Monday, October 3, 2016

History: Dave Arneson (1947-2009)

I would be remiss this week not to give a shout out to the person who provided the "Spark of Life" to tabletop role-playing:


The self-styled Cheeky Mage!

Born on October 1, 1947 in Hennepin County, Minnesota, Dave Arneson grew up with a lifelong love of games and gaming, joining the Midwest Military Simulation Association (MMSA) when he was in high school.  There, he met David Wesley and was introduced to the latter's Braunstein game scenario (1967), a proto-RPG that was a wargame first set in a fictional German town where players could act in non-military roles (e.g., town mayor, banker, university chancellor, etc.).  Inspired at least in part by Diplomacy (1959), Braunstein's open-ended rules allowed the players to attempt any action, with the results determined by a neutral referee.

These concepts influenced the development of Arneson's Blackmoor campaign, the direct precursor to Original Dungeons & Dragons (1974).  

In 1969, Arneson and some friends attended GenCon II, where he met Gary Gygax.  The two hit it off and collaborated first on Don't Give Up the Ship (1971), a Napoleonic naval wargame, and then OD&D.



After Tactical Studies Rules (TSR) was formed to publish OD&D, Arneson worked for the partnership and its successor, TSR, Inc., before leaving due to differences of opinion in 1976.

Later, when Gygax, in a highly incorrect interpretation of copyright law, attempted to avoid paying Arneson royalties by re-writing OD&D and removing Arneson's name from the front cover (the resulting work was 1st edition Advanced Dungeons & Dragons), the latter brought the first of five lawsuits against Gygax and TSR in 1979.



All of the lawsuits were settled to Arneson's satisfaction and then sealed with confidentiality agreements.

After OD&D, Arneson worked only sporadically on RPGs, most notably when he wrote up the Blackmoor setting for Judges Guild in The First Fantasy Campaign (1977) and when he returned to TSR for the "DA" (Dave Arneson) series of modules set in Blackmoor (1986–1987).  However, he mostly focused on areas of personal interest in his later years, as a business owner (Adventure Games) and as a teacher, first special education and then game design.

Still, any reasonable person would agree that the RPG hobby owes a considerable debt to Messr Arneson.  Beyond his specific design and mechanical innovations (e.g., dungeon crawling, campaign play, advancement (i.e., experience and leveling), etc.), Arneson was the one who had the clearest vision that a new role-playing tradition (parallel to murder mystery nights, comedy improv, etc.) was being created, rather than a mere incremental change to wargaming.

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