Explore the fascinating journey of the original Dungeons & Dragons, often referred to as edition zero. This blog delves into the game’s beginnings, its foundational concepts, and how it has shaped the tabletop gaming landscape we know today.
Table of Contents
- The Birth of Chainmail
- The White Box: The First Edition of D&D
- Expanding the Game: Supplements and Their Impact
- Conclusion: The Legacy of Original D&D
- FAQs about Original Dungeons & Dragons
The Birth of Chainmail
In the early 1970s, Gary Gygax, a key figure in the development of tabletop gaming, created Chainmail, a miniatures war game that laid the foundation for Dungeons & Dragons. Unlike modern games like Warhammer or Battletech, Chainmail was a pioneering effort in the genre, emerging nearly a decade prior to these well-known franchises.
Chainmail was centered on simulating large-scale battles with miniature figurines and modeled terrain, allowing players to engage in combat with customized armies. The game was initially developed by Jeff Perrin, Gygax’s associate, in Lake Geneva, Wisconsin, and Gygax later expanded upon this concept through articles and newsletters. His efforts caught the attention of Gaidon Games, an Indiana-based company that hired him for various projects.
Despite its initial success, Gaidon Games lasted only three years, with Chainmail being its most significant achievement. The game focused on realistic medieval combat, but Gygax recognized the growing interest in fantasy elements among his gaming group, which was heavily influenced by the works of J.R.R. Tolkien.
The Fantasy Supplement
As Gygax’s group became disenchanted with traditional medieval war games, he introduced a 15-page supplement that incorporated fantasy elements, drawing inspiration from Tolkien’s universe. While Gygax himself preferred sword and sorcery styles, such as Conan the Barbarian, he wanted to cater to his friends’ interests, resulting in a multitude of Tolkien references.
This supplement was crucial in shaping the ideas that would later define Dungeons & Dragons. For example, the dragons in Chainmail would evolve into the iconic chromatic dragons of D&D, while the game’s trolls were more akin to the fearsome beasts from Paul Anderson’s Three Hearts and Three Lions.
The introduction of stronger human units called heroes and superheroes also played a significant role. Although leveling up was not yet a concept, these units became the power tiers for D&D’s combat system. Players began as ordinary infantrymen and could aspire to become heroes over time.
The Wizard Unit
Perhaps the most significant connection between Chainmail and D&D was the wizard unit, which introduced many iconic spells that would later become staples in D&D gameplay. Spells like haste, protection from evil, polymorph, and anti-magic shell first appeared in this supplement, with their mechanics closely mirroring the future iterations in D&D.
Overall, the wizard class was the most complex aspect of Chainmail, featuring sixteen unique spells and missile abilities. The introduction of multiple tiers within the wizard class, including sorcerers and warlocks, laid the groundwork for the diverse spellcasting options that players would enjoy in D&D.
The White Box: The First Edition of D&D
In 1974, Dungeons & Dragons was officially released, often referred to as the “White Box.” This initial version was packaged in a wood grain box, with subsequent editions featuring literal white boxes that contained the same materials. The contents included three short booklets: one for player information, another for monsters and treasures, and a third for adventure building.
The amateur nature of the game was evident, particularly in the artwork, which resembled doodles from a teenager’s notebook—poor anatomy, excessive nudity, and blatant tracing from comic book art dominated the pages. However, the art would gradually improve with future supplements, reflecting the evolution of D&D products.
Another sign of TSR’s early phase was the simplicity of the game system. D&D was essentially a supplement to Chainmail rather than a standalone game. Players required the Chainmail booklet to understand certain mechanics, like initiative, since D&D lacked rules for determining the order of play.
Combat System and Class Structure
The D&D booklets utilized the Chainmail combat system, which ranked classes based on hero and superhero tiers. Fortunately, Dungeons & Dragons also provided its own combat rules, accommodating those who didn’t own Chainmail. This alternative system became the trademark combat method until the third edition.
Players referenced attack tables to determine the necessary rolls to hit various armor classes. The introduction of THAC0 (To Hit Armor Class 0) simplified this process, allowing players to note what they needed to hit the maximum armor class, thereby streamlining gameplay.
The White Box initially featured three classes: the fighting man, the magic user, and the cleric. The fighting man was straightforward, excelling in combat with access to the best weapons and armor. In contrast, the magic user began weak, unable to wear armor and starting with only one spell at level one, but could become the most powerful member of the party if protected during early levels.
Clerics and Their Role
The cleric class served as a balance between the fighting man and the magic user, being competent in both combat and spellcasting. However, clerics could not use edged weapons, limiting their effectiveness in certain situations. Their spells, derived from divine power, were fewer in number and progressed more slowly than those of magic users, with no spellcasting available at level one.
Despite these limitations, clerics played a crucial support role, supplementing the abilities of other classes without overshadowing them. Their unique ability to turn undead would later become a defining feature of the class.
Healing spells were less effective in early D&D, as characters faced a higher risk of death. Once a character reached zero hit points, they were out of the game without any saving throw. Additionally, character creation involved rolling for starting health, making it possible for a level one character to have only one hit point—an outcome that could lead to instant death from minor threats.
Character Creation and Races
Character creation in original D&D was notably human-centric, with strict rules governing the portrayal of fantasy races. Players could choose to be human or one of three races: elves, dwarves, or hobbits. However, nonhumans faced limitations in class accessibility and maximum levels. For instance, dwarves could only become fighting men and had a maximum level of six, while elves could dual class as fighting men and magic users.
Elves had the unique advantage of switching between classes, allowing them to wear armor while casting spells. This versatility made them a strong choice for players. In contrast, hobbits, capped at level four and restricted to the fighting man class, had minimal advantages compared to dwarves.
Gygax’s disinterest in Tolkien’s works influenced his treatment of hobbits and other fantasy races, resulting in a more traditional portrayal. The pushback from Tolkien’s estate in 1976 led to significant changes, including the renaming of hobbits to halflings.
Booklet Overview: Men and Magic
The player relevant booklet titled Men and Magic covered essential rules and mechanics. While many iconic spells were present from the start, the absence of certain modern staples led to different gameplay experiences. For example, magic users lacked access to feather fall, forcing them to be cautious around heights.
The second booklet, Monsters and Treasure, provided essential stats for various creatures while detailing the types of treasure they carried. Acquiring treasure was crucial for gaining experience in the game, as combat was often deadly, incentivizing players to avoid direct confrontations.
Wandering monsters, or random encounters, served to challenge players and encourage exploration. Players had to track down creature lairs to reap the rewards of their encounters, further emphasizing the need for strategic thinking.
Combat and Morale Mechanics
The combat system in original D&D was unforgiving. Players could encounter overwhelming odds, facing hundreds of enemies in a single game. Morale checks for non-player characters added a layer of realism, as foes could flee or surrender based on their circumstances.
These mechanics, rooted in Gygax’s wargaming background, contributed to the game’s unique flavor. The scale of encounters contrasted sharply with later video game RPGs, which generally featured stronger individual characters due to memory limitations.
In D&D, players were not powerful heroes but rather ordinary soldiers in a chaotic world. This emphasis on risk and strategy defined the early experience of Dungeons & Dragons, setting the stage for the complex game mechanics that would evolve in future editions.
Expanding the Game: Supplements and Their Impact
The first two supplements for D&D were named after the initial campaigns: Greyhawk and Blackmoor. Despite their names, neither provided extensive details about their respective worlds. Instead, these supplements primarily expanded the basic rules, particularly through the Greyhawk supplement.
Thanks to the Greyhawk booklet, magic users and clerics saw their maximum level caps double compared to the original game. This change came with a plethora of new spells, including some game-breaking additions like wish and permanent spell. In contrast, fighting men received minimal enhancements.
Greyhawk also emphasized the importance of stats. While every class now benefits from attack bonuses based on high strength and dodge bonuses from high dexterity, only fighting men received these bonuses in the original edition. Intelligence was also expanded, limiting the number of spells a magic user could learn. Overall, while there were attempts to balance the power of casters, they became significantly stronger with these changes.
Additionally, this supplement introduced different health totals for classes. Previously, both fighters and magic users rolled a d6 for health, but now fighters rolled a d8, while magic users were downgraded to a d4. This marked the first instance where weapons dealt varying damage, correcting the earlier system where all damage was uniformly rolled with a d6.
Greyhawk also introduced half-elves, who were a better version of elves, gaining bonus languages and abilities to spot secret doors. They could progress further in both fighting and magic classes and even mix in cleric levels. However, the most notable addition was the thief class, which served as a midway point between fighters and magic users, emphasizing skills over spells.
The thief class initially struggled, requiring a level six character to achieve a mere fifty percent chance of successfully executing its iconic skills, such as opening locks or moving silently. With only leather armor and health comparable to magic users, thieves were not formidable fighters. Sneak attacks, too, were challenging, as they required literal backstabs.
Despite these limitations, the thief class was a significant boon for fantasy races. Non-humans received bonuses to thief skills, and it was the first class to lack a strict maximum level, allowing hobbits to progress beyond level four. This addition was particularly fitting, as Bilbo Baggins, a hobbit, was known for his stealthy burglar skills.
The paladin class introduced in this supplement was far more exclusive, requiring high charisma and adherence to a strict code of honor. This code demanded altruistic actions, such as giving treasure to the poor, with failure resulting in loss of paladin status. In exchange, paladins gained limited healing abilities, disease immunity, and enhanced saving throws, alongside a loyal warhorse at higher levels.
Blackmoor, the next supplement, added the assassin and monk classes, both of which were human-only variants of the thief. The monk had strict stat requirements but became powerful at high levels, while the assassin was less demanding but only allowed in campaigns at the DM’s discretion.
These classes brought unique mechanics, such as the assassination table for the assassin, which detailed the odds of completing assassination missions. A low-level assassin could kill equal-level opponents with a seventy-five percent success rate, creating a significant imbalance in early game encounters.
The third D&D supplement, Eldritch Wizardry, introduced psionics and the druid class, moving the game towards science fiction elements, which some fans disliked. Druids, while offering elemental spells, were often seen as a weaker choice compared to clerics, especially as their shape-shifting abilities were limited to small creatures.
The last official supplement labeled as D&D was Gods, Demigods, and Heroes, providing stats for mythological characters. Swords and Spells, while not officially a D&D supplement, replaced Chainmail and added more detailed combat rules, alongside new creatures and spells.
Supplementary content continued through The Strategic Review magazine, which clarified rules and introduced new classes like the ranger, illusionist, and bard. The bard, a jack-of-all-trades, could equip any weapon and access magic user spells, making it one of the most versatile classes available at the time.
Ultimately, the release of Advanced Dungeons & Dragons around 1977 marked the end of the original D&D era. The transition introduced more structured rules and class options, solidifying D&D’s place in tabletop gaming history.
Conclusion: The Legacy of Original D&D
While the original D&D system had its flaws, such as vague rules and a lack of structure, it laid the groundwork for future editions and retro clones. The simplicity of character creation and gameplay was appealing, especially for those familiar with traditional gaming concepts.
However, those new to the game might find the original D&D confusing. Its lack of clear guidance can be daunting, making Basic D&D or retro clones like Swords and Wizardry more accessible alternatives. Regardless, the original D&D remains a testament to the creativity and innovation of its creators.
FAQs about Original Dungeons & Dragons
What are the main supplements for original D&D?
The key supplements include Greyhawk, Blackmoor, Eldritch Wizardry, Gods, Demigods, and Heroes, and Swords and Spells, each contributing to the game’s evolution.
How did the game mechanics change with supplements?
Supplements introduced new classes, expanded spell lists, and altered health and damage mechanics, significantly enhancing gameplay complexity and character options.
Is original D&D suitable for new players?
Original D&D can be challenging for newcomers due to its vague rules and structure. Alternatives like Basic D&D or retro clones may provide a more streamlined experience.
What is a retroclone?
Retroclones are modern tabletop games that recreate the rules and mechanics of older D&D editions, often made available for free and designed to capture the spirit of the original game.
What is the impact of original D&D on modern gaming?
Original D&D’s foundational concepts, character classes, and gameplay mechanics have influenced countless tabletop and video games, establishing it as a cornerstone of the RPG genre.