[Today's perfect storm of geekdom is almost past!]
This week, Gary Gygax, the co-creator of the Dungeons and Dragons role-playing game, passed away. I've seen remembrances springing up across the Internet. That's not surprising, since D&D was a landmark in popular culture with wider effects than are often appreciated.
Generation D: the original D&D
Before D&D, there was the miniatures branch of the wargaming hobby. People would use painted lead figures (you didn't say "toy soldiers," unless you wanted a punch in the snoot) to depict history's great battles. Gygax co-authored Chainmail, a set of rules for playing medieval miniature battles that included some elements straight from Tolkein and other fantasy stories, such as dragons, orcs, and elves.
Later, Gygax and his collaborator, Dave Arneson, decided that it would be fun to tell stories, not on the scale of the siege of Minas Tirith or the Battle of Pelennor Fields, but with a tighter focus on individual protagonists--more like the hobbits on the difficult journey to Mount Doom.
And thus the first edition of Dungeons and Dragons was born. The rules consisted of three small books, packed in a white box. The text was poorly organized and often confusingly written. The artwork was...Well, let's just say that the "artists" might not have been holding their pens with their hands, if you get my drift. The game itself was electrifying.
That's when I became a D&D geek. I fell in love with my copy of the white box set, and I soon found fellow enthusiasts. Although the plots were never as epic as Lord of the Rings or the Norse sagas, they did have their own odd fascination. In fact, it was hard to say that some games had a plot at all. You were the good guys, waiting around a tavern to do good deeds. A mysterious stranger approached and asked you to [fetch a powerful artifact/kill a terrible creature/unlock an ancient mystery] in the underground labyrinth nearby.
Way down into the hole you went, fighting a Stalingrad-esque battle from room to room. Every fight left you a little more experienced, and if you were lucky, a little richer. Once you learned how to trounce puny creatures like oversized rats and irritating goblins, you could graduate to tougher challenges.
Eventually, the rules improved. Not only did TSR, the publisher of D&D, come out with an "advanced" edition, but other companies started writing their own role-playing games (RPGs). This new medium could be the weekend entertainment for teenagers, or the vehicle for someone to describe their own world of high fantasy. (For one in a really different vein than the normal Western European medieval fantasy, check out Glorontha.)
Over time, the plots got better, too. Instead of "dungeon crawls," a form of high fantasy freebooting, many of the published storylines were just as involved as Tolkein. Players had dramatic moments--this heroic deed, that noble death--that they determined, as the protagonists in an interesting story.
The new game, D&D, had sired a new hobby. Another generation quickly followed with the spread of personal computers.
Generation E: the electronic RPG
Many computer game designers were D&D players, so it was natural to bring the D&D motif to another new hobby. Games like Wizardry and The Bard's Tale were as unsophisticated as the early D&D adventures, but they had the same fascinations. Another series of games, Ultima, gained a loyal following because of the more interesting plots and characters. The Ultima games also pushed the envelope of personal computer technology; many computer manufacturers owed their sales of next-
generation hardware to impatient Ultima fans.
Unintentionally, D&D and its computer cousins accomplished something else: they made fantasy a mainstream genre. George Lucas accomplished much the same thing with Star Wars, which made the "space opera" form of science fiction wildly popular. (Three seasons of the original Star Trek never generated anything like the mania around the first Star Wars film.)
During the 1960s, Tolkein was fashionable. Led Zeppelin mentioned Tolkein characters in their songs; the Beatles pondered making a Lord of the Rings movie. However, Tolkien remained a bit of a fad, which failed to inspire long-term interest in the fantasy genre beyond The Hobbit and The Lord of the Rings trilogy.
D&D gave many people a taste for heroic fantasy that they might never have developed. Come for the rousing good fun of playing D&D over the weekend with your classmates. Stay for the wealth of novels and short stories in a genre you never knew existed.
Generation F: fashionability
Today, the SF section of chain bookstores are stuffed with fantasy novels. Fantasy is so popular, in fact, that some science fiction authors grumble about the vulgar tastes for this lower form of imaginative fiction. The Lord of the Rings movies were huge commercial successes--something unimaginable from the vantage point of 1974, when the first D&D boxed set was published. Celebrities like Steven Colbert and Vin Diesel talk fondly about their D&D roots. Millions of World of Warcraft players are fighting their way through a virtual world that fits the D&D mold completely.
Gygax may have died in relative obscurity to other cultural innovators. He faded from view in the RPG hobby after he left TSR in the mid-1980s. Gygax authored other games like D&D--but they were too much like D&D to attract any attention.
D&D may have been Gygax's one shining moment that he could not repeat--but so what? We should all have such an impact on generations of people.
[For another Gygax tribute, with links to several others, click here.]