THE CREATION of the world’s preeminent Fantasy Role-Playing Game (FRPG), Dungeons & Dragons, is one of the most fascinating tales to be told in all the shared histories of entertainment, play and game design. Two very different men, David Lance Arneson and Ernest Gary Gygax, undertook an unprecedented collaboration which gifted us — as their shared legacy — with one of the most intriguing games the world has yet experienced. Their game did not just simulate one isolate corner of reality; it dared to encompass the entirety of all realms of adventure, the consensual playground of the human imagination. HAWK & MOOR tells the story of Dave and Gary, and the many other people whose efforts gave first life to the game we know and love today. Arneson had spectacular ideas, but Gygax knew how to refine them. Collaboration soon turned to conflict as Arneson believed his game was being taken from him, and Gygax crystallized systems where incomprehensible riddles had stood before. Both men were creative geniuses, but the game they created from Gygax’s Chainmail (1971) was the end result not only of their teamwork, but also of their clashes and disagreements. The HAWK & MOOR series chronicles that first legendary game to arise from the Golden Age of Fantasy Role-Playing. Herein you will find Gary’s life story, the history of Gen Con and the Castle & Crusade Society, and details concerning the conception of Castle Greyhawk. This first book also includes new revelations pertaining to Arneson’s Blackmoor and its influences; tales from the Blackmoor Dungeons and Loch Gloomen; details on Gary’s first dungeon adventure; an exploration of the links between H. P. Lovecraft, Robert E. Howard, and the earliest underworld adventures; the secrets of the asylum which inspired Castle Greyhawk; and much more. HAWK & MOOR Book One, The Dragon Rises, includes 76,000 words on over 200 pages, supported by a detailed chronology and 403 footnotes and annotations. The adventure begins here. Prepare yourself, take up torch and sword. Come along and experience an unprecedented journey into the Golden Age!
Kelly's approach to the subject is, when necessary and with disclaimer, to chuck pure scholarly rigor in the name of producing a consistent and plausible history. He weaves together scarce contemporary primary source material with conflicting thirty-odd year old recollections.
It is never dry, never bogged down in the influences of the mechanics themselves, but never as fanboyish or as outsider-friendly as _Of Dice And Men_, which had long sections explaining the concept of the game. _HAWK & MOOR_ presumes the reader's background knowledge, but does not abuse it by being pedantic or overly detailed.
In addition to the game's "real world" history, the book also tackles the in-game events that shaped play, especially in regard to Dave Arneson's Blackmoor campaign, which is a fascinating read. Sadly, the similar treatment for Gygax's play awaits in Book 2.
Fantastic history of Gygax (GreyHAWK) and Arneson (BlackMOOR)!
A really wonderful analysis of the origins of Dungeons & Dragons, with the best real attempt I have ever seen to reconstruct the contributions of Dave Arneson to the Hobby! Kelly has compiled some great evidence here, including the cheesy late-night TV monster movies Arneson watched in Minnesota, and just about every book or movie ever directly or indirectly referenced as influential (Appendix N expanded to the Nth degree!) . . . If you are interested in the history of the RPG hobby, this book is required reading!
Not as academically rigorous a history of D&D as Playing At the World, and relies significantly more on hearsay, but compiles some interesting anecdotes. Enjoy, but take with a pinch of salt. https://refereeingandreflection.wordp...