have a few more, half a dozen goblins and Orcs, an Ogre or troll, or a scenario specific monster or two, but not huge numbers.
Warhammer changed all that.
Mr Blanche again

I remember taking the first box home, and playing a scenario given in the back of one of the books.
The adventures had to cross one of three bridges, whilst a random assortment of 'baddies' tried to stop them... the heroes I think were given in the rules and the baddies were generated by an encounter table... Now, Mark and I had a fair number of minis each... I must have had 50 or 60, Mark a similar amount but within a few rounds we'd exhausted our supply, even reusing dead'uns and throwing in proxies where we didn't have an exact match for what the the random table generated, we ran out of minis...
Plus the rule system seamed retrogressive even then... saving throws! What was all that about? Mark was throwing buckets of random monsters at my five heroes, with whatever damage done 'saved' on a roll of 3-6!
Would you believe I played Warhammer on the first day it was released, and didn't play again for 5 years, I just didn't like it... but I assume lots of people did, or were looking for something new after the D&D boom waned, as it went on to be the biggest game in the UK Fantasy market in the 80's and 90's, but you needed LOTS of miniatures...

How Citadel provided all these new and different miniatures is in perhaps the most interesting thing about the growth of the company in the period, and I'll write about the radical production methods next time, but for now I hope that I've shown you how Citadel Miniatures started to dominate, firstly Games Workshop Britain's biggest game manufacturer and retailer, and secondly the UK market itself.

Tuesday, 12 November 2013

The Rise...

It's hard to look back now at Citadel Miniatures and not see them as the all conquering behemoth of the miniature gaming world they were to become, but in the early 80's that one particular outcome was not certain by any means, other companies could have come to the fore or the company might not have developed in the way that it did.
So what happened between the formation of the company in early '79 and my formative year of '83 to turn the casting arm of a small games company into a dominant market leader?

Citadel's early miniatures show their roots, all those early minis are designed almost exclusively for use alongside Dungeons & Dragons. 
Character types are copied slavishly from the AD&D books, creatures from the Monster Manual, very little is original, and where it was, as was the case of the few monsters that travelled from the range over into new D&D books, we all knew what we were being sold, and for what we were supposed to be using them... D&D.

'82 catalogue
Which is a bit odd really, because it wasn't until  much later that Citadel had a full AD&D license...  
Grenadier Models had that license in the in the late 70's and early 80's in the US, but made little impact in the UK in spite of the tie-in.
Even the range that Citadel were set up to produce over here, Ral Partha, could (should) have gone on to become the dominant player here, as it was in the US, but again, even with a long standing history of being associated with D&D, it slipped into the position of also-ran.

It's possible to go a look at what Citadel produced in the first couple of years and pick out virtually every monster and character from the D&D pantheon or it's  rough equivalent, but after making everything that the D&Der needed there was a natural break on what the company might possible make next.

Obviously they looked for other markets, historical miniatures were (are) a short step away, as are minis for other game systems, and Citadel go away and try to expand all these other revenue streams as the 80's dawn... Gangsters, sci-fi, larger scale models and movie tie-ins (Star Trek) are all explored, but with little success... 
The only thing that does start to sell more miniatures, and I mean sell more than the one of each or the few that you needed for the D&D campaigns, were the Fantasy Tribes.

One of 20 variants of FTD9 Dwarf in plate-mail with sword
Fantasy Tribes, I feel, have all the hallmarks of what made Citadel great in the 80's, and would show the pattern which Bryan would try to repeat whenever he started a new project.
Firstly they were wholly original, other manufacturers may have had a dwarf or two in their range, only Citadel had 60 different models in a Tribe, secondly they were collectible, where other ranges had fixed models to buy, Tribes were, it seamed, constantly changing so that just when you thought you had them all, new variants would turn up to keep you buying, thirdly, and this was true of all the models that Bryan commissioned, they were full of character, no bland Orc with Sword in this range, these Orcs are attacking, swinging, charging, and finally, they were great models, in a way that lots of early Citadel or American imported minis weren't.

But even these stand out collections weren't for very much more than extra variety on the D&D table and I doubt that the company could have gone on from strength to strength in the way it did with just these...

Which is where a little bit of luck comes in handy...

Steve Jackson and Ian Livingston, Bryan's partners in Citadel and owners of the parent company, Game Workshop, had hit on the smart idea of copying the unique feature of also ran fantasy role play game Tunnels & Trolls, it's solo play option, and repackaging it for a younger market as Fighting Fantasy game books... They were hugely successful  creating a publishing phenomena and launching a whole line of best selling books which made their authors at least properly famous, if not quite house-hold names.

The first Fighting Fantasy book I bought
Which must have taken the pressure off Citadel/GW to perform financially, Bryan had made another halfhearted effort to start again with his Bryan Ansell Miniatures, but by late '82 with Steve and Ian moving into new spheres and Bryan looking for new directions, a deal is struck that gives Bryan control of Citadel AND Games Workshop and allows him to take both companies forward with his direction and control.

Now, the deal that I heard that was struck was that Bryan would take immediate control and pay Steve and Ian £1,000,000 in 12 months. Bryan told me at a much later date, that he didn't have the money when he took control, and had to make £1M in that first year to for-fill his part of the agreement, but fore-fill it he did, so we can assume that 1983 was a very good year for miniatures...

Next time, Lets make a million! All aboard for Boxed sets, the  first Compendium and Warhammer Fantasy Battles

Friday, 25 October 2013

A new shop in town...

I've always been of the opinion that Daybrook Square was the centre of the whole wide world, a fact proved to me in early '81, when a wargames shop open there, right on my doorstep, with-in a 100yrds of where I had first played with Airfix Knights and Astronauts on my Grandma's front room carpet...



Once again I think Andy Black was the bringer of the great news, he must have had to walk past it that morning to get to school and by the time D&D club started at dinner time it was pretty much old news that we had our own shop with-in walking distance...

Images stolen from Richard Scott
My first memory of going though inside was one tea-time after a dentist appointment with my mother...
ding-ding-ding, went the the door dell on entry and we were greeted by a friendly blonde lady, Kate Connor, behind the counter who explained that they had just opened, after working out of their house on Acton Rd, Arnold for years.

My Mum and Kate chatted for awhile whilst I shot to figure racks to see what they had...

And they had loads of stuff, everything Citadel had; Adventures, Monsters, Historicals,  plus loads of Ral Partha and others...

NOT my painting
The shop was also full of other stuff, plastic kits and modelling supplies which Kate later told me had been bought it to fill out the space, and also Dungeons and Dragons books and Modules, rules from other people, and 'Wargames Miniatures', tanks for WW2, soldiers for Napoleonics and ACW, none of which I'd ever seen before... and board games, loads of them...

But, on that first visit I only had eyes for the fantasy figures, Kate lent me a chair to stand on, so i could reach the top of the rack and from there I picked my first ever Citadel miniatures... a slime beast with sword (FF2), and a Fighter in plate-mail (FA1), amongst them...

From then on, for the next couple of years, I'd cycle through Arnold Park and down to TTG after school and spend half and hour or so, going through everything fantasy and sci-fi they had... I knew there stock as well as they did... which was handy...

Next, Stock taker!

Wednesday, 16 October 2013

My first metal miniatures

These are they then...

What Andy Black was showing me were these three (and I suspect a fourth, now broken) minis, wrapped in tissue paper...
They blew my mind....
We'd used bits of graph paper and the odd small dice or two for working out tricky D&D stuff like combats and party order and stuff, but the prospect of adding little men to the games was a terrific idea, more like the Miniature Wargaming I'd seen in the Airfix guides.

I wanted these, and I wanted more...

The two (badly) painted chaps on the flanks here, are both from Ral Partha, although a swift search fails to reveal which codes they are, or who designed them (help Dave please), but the chap in the centre, stripped clean of my childish gloss paint, is by Asgard miniatures, DA25 Gnome which is probably still on sale today...

Turned out Andy had bought these from Asgard, a shop, "near the courts", in Nottingham...

From what I remember, this revelatory experience was close to the end of summer term in 1980, and over the summer I promised to my Mum that I'd keep up the writing exercises that I had been given for my Dyslexia, if she would take me to Asgard to get me the D&D books before the new school year started... I did the exercises.

I got the books, not from Asgard, we couldn't find it, turns out I was by the wrong Courts, der... instead we got The Players Hand Book from Nottingham Model Soldier Shop and the DM's Guide and the Monster Manual from Beaties.

I can't say why I was less than excited by these other shops, NMSS had lots of minis, but they were mostly Minifigs historicals, which were of less interest then... Beaties was the biggest toy shop in town, but not cool...

So Asgard would have to wait for another time... I had a few tiny toy chaps, I had all the rules I needed... 3rd year was going to be a good year for D&D.

My writing and spelling improved too if you are interested, now I could write and spell; strength, intelligence, wisdom, constitution, dexterity, charisma, experience, armour class, hit points, equipment and "miscellaneous items", quite fluently...

Tuesday, 15 October 2013

Arnold Hill D&D club

So my first ever game of D&D was with Andy Chambers, and a lad called Grant Wesselby.
I was given a Half-Orc character by Andy, and unusually we were in a wilderness adventure.
It took me 20mins of so for me to get the jist of the role-play aspect, I just though Andy, the DM was doing a lot of talking about the set-up, but after I got-it, the world(s) just opened up...

TSR's advertising tag-line for this period was D&D; A Gateway to Adventure, which is pretty good, but for me D&D proved to be a gateway to imagination.
The possibilities were endless, just by imagining what we were doing we could be anywhere doing anything... and OK, mostly we'd spend our times in imaginary 10' x 10' dungeon rooms killing Goblins, but in theory we could have been doing anything...

And it wasn't just D&D, there appeared to be loads of these types of games around, Gamma World, Tunnels and Trolls, and more traditional board games with sci-fi and fantasy twists; Rivets, Ogre, Dungeon, loads of them... and we used to make games up... all this stuff  stuck me as a perfect way out of dull Thursdays (any day!), so everyday from then on, it was off to L7 for an hour or so of escapism...

One morning I came into school, and fellow D&D'er Andy Black said, would I like to see these... and in a old bacca-tin  he had three or four tiny model dwarves, he said he'd got them from Asgard...

I can't remember if I gave him my dinner money there and then, but by the end of the day those minis WERE mine...

Next up... My First Minis & Asgard, where was this mythical place...

Monday, 14 October 2013

A chance encounter



I came across the Arnold Hill Dungeons and Dragons Club by accident...

Second year Integrated Studied lessons, a mix of History, Geography and RE, were I discoverer, a bit of skive if you knew what you were doing... If you wanted to wander-off to the library, for research on your project, you could... Same went for 'the labs', large tables outside the general classrooms, which could be used for painting or modeling, drawing-up big graphs and presentation materials, you were allowed to... So, nominally I was painting-up a star map for a project, but in fact I was listening in to a group of lads from the classes next to mine talking about pretending to be dwarves and killing goblins...
Fascinated I poked my head over the intervening bench and said "that sounds fun, can i play?"
They all sort of looked at each other, and at one lad in particular, Andy Chambers turned to me and said "Only if you pass a test... what does XP stand for"... slightly baffled and dyslexic, I stuttered... "Extra Power?"

Chambers stared at me...
He was a big lad then, and always promoted a hard man image, to the extent that he had been banned from the 1st year recreation of the Battle of Hastings, after hardening a tennis ball in plaster and paint, and fixing it to a chain and handle like a flail...

and stared...

"Close enough..." chirped a voice at his side... Simon Maze came to my rescue, "its Experience Points, but it leads to extra powers..." "Andy is starting a new campaign, he needs players..."

and stared...
"12.10, L7" Andy grunted...

I was in.