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Games Entertainment

Interview with Gary Gygax 308

the_bahua writes "Have a look at this one-on-one with Gary Gygax, over at KCGeek.com. It's a tell-all, see-all, look into the mind of the man behind the second-best thing to do at four in the morning. Responsible for one of the cornerstones of geekdom, he is largely unknown to many, including many RPG fans."
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Interview with Gary Gygax

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  • by Vortran ( 253538 ) <aol_is_satan@hotmail.com> on Wednesday March 13, 2002 @06:31PM (#3159639) Homepage
    I've never played an RPG. Can I still call myself a geek?
  • Ooh! (Score:5, Funny)

    by freeze128 ( 544774 ) on Wednesday March 13, 2002 @06:32PM (#3159643)
    Just give me 5 minutes in a room With Gary Gygax and a D20....
  • ... too scared of what the 'second-best thing to do at four in the morning' might be....
  • Nice guy... (Score:5, Insightful)

    by curtis ( 18867 ) on Wednesday March 13, 2002 @06:34PM (#3159664) Homepage Journal
    I wandered across his website once while browsing and he had his email address available if you wanted to contact him...

    On a whim, I emailed him to ask him a few questions and thank him for some of his early work, DnD, Gord the Rogue books, Greyhawk, you name it.

    To my surprise, he actually took the time to respond to my questions and bring me up to date with what he has been doing in the post TSR days.

    It always amazes me when someone that has made it big at one point will take the time to answer someone they don't know. Kudos to him. (or at least his staff)
    • >(or at least his staff)

      Heh... while I'll bet Gary wishes he has a staff, alas he does not. He does get the occassional Futurama gig, but even mighty D&D does not create enough groupies and inquiries to allow for staff.

      For better or for worse, Gary is 100% Gary, and definitely one of the more approaschable creators.
    • Re:Nice guy... (Score:4, Insightful)

      by WNight ( 23683 ) on Wednesday March 13, 2002 @09:21PM (#3160506) Homepage
      That's different.

      He always came across as a jerk in the articles he wrote in Dragon Magazine. And unwilling to accept the idea that anyone would want the use house rules, or add races/classes, etc.

      It seemed that he very much had the idea that he created the game, the players should shutup and play it without questioning him.

      After he was gone AD&D seemed to get a lot friendlier. The books talked about how to create new classes and races, some gotchas, and guidelines. They expected that people would have house rules...

      I don't play D&D in any form anymore, because there are better systems out there (levels, and classes, ugh...) but I still read the books to keep up with recent developments.
      • Re:Nice guy... (Score:3, Interesting)

        by JabberWokky ( 19442 )
        I never thought so - he was always concerned about the purity of the official rules way back in the beginning, but that's when "role-playing aids" was a euphemism for "D&D retypeset" or just straight "illegal xerox". Back in those days he was a nice guy to meet, willing to run or play a game at a convention at the drop of a hat.

        I just wish I still had my original "crayon in the numbers" dice - just for sentimental value. All of my early D&D boxed sets walked away from my dorm in college, in a box stuffed full of Heinlein, Asimov and a bunch of pulps. Damn bastards probably thought they were getting sterio equipment and records.

        --
        Evan

  • "he is largely unknown to many, including many RPG fans."
    Sigh. I pity the fool... How could anyone not remember such a wild name?
    • And that statement is largely untrue to boot. I don't know any gamers that don't know who Gygax is, or Steve Jackson, or a number of other lesser known designers. Maybe I've been out of it for too long and the current crop of kids don't know these names, but then they don't have proper roleplaying games either ;)
  • by perdida ( 251676 ) <thethreatprojectNO@SPAMyahoo.com> on Wednesday March 13, 2002 @06:38PM (#3159691) Homepage Journal
    I was an insurance underwriter. I took the job rather than going on with schooling at the University of Chicago to become an anthropologist. I did fairly well in insurance, was a supervising underwriter for individual, group, and association group, health, life, long term disability, and unusual risk policies.


    I smiled when I saw this. I couldn't help but think that this is where D&D, and so many of its descendants on boards and on chips, got their obsession with tracking numbers for so many unquantifiable characteristics.


    Risk assessors have to put a number on health, wit, and daring; they classify you by background, skills, and lifestyle, in dollars and cents.


    Only recently have more plot-driven games broadened out of this focus - like the Final Fantasy series, which puts interesting, structured plots ahead of arduous level-building.

    • by Scaba ( 183684 ) <joe@joefranDEBIANcia.com minus distro> on Wednesday March 13, 2002 @06:48PM (#3159751)
      I was wondering why my medical insurance form asked me for my constitution, how many hit points I have, and what my saving throws vs. disease are.
      • Your AD&D Stats... (Score:5, Interesting)

        by Embedded Geek ( 532893 ) on Wednesday March 13, 2002 @08:43PM (#3160352) Homepage
        Seeing that, I gotta plug an oldie on the web: a CGI quiz that calculates your AD&D Stats in real life [virtualave.net].

        And in the interest of full disclosure, I come out with:
        Str: 11
        Int: 15
        Wis: 15
        Dex: 9
        Con: 11
        Chr: 15

        A nice waste of a few minutes. Obviously flawed, though - assigning a 15 INT simply for a Masters Degree indicates you've never actually dealt with people in graduate school (*GRIN*).

        • assigning a 15 INT simply for a Masters Degree indicates you've never actually dealt with people in graduate school

          The INT calculation seem totally bogus to me. A Ph.D. was worth a 17, if you didn't put in your IQ. If you have a Ph.D. and a 212 IQ (it is plausable that there is someone in the world with that high an IQ), then you get a 15 INT. A 300 IQ (hah!) will bring it back up a 17. A 325 is an 18. So all the wizards running around any AD&D world with a 18 INT are brighter than any human ever.
        • Wow.

          Here's me:
          Str: 16
          Int: 11
          Wis: 14
          Dex: 10
          Con: 14
          Chr: 10

          Strong, Dumb, Clumsy, Ugly.

          I knew there was a reason I was always wanting to play dwarf barbarians when i was a kid :)
        • Str: 15
          Int: 13
          Wis: 15
          Dex: 19
          Con: 11
          Chr: 3

          Go figure, and here I am usually prefering to play a ranger when I play D&D.

          A dexterity of 19; I'm very good with my hands ladies... Of course I'm a hideous monster with a charisma of 3, but can't we just turn off the lights?
        • i made a site similar to this a few years (five?) ago and updated it for 3rd edtion D&D last year:
          http://khopesh.com/dnd/sim3e.html [khopesh.com]

          your link is interesting and very similar, although I don't like the yes/no aspect of it.
    • by ackthpt ( 218170 ) on Wednesday March 13, 2002 @07:04PM (#3159854) Homepage Journal
      I was an insurance underwriter.

      Risk assessors have to put a number on health, wit, and daring; they classify you by background, skills, and lifestyle, in dollars and cents.

      "You must roll a 12 or higher to be covered by your policy."

    • DnD get its number tracking from miniature warfare like chainmail, and other before it.
      If you look at the old rules, you can see the correlation between the to.
      Chainmail 1st level guy with a dagger has a 50% chance to hit another first level character, no armor.
      DnD 1st level fighter needs to roll a ten or better to hit as 10.
      plus's in chainmail were in 5% increments
      plus's in dnd where in increments of one.
      and so on.
    • It's funny that you mention Final Fantasy as an example of an in-depth plot, without mentioning that it's one of the most rigid, linear games in existance.

      Anyways, there's no comparing systems to computer games.

      btw, if you find keeping track of numbers to be annoying, give FUDGE or FUSION a try. They're both the sort of game that you can play with little into into the rules, yet that expand to allow just about as much detail as you'd like in any given area.
  • Rule apologetics. (Score:3, Insightful)

    by Anonymous Coward on Wednesday March 13, 2002 @06:39PM (#3159695)
    One thing about the old AD&D, was that if there was a rule that didn't make sense, instead of creating an errata, there was some sort of official apology for the rule. What motivated that? Some kind of inertia or commitment to what has already been printed?

    Also, AD&D become very unweildy with rules - distinct and unusual rules - for everything from pummelling to jumping to what-have-you. Once, as a sort of thought experiment, we tried to run a game in which we actually followed all the rules. It was unplayable, we returned quickly to the faster/looser style (in which the mechanics are more abstracted) that has now become part of most RPG's. Did you ever see or play a game that actually used all the systems published as AD&D? Did you recognize this as a problem? Do you see the Wizards of the Coast edition as an improvement in this regard?
    • I always figured that the goofy rules were there to keep the players in line. Gygax says in the interview that he mostly ignores things like encumbrance, except when somebody's acting stupid.

      I mean really - who wants to keep track of every single gold piece? But when the players want to "run away" when they're lugging 100+ pounds of gold each, it's nice to be able to point to the place in the DM's guide that says they can't do that.

      I did have a little trouble with the Psionics and Grappling rules in AD&D, though. It was a litttle too difficult to integrate them into the rest of the system. For handling specific situations though, they were very workable.

      -Mark
      • Grappling was a joke. A strict literal interpretation meant that a grappler with initiative could basically render weapon wielders helpless.

        On the other hand, a literal interpretation of the introduction to the DM manual meant that you could play fast and loose with the rules, which I did. I got into competitive fencing around the same time and completely revamped the combat system in my campaigns. Rogues loved me :)
      • But when the players want to "run away" when they're lugging 100+ pounds of gold each

        That's why my characters always used credit cards. Of course, any gain from not having to carry around cash was quickly lost once they wandered into a shop and quickly became laden with debt.
    • Re:Rule apologetics. (Score:2, Interesting)

      by Ian Peon ( 232360 )
      I seem to remember near the beginning of the first edition DM's guide it clearly stating that any rule that makes the game less playable should be thrown out at the DM's discretion.


      Speaking of which, didja ever read all the way through that book? Several of the 'rules' were mere suggestions on how to handle situations. At several points the DMG devolves into more of a discussion on what makes a good game rather than hard and fast rules. Very interesting reading.

    • That was the point of second edition, to trim up loose ends and streamline the rules. But then they started coming out with the handbooks, oh the fighters, wizards, and thieves books were ok, but then.... I lost track of AD&D (got into the better games) and the next thing I knew there were hundreds of those small brown pleatherbound books. Exactly the thing they wanted to get away from.


      (A)D&D was fun, but it wasn't the best system out there. I forget where I read it but there was a good qoute ten or fifteen years ago about monsters in dungeons and dragons: An eco-system could never support that many large predators Yes it is a fantasy game, but gamers tend to like certain levels of realism.


      Like I said I moved onto better games (Warhammer Fantasy Roleplay is still the bar none best rpg out there fatntasy at least), but I'll never forget staying up all night horribly abusing the (A)D&D rules at a friend's house.

      • Warhammer Fantasy Roleplay is still the bar none best rpg out there fatntasy at least

        Have a look at ArsMagica [geocities.com]. I am most familliar with version 3 published by White Wolf. Once you get past (or discard) the idea of the 'troupe' and tone down the mages a bit you will find that it has some really nice game mechanics. For a little while my group used ArsMagica mechanics, in the lands of Greyhawk and ForgettenRealms. Ars Magica version 4 is now published by Atlas games [atlas-games.com].

        I do agree that Warhammer FRP is one of the best. The mechanics were flexible and had a nice sense of realism without being overdone. I always found the career system a little odd, but loved its flexibility. Warhammer FRP is now published by Hogshead [demon.co.uk].

    • Some of us love that eccentricism, though.

      It's why I bought HackMaster [kenzerco.com].

      Reading these books (we're stuck playing Wheel of Time right now) was like coming home. The system itself is full of flavor and spice, unlike the blandness of Third Ed. Yes, it's easier to play, but even though pablum is easier to digest, I'd still rather have a steak dinner with all the fixings.
      • It's why I bought HackMaster.

        I hadn't gamed since 1996, until I came across the HackMaster Player Handbook. The cover emulates that of the 1st Ed AD&D PHB and it brought back alot of old memories. Kenzer Co. licensed the AD&D 1st ed rules from TSR/WoTC/Hasbro and put thier own spin on it. Coolest new spell is "Nuclear Winter Fireball". I highly recomend it.

    • Re:Rule apologetics. (Score:3, Interesting)

      by ansible ( 9585 )

      Do you see the Wizards of the Coast edition as an improvement in this regard?

      I've played 1st, 2nd, and now 3rd edition AD&D, though it's now just called D&D.

      The 3rd edition is much, much better. It is so much more... orthogonal. Almost all the special cases and little-used rules have been eliminated or integrated. The combat system is more more realistic, and most abilities have been combined into skills and feats, which a bunch of new ones thrown in.

      That said, all an RPG is supposed to do is help people to tell a story. I believe stories are better when they don't contradict themselves, so a good set of rules can provide a good structure to compose a story against.

      So Gary is correct, in the sense that the GM is always right, and it's not the rules that can make a game enjoyable. But good, consistent rules can go a long ways towards making the game more comprehensible. And I completely disagree with him as to the merits of 1st ed vs. 3rd ed..

      With the older editions, the GM would have to intervene frequently to restore sensibility to the game. But that can also frustrate the players, because they don't know what to expect. With the 3rd edition, the GM needs to intervene far, far less frequently, leading to smoother gameplay. I believe this can then allow everyone to concentrate more on the story, which is the most important part.

  • by saint10 ( 248611 ) on Wednesday March 13, 2002 @06:40PM (#3159704)
    the second-best thing to do at four in the morning

    What could be better than sitting in the basement with for unbathed geeks, rolling dice and pretending to be dwarv.......

    Ahhhh... Sex! That's what your talking about.. Hrm... Judging by my sex life, I disagree. Ill take the smell geeks..

    • the second-best thing to do at four in the morning

      Judging by the crowd, I would guess the writer was referring to building the latest buggy Linux kernel.
  • Freak (Score:2, Informative)

    by crumbz ( 41803 )
    I met him at a GenCon once and he is a big freak. But the again, so am I. Too bad he got dicked-over by the former equity partners at TSR in the 1980s.

    1980s=TSR
    1990s=WotC
    2000s=????

  • Knowing Who Gary Is (Score:3, Informative)

    by stealie72 ( 246899 ) on Wednesday March 13, 2002 @06:42PM (#3159714)
    It's an age thing.

    If you played with the 1st edition D&D books, Gary Gygax's name was on them. Not sure if he's on the later editions, because I haven't played D&D in probably 10 years.
    • Player's Handbook, DM's Guide, Monster Manual.
    • Should still be in AD&D 1st edition (which I think dropped Arneson - although that could've happened in D&D boxed set edition).
      AD&D 2nd edition probably dropped Gygax's name. Not sure though.. I think I used to own 2nd ed basic books (DMG, PH, MC) once.

      I still think there was better Arneson stuff that Gygax stuff. Although given the time and it's effect on my memory, could be wrong.
      However, the best scenarios are probably Carl Sargent's. I think he did some (A)D&D scens too.
  • Woz-syndrome? (Score:4, Interesting)

    by singularity ( 2031 ) <nowalmart.gmail@com> on Wednesday March 13, 2002 @06:43PM (#3159717) Homepage Journal
    This guy reminds me quite a bit of Steve Wozniak, from Apple.

    Subtle, quiet, approachable, and doing something for the love of the field. These are the type of people who do more for a field without thinking about it than most people even think possible.

    That and he seems to be a huge Mac fan!

    He even mentions Lemonaid Stand! I remember playing that game when I was about seven!
    • He even mentions Lemonade Stand! I remember playing that game when I was about seven!

      Wow. Lemonade Stand. This where I first heard the Gershwin Tune "Summertime" and the "We're in the money" song.

      Anyone know how to get this in emulation? Or source? I'd love to have it around for offspring....

  • by WTC Survivor ( 566347 ) on Wednesday March 13, 2002 @06:44PM (#3159722) Homepage
    Gary Gygax is a bit of a personal hero of mine; I recently completed a research project in which I charted the life and times of Mr. Gygax. Some of the more interesting biographical links I referenced are:
  • This guy's been resurrected more times than any D&D character I ever played.

    His CON must be really low by now :-).

  • Thinking about the ubergeek Gary Gygax, got me wondering. (Wasn't it E.Gary.Gygax ?)

    Is old D&D stuff collectable now ?

    I've got bits and bobs such as a 1979 Dungeons & Dragons rule book (3rd Edition D&D, Not Advanced D&D) are they actually worth anything these days?.

    I'm not that bothered either way, if its worthless financially, its still an heirloom from a mispent youth.

    Ah wistful thoughts about +5 Backscratchers... (for those scratching their heads...it was a cartoon in the 1st edition AD&D Dungeon Masters Guide)

    Guess TSR wasn't TSR without old Gygax....At least Wizards are trying to make the best of the old stuff now.

    • Thinking about the ubergeek Gary Gygax, got me wondering. (Wasn't it E.Gary.Gygax ?)
      funny I was thinking the same thing
      Is old D&D stuff collectable now ?
      if you have any of the books that had copyrighted material that was later removed, then yes. Or signed, of course.
      For example, the used hobbit, fafhrd and the gray maouse, and cthulu mythos with liscensing.
      so if someone is selling something with "squids", it has collector value.
      on a side note, you can send your stuff to gencon, and they'll auction it for you..



      Ah wistful thoughts about +5 Backscratchers... (for those scratching their heads...it was a cartoon in the 1st edition AD&D Dungeon Masters Guide)

      good reference, I miss those cartoons.
    • there are a few items, but only because they were pulled from the shelves for various reasons...

      the monster manual with hobbits and the Cthulhu mythos is one item another is Palace of the Silver Princess-B3 (Orange Cover) which I have seen go for about $800.00
    • Is old D&D stuff collectable now ?

      I don't know, but when a colleague was helping me move several years ago, he saw several boxes of original rules books, monster guides, dungeon master guides and dungeons etc... he offered me $200 on the spot. Maybe I should have taken it, but I was overtaken by a sudden wave of nostalgia and refused.

      I am sure someone is selling this kind-of stuff on eBay if you want to know.
    • In general, the stuff produced in the late 80s and early 90s is pretty valuable. Nobody was buying it then, so there are less copies in circulation. The combined modules from this period, like A1-4, I3-5, T1-4, and GDQ1-7 go for $40-80.
      Some stuff is valued in odd ways. For example, H1 (Something Bloodstone) tends to sell for at least $50. It was a blah Battlesystem module, but it was for high level characters. Somehow that has translated into a high perceived value, so people pay a lot for it.

      The old favorites are still valuable, like the Dieties and Demigods with Elric, the original D&D boxed set, and the RPGA modules.

      What's suprised me is that miniatures are worth quite a bit. I keep expecting to find a good deal on someone's box full of half painted figures, but they tend to sell for $2+ each, even in bulk.
    • Wasn't it E.Gary.Gygax
      Yes, it was. Read to the end of the article. It even tells what the "E" stands for

      =)
  • the man behind the second-best thing to do at four in the morning

    Gary Gygax invented the infomercial?

    Surely he's not responsible for feeding one's infant daughter.

  • by ackthpt ( 218170 ) on Wednesday March 13, 2002 @06:55PM (#3159796) Homepage Journal
    Let's face it, the first time most people used dice for other than shooting craps was when rolling up characters and playing D&D and like games. Eventually the same or highly similar probability systems were implemented by other game companies and many computer games. Some time in the past TSR voiced their displeasure at other games using 3D6 for stats, how armor class is calculated, etc. Hence many games used their own varied methods of valuation of stats, etc., making it a bit of a trick to determine where characters of various genres stood. Is it still a concern for RPG game developers, to create their own systems of statistics, or is those methods and values as detailed by TSR pretty much an open standard?
    • Since you cant copyright a "system" or "methods" it is perty much an open standard...
    • At the moment it is literally an open standard - WoTC introduced some kind of license to use their basic rules in your own products (it is at the back of the 3rd edition PHB.) A number of other companies are churning out 3rd edition supplements under this license.

      A long, long answer to your question:

      The early history of RPGs is somewhat convoluted and murky - very little was actually published and it is not certain that Gary Gygax really invented the roleplaying game and he certainly didn't invent table top miniature gaming, although he popularised both - but many of the early xeroxed rules sets mentioned in the article were not, in fact, xeroxes of Gygax' rules, but xeroxes of other rules sets (Warlock and a pre-publication version of Arduin [8m.com] are two of these early RPGs which I have actually played - these days, you'd think of them as just house rules for D&D, not seperate games) some of which were eventually printed in small commercial releases and said things like "Major D&D variant" or the like, on the cover. Many of the rules appearing in subsequent editions of Greyhawk/D&D actually first appeared in these house rules sets that were floating about, and TSR/Gygax earned a certain amount of emnity from people for failing to credit them with their ideas (to be fair, some of them were somewhat obvious and Gygax could've come up with them on his own, or encountered them via third parties who didn't know who had invented a particular rule, making it impossible to give proper credit.)

      At one point, TSR initialised some sort of legal action against the people who printed Warlock, claiming a combination of infringement on the Dungeons and Dragons trademark (which I'll grant) as well as some malarky about owning the concept of the roleplaying game. After that, and some other similar events, there was a certain movement among people who printed roleplaying games to avoid using TSR's game mechanics.

      In the mid 1980s, Palladium (among other game companies) starting getting away with more-or-less duplicating TSR's game mechanics, without any repurcussions or legal trouble to my knowledge. Also, I think Dave Hargrave (Arduin) had been doing it all this time.

      All of this is based on interviews I did with older gamers as part of an abortive anthro project (I dropped the course and never finished it,) most of whom do not like Gary Gygax AT ALL (about a third of the interview material, which I haven't saved, consisted of reasons he's a jerk), so take them with a grain of salt. Don't accept them as gospel like you would any other slashdot post :)

      Nowadays, if you wanted to print a game and copy any number of rules-as-ideas (as opposed to verbatim text) from 3rd edition D&D, or any of a number of other games, you could certainly get away with it. You can get an idea of this by looking in the back of a Vampire rulebook, which (at least used to) credit all of the games it had "borrowed" ideas from.

      Most of these games, or information about them, can be found on the net, except for Warlock (Warlock: The Black Spiral, which I found doing a search just now, is not related to the 1970s Warlock D&D Variant in any way.)
  • As was said, Gygax honestly isn't that well known, even among gamers. I've had to explain to several D&D/AD&D players who he is, though many have been playing the game for a couple of years. Even among those who recognize his name, very few that I've met have any idea of what he looks like. This year at GenCon, my boyfriend was volunteering as a badge checker at the door of the exhibit hall, and he stopped a somewhat portly older gentleman with a gray beard and glasses and asked him to turn his badge around. The front proclaimed him to be an exhibitor named "Gary"... and he just smiled and walked away. My boyfriend has not yet lived this down.
  • by maxpublic ( 450413 ) on Wednesday March 13, 2002 @07:04PM (#3159855) Homepage
    I wonder if Gary has gotten around to admitting that just about every single creative idea he incorporated into D&D was first stolen from Dave Arneson? And later, the guy who wrote "Metamorphosis: Alpha", Jim Ward?

    Of course, y'all are probably so young these names mean nothing to you. Young geeks these days, they have no culture....

    Max
    • Yeah, Gary left Dave's name off AD&D, and honestly there wasn't enough of a difference to merit that. Gary just put his spin on the D&D rules he and Dave made, and called it a new game.

      Jim Ward wrote some of the best stuff that TSR put out, even though Metamorphisis Alpha was basically a rip off of that Heinlein story, whose name I can't remember. MA and Gamma World were a blast to play.

      I haven't looked at his new stuff yet, but if it's anything like the last game he wrote (Dangerous Dimensions?), I'll pass. Way too much renaming things, just for the sake of being named different. Far too much die rolling for my tastes.

      The other interviews that I remember (the BIG article in Dragon slamming people for using house rules and still calling it AD&D), he came off sounding a lot like RMS does now, when he's bitching about the whole GNU/Linux thing. Gary seems to have mellowed with age, but calling the GM the Lejend Master??? Come on Gary, get over the names.
    • For anyone who's interested, you can find out about Dave Arneson's latest enevours at his webpage [castleblackmoor.com]. I'm personally interested in his rewriting(for the d20 rules) of his Blackmoor campaign....
    • I didn't know that Arneson came up with the ideas of "hobbits", "white wizards", etc. ...

      ;)
  • by fobbman ( 131816 ) on Wednesday March 13, 2002 @07:05PM (#3159859) Homepage
    "...the second-best thing to do at four in the morning"

    Second-best thing to do, but sadly the first most likely of the two to be happening to those who know his name well. *sigh*

    • by Keith Russell ( 4440 ) on Wednesday March 13, 2002 @09:29PM (#3160536) Journal
      Second-best thing to do, but sadly the first most likely of the two to be happening to those who know his name well. *sigh*

      What, you mean you've never whipped up some wonderfully elegant Perl code at four in the morning?

      Oh, um... uh.... Neither have I! Yeah, that's it. Of course not. Neither have... I. [whimper] I hate my life.

  • by night_flyer ( 453866 ) on Wednesday March 13, 2002 @07:05PM (#3159863) Homepage
    Wizards of the Coast (who is owned by Hasbro) is laying off 100 employees... for those that do not know Wizards of the Coast is the current owner of D&D

    read about it here [gamingreport.com]
  • ...right here! never met the guy, but he personally responded to a letter i wrote him in 1984-ish.

    i asked if they would release a set of leatherbound rulebooks on heavy vellum paper -- more tome-like than the current AD&D ruleset binding. he sent me a note saying it was a great idea and that i should fill out the submission forms provided (a dozen papers were included for TSR submissions by freelance writers). i enlisted 5 friends in my fifth-grade class to write a second monster manual (these were pre-FeindFolio & MM2 days, mind you). of course we never got anywhere, hell, we were kids.

    even though the letter was a token form-reply, it _did_ have his signature in pen on it. sigh. i still have it somewhere with my old modules, boxed away.

  • gary (Score:5, Funny)

    by zephc ( 225327 ) on Wednesday March 13, 2002 @07:13PM (#3159912)
    "Hi, I'm Gary Gygax, and it's a..." *Rolls dice* " pleasure to meet you!" (Futurama)
  • Slashdot interview (Score:2, Interesting)

    by Engdy ( 124179 )
    If Gary is as approachable as he seems, would it be possible to have a Slashdot interview of him? I'd like to know what he thinks about the Open Gaming License [wizards.com].
  • by derinax ( 93566 ) on Wednesday March 13, 2002 @07:37PM (#3160034)
    13 years ago (*gak*) we invited him to speak at our dorm at Stanford; it became a campus-wide event and was quite well-attended by some 100+ people.

    As I recall, he was witty, self-effacing, yet very respectful of the community he helped create (in sharp contrast to some other cult figures, esp. amongst the Trek cast). This was in the midst of his fall-out with TSR, so he didn't exactly have glowing words for the company that booted him.

    Afterwards there was a long line of Ur-geeks with Monster Manuals and Players Handbooks in-hand for him to sign. I'm glad I brought my DM Guide... :)

    He's a great public speaker; consider him if you are involved in any kind of college / geek community.
  • The honest work and thought that Gary put into the AD&D rules was tremendous. I remember DM'ing in the 80's for a couple friends getting into a firefight with some Wizard or other. The Wizard wasn't that butch, but he did have a Ring of Invisibility.

    "No problem," said Roger (arrogant, cheated). "I put on my Ring of Invisibility and now I can see the Wizard."

    "Bullshit," I said (ever an officious bastard, I spent my free time reading the rule book). "The AD&D rules specifically say that Rings of Power (including Invisibility) confer no benefit other than those explicitly stated." It was true - the example in the book even said (paraphrasing), "A Ring of Invisibility makes you invisible, but doesn't allow you to see other invisible things."

    Then I told him that every 60 second he'd been arguing he'd taken 2d8 fire damage from the Wizard :)
  • I loved the sci-fi based... Traveler RPG, the Steve Jackson games (Car Wars was fun combat side games with Ogre (carwars meets Ogre was a horrible mess with th Ogre always winning) But the obscure games like The Morrow project. If anyone has seen the new Cinemax series Jerimiah it's close... a nice post-apocalypse RPG....

    Dnd was fun but too far seperated from reality... LOL reality and RPG's in the same sentence... LOL
  • Gygax - good or bad? (Score:3, Informative)

    by Anonymous Coward on Wednesday March 13, 2002 @09:24PM (#3160518)
    There is a lot of history behind Mr. Gygax. Not all good - not all bad. From what I know:

    1. Most of the original ideas for D&D came from Dave Arneson and others. Mr. Gygax simply put them together into a book.

    2. Dave Arneson and E. Gary Gygax had a grave difference in opinion about how to run TSR and so Mr. Arneson left. However, he made sure his lawyers made it clear that he would continue to receive benefits (such as money) from his previous work. The Monster Manual in particular.
    2a. Years later TSR came out with Monster Manual 2 and several other hardback books. They also stopped paying Dave Arneson his royalties. Mr. Arneson did not like this and so he sued. Unlike M.A. Barker though, Mr. Arneson was rich enough to force TSR to begin paying him again. Eventually thought, TSR bought Mr. Arneson out completely. To read about this go to D&D History [ptgptb.org] or do a google search or go to the newsgroup on D&D (D&D FAQ [cs.ruu.nl]).

    3. TSR, over the years, ripped off many ideas et al from people. One story in particular stands out. M.A. Barker's "Empire of the Petal Throne" was released by TSR minus it's copyright notice. Mr. Barker did not notice this right off and by the time it was brought to his attention TSR used an obscure copyright technical issue (since modified by Congress) to assume total control over Mr. Barker's work. Mr. Barker (of course) filed suit and went bankrupt trying to get his work back. Years later, a Mr. Lou Zaukie (spelling?) - the inventor of the high impact die and friend of Mr. Barker - convinced TSR to sell the rights to him and Mr. Zaukie returned the rights to Mr. Barker. Who has since gone on to print the rules again as well as to produce other tomes.

    4. The heires to the Flash Gordon fortune, who happened to be nuts over D&D, was the person who bought up most of TSR's outstanding stock and kicked Mr. Gygax out of TSR. (This is mainly what I read and heard about many years ago so take it with a grain of salt.) From what I heard, Mr. Gygax kicked out several of the people this lady liked from TSR and in a fit of revenge she did this.

    5. Then came several years of nothing new from TSR and, according to accounting records, TSR went heavily in debt as the heiress sucked all of the money out of TSR in order to build some sort of an amusement park dedicated to Flash Gordon. The amusement park deal went sour and she went shopping for someone to buy TSR. Especially since most of the creative people either were not allowed to finish works and/or left when Mr. Gygax left. (Some to other companies and some with Mr. Gygax - according to other reports.)

    6. Then, from left field we have Wizards of the Coast. WotC originally was another company. TSR put them out of business. So they had to re-invent their company and did so using a novel idea - playing cards like you would D&D. WotC's revenge was that they bought TSR from the heiress (who, from some accounts had doctored the books so TSR looked like it was a great thing to buy but subsequently WotC found out that all of this inventory TSR had was rotting in various warehouses because no one was buying it anymore since it was so outdated.).

    7. So now we come to the latest chapter in TSR's history. Hasbro bought WotC recently. Just when WotC was beginning to breath new life into TSR; Hasbro and WotC's owner had a falling out. As of today, Hasbro has sold off most (if not all) of the electronic/computer software related to both WotC and TSR games. Only the board/book rights are left and Hasbro has let it be known that they are not looking exactly - but would not be against having offers made to buy WotC/TSR.

    But that's just some of the past history of Mr. Gygax and TSR. :-)

    • by cirby ( 2599 )
      Lou Zocchi helped MAR Barker with the EPT copyright issues, but he was also known for whipping out not-too-good "clones" of popular games in short order.

      TSR was known for pulling nasty crap on a regular basis, and while they'd sue at the drop of a hat for copyright infringement, they'd use "inspirations" from other games and sources quite freely. All of the smart gamers made sure to never show any works in progress to TSR employees, because those works would be the next TSR "invention." For example, Steve Jackson Games was working on a vampire-hunting game called, of course, "Vampire," and after some TSR employees got wind of it, TSR announced a game with that exact same title (and no game to sell with that title - that came later. Shades of Microsoft, there).

    • whoa. lengthy comment [slashdot.org] there, AC. with powerful allegations. most of what you say is true, however you are purposefully leaving out facts such as that Gygax himself was pushed around by TSR quite a bit (thus his departure). those people you mentioned he ousted were actually the reason for most of TSR's misfortunes in the first half of the '80s. for a few months in 1985, Gygax had control of TSR. april '85 saw Oriental Adventures and Unearthed Arcana. then he quit. (next major shipment was 2nd ed in '89)

      6. Then, from left field we have Wizards of the Coast. WotC originally was another company. TSR put them out of business. So they had to re-invent their company and did so using a novel idea - playing cards like you would D&D. WotC's revenge was that they bought TSR from the heiress (who, from some accounts had doctored the books so TSR looked like it was a great thing to buy but subsequently WotC found out that all of this inventory TSR had was rotting in various warehouses because no one was buying it anymore since it was so outdated.).

      What? WotC originally made greeting cards and a few D&D accessories. Then they were pitched Robo Rally by a certain Richard Garfield. Peter Adkinson (CEO and owner of the garage WotC ran out of) promised to make Robo Rally after first making some kind of card game that was simple, collectable, and fantasy-based. Boom, Magic: The Gathering. WotC grows HUGE. Meanwhile, TSR is in massive financial trouble and ready to file for bankruptcy. Adkinson, a really big fan of D&D, sees his opportunity and WotC buys TSR, fixes a bunch of problems and cleans everything up (even re-hires Gygax). Why do you think Third Edition is soooo much prettier and cleaner (and better)?

      Check out Gygax's explanation [gygax.com] for ... pretty much everything this AC left out.
  • Let the flames begin, but IMHO, the best RPG ever, *hands down* is Runequest.

    Gygax has recently moved away from the "power gaming" that dominates D&D, but in Runequest, it's always been impossible to succumb to gaming dominated solely by statistics and probabilities.

    Stafford, Perrin, et. al. created a game that not only utilized a straightforward skills-based system, but also made a marvellously-detailed and lifelike world - Glorantha.

    I say "lifelike" because it had internal contradictions. There were conflicting sources of information. There was never any one, overarching "true history" of Gloranth, only snippets you'd find here and there. Plus, the world was dominated by the truly epic struggle between the Lighbringers and the Lunar Empire - a backdrop that gave life to countless adventure opportunities.

    The game system was fantastic, because you could get to be a real badass and still you had to pay attention to combat. In D&D, as a 10th level character, a 1st level monster presents no threat to you. Not even remotely. But in Runequest, there's always the chance that that nasty, grimy little broo can take down your kick-ass Rune Lord (as poor Khorat the Barbarian found out lo those many years ago - may Urox guard his soul).

    Anyway, although RQ is out of print (the sortid history of its demise is really too painful to recount), Glorantha is alive and well, and there's even a new game that allows players to explore Glorantha (haven't played it - I'm still too wedded to my RQIII materials).

    Find out more about Runequest here [maranci.net].

    Find out more about Glorantha and the Hero Wars here [glorantha.com].

    • So this is the official flamefest thread ? ;)

      OK, I admit that RQ was nice. And there aren't as many things bad with Glorantha as there are with most (A)D&D worlds.
      But, ducks? Do You really, REALLY need the ducks?
      Oh yes, didn't CoC use the same rules?

      With the various systems I've tried, Warhammer FRP with a stack of handwritten notes from sources close to the game is pretty close to the best system. Specifically the best idea in the gamesystem are careers.

      Then there's of course SLUG. The hard battles between FUDGE and SLUG fanatics are occasions of great joy and bloodshed!

      What else? GURPS has good ideas, but after memorizing way too many GURPS books, supplements and compendia, I've come to the conclusion that in the end, it sucks. For all the good the system can provide, there are problems that would require reworking major parts of the whole.

      Then there's of course Marvel, which is pretty nice. Thou shalt not choose Champion over Marvel, as that is the path to insanity - and Hero systems fans are crushed by GURPS fanatics any day on any field.

      Oh yes, never forget MERP/RM/SM series. Some nice material, and I did write a program that took, as input, a couple of numbers in about -100 - +500 range and displayed the gorified textual results on screen.

      Paranoia is one to be remembered. Not for the system (who cares about the system in that game?), but for the memories of having caused the utter, complete destruction of alpha complex. And if I remember correctly, some commie bastard didn't die in the process ;)

      Never liked Storyteller. I don't need a non-system to tell me that I don't need a system to tell a story ;)

      What was it that needed dice with one third of the sides displaying '-', one third blank, and one third '+'? I think I have a hundred or so of those dice somewhere.

      Of course many people still remember Metamorphosis Alpha, Top Secret (S.I.?), but how about the more obscure titles like "The Secret Treasure of Racquoc in the Acirema Dungeons"? And was it "Late, Late Night" or whatever where the characters were actors in B-flicks? I think there was something about attack of the giant mutant ants, too, although that could've been covered by the above mentioned horror story.
      And what the hell was Nuns on Wheels? Was it RPG or Car Wars add-on or what?

      Add to the list many of the homebrewn systems. I think one of the best ever took about two handwritten pages in an A5 notebook. Unfortunately it was destroyed (I think it burnt - not sure, though).

      Oh well, those were the good old times. Perhaps I should try checking if anyone on Ebay has Rogue Traders for sale.
  • by jinx90277 ( 517785 ) on Wednesday March 13, 2002 @10:35PM (#3160694)
    I don't know about you, but a little role-playing at 4 AM can be a lot of fun...nudge nudge, nod nod, wink wink:

    You've been a BAD little dungeon master, haven't you? You must be punished...
  • by Anonymous Coward on Wednesday March 13, 2002 @10:51PM (#3160728)
    His corporation was thoroughly and soundly thrashed on the front page of Wall Street Journal well over a decade ago.

    Why?

    The Wall street Journal wanted potential unwitting investers to be aware of his corporations highest ratios of family members in a listed public company in history.

    He hired every relative, near relative, friend, etc and let them bicker and fight the company into utter chaos and floundering.

    Rule #1 dont hire relatives and friends just for the sake of it to give them jobs.

    He blew it.

    Wall Street Journal spelled it out quit clearly to me... Gary Gygax is a terrible business man.

    I did play AD&D all though high school and College though, and many other RPGs, and do think fondly of of the standardization of the game so that I could easily merge into other peoples games.... I respect him for that (being successful) But he destoryed the integrity of the game with bad decisions to capture children market. It should never been brought below adult level gaming.

  • So what the hell really happened with Dave Trampier? Somewhere I still have a freakish flame letter from him because my brother wanted his money back for the Wormy compilation he failed to produce. Did the dude go into the rubber room for a couple years or what?
  • Not known? (Score:3, Informative)

    by jsimon12 ( 207119 ) on Thursday March 14, 2002 @01:02AM (#3161155) Homepage
    Sorry, but I think the statement that Gary Gygax is unknown, is sorta unfounded. Hell, Homer even met him on the Simpsons.
    Hello, I am Gary Gygax, I am.........(rolls D20)....... happy to meet you.
  • Has anyone ever seen the "Complete Munchkings Handbook, AD&D 3rd Edition" Online? I've got a copy I downloaded via FTP in 1993, but it never seemed to find it's way onto the net.

    If anyone would care to find a home for this doc online (and the "Complete Guide to AD&D sex", each doc at least 30 pages) that wouldn't be slashdotted, let me know...

    Excerpt below: (Grr, bloddy filters)

    WELCOME TO THE THIRD EDITION AD&D GAME

    You are reading the key to the most exciting hobby in the world -
    role-playing games.
    These first few pages will introduce you to the third edition of
    the only role-playing game currently published. If you are a novice
    role-player, stop right here and read the section labeled 'The Real Basics'
    (on the next page). If you're a veteran, you already know the spiel, but
    go read that section anyway.

    Why a Third Edition?
    If you don't know the answer to this question, you didn't read the
    section labeled 'The Real Basics'. There are penalties for not doing what
    we say...remember the virus?

    How the Rule Books are Organized
    As always, they are perfectly organized. Given the tremendous
    positive response to the organization found in the Second Edition, we decided
    to try something new. This Handbook is only the first in a long series of
    books designed similarly to the First Edition Dungeon Masters' Guide.
    However, we did place the last page of that tome first in this one. We think
    you'll appreciate the change.
    Everything a player needs to know is in the Munchkin's Handbook.
    Everything a munchkin needs to know is also in the Munchkin's Handbook.
    Rather than splitting up our books, as we did in previous editions,
    this book will contain the entire core of the AD&D Third Edition game.
    It also contains a full length novel on our new campaign setting - Dimensha;
    several modules; and hundreds of new spells.

    Learning the Game
    This is really simple. First, follow the instructions found in the
    section labeled 'The Real Basics', then come back to this point.
    Now that you've followed the instructions found in the section
    labeled 'The Real Basics', we can tell you how to learn the game. Just sit
    down at some comfortable table with your books and dice and dive right in.
    We've found that learning by trial and error is the best way, so please begin
    at your leisure. Another good way to learn is to find somebody who already
    knows how to play, preferably a munchkin, and learn from him.

    The Third Edition AD&D Game Line
    Hey, you're looking at it. This is it. All the core rules are in
    this one book.
    However...we are preparing many useful and necessary supplements.
    In the coming days you'll see The CyberADDing Manual, TechnoMagic, The Star
    Trekking Source Book, The Totally Complete Elven Handbook, The Totally
    Complete Dwarven Handbook, The Totally Complete Hobbit Handbook, and the
    awesome new Diabolic Magi Handbook. That last book contains spells to summon
    all manner of diabolical creatures such as Arch Demons, Arch Bishops,
    Rabid Anti-Moms, Televangelists, and members of the Moral Minority. Be the
    first on your block to own this book, it's sure to be the talk of the news.

    A Note About Pronouns
    The use of the masculine pronoun throughout this work should not be
    miscontrued as a deliberate snub against women in general. A few women in
    particular, but not women in general. In addition, we also would not wish
    to have it thought that AD&D is a male only game. Far from it. We encourage
    women of all ages to play. To this end we have created a new character
    class for the game that only women may play. We hope you'll be pleased.

    Non-Optional Rules
    Hey, listen, we didn't want the crap they (THEM!) put into the 2nd
    edition. So, in this handbook, we go over every single stupid little
    anti-munchkin rule and we fix it back the way it should be.
    NOTE: These fixes are NOT optional. Play the game without these
    rules in effect and you aren't playing AD&D. Call it GURPS, or HERO,
    or RUNEQUEST, or something equally silly, but don't call it AD&D, in fact,
    don't even use our rulebooks, or we'll sue you. We'd tell you to call it
    Ysgarth, but nobody would understand the joke.

    THE REAL BASICS

    This section is intended for everyone new to the Third Edition.
    Please read it carefully in order to fully comprehend this new edition and,
    incidentally, vaccinate yourself from the virus embedded in this book.

    The Goal
    Unlike previous editions, this edition does have a stated goal.
    In order to win, you have to have the most power and possessions at the
    end of the game. You'll know when the game ends - the DM will tell you,
    perhaps not in so many words, but we're confident that you'll be able to
    tell.

    Required Materials
    Now we come to the crux of the matter. In an ideal world, all you
    would ever need is this one hefty tome. Unfortunately, there are some DM's
    out there who like to use other material. Now, in order to prevent them
    from using some obscure rule on you, you must buy these materials also.
    So, in order to start playing the game you need, at a minimum, the
    following items:
    { Editors Note: This list was deleted for space reasons. It was
    about 10 pages long listing every product TSR sells or intends to sell.
    If you REALLY want this, just send me email and I'll send it to you. }

    ...........

    Class Restrictions and Level Limits
    There are no class restrictions or level limits for any race in the
    Third Edition game. Nobody ever used or wanted them anyway.

    { Racial Types:
    All the races that were allowed as PCs in the First and Second
    Editions were included here. Races kept any special abilities and penalties
    they had in either First or Second Edition. In addition, all the races
    that appeared in the Dragon Magazine and the Polyhedron were also listed.
    The only noticeable change was that any race could play any class or
    multi-class combination and that dual-classing no longer exists. }

    DMs
    The DM race is very special and rare. A DM has no specific
    appearance - though they will often choose a form and use it almost
    exclusively.
    The DM can only play one class - DM. The reason for this is quite
    apparent - DMs can do anything. If a DM chooses to play a different class
    it is only because he's a little bored. If he does choose a class, it has
    no effect other than a mental one. The DM will pretend that he is that
    class and for all intents and purposes will appear to be a member of that
    class. He can at any time, however, use any of his DMonic powers. Even
    when pretending to be another class, the DM is still playing the DM class.
    In this manner, he may become higher level without even realizing it.
    The DM's only special ability is that he can do anything he wants,
    anytime he wants, whereever he wants, as often as he wants. The DM usually
    does IT behind a screen though.

    Dragons
    Upon choosing this race, you need to choose exactly which type of
    dragon you wish to be. Any dragon type is allowable.
    You will start play as a hatchling and may take one or more classes.
    Dragons can take the DM, God, and Munchkin classes but may only be single
    classed in those instances. A dragon can also play any other class, so long
    as its alignment is compatible. Dragons can be multiclassed and this is
    quite common given their slow rate of initial advancement. Dragons are a
    very special case when it comes to increasing in class levels. They can
    only increase at the rate of 1 level per age category until they reach
    the Ancient age category (10). Once this category has been reached, they
    can progress to higher levels as soon as they gain enough experience points.
    In order to enter a new dragon age category, a dragon has to do three
    things:
    1) He has to age. This can be done through magical means,
    but usually occurs through natural aging. In order to gain a new dragon
    category and the resulting benefits, the dragon must be physically old
    enough for the category according to his type.
    2) He has to own and maintain a treasure horde containing
    valuables that exceed (10 raised to the level of the new age category
    minus one) gold pieces. The exact composition of the valuables (magic items,
    gold, silver, normal precious items, gems, jewelry, etc) is immaterial.
    This treasure only needs to be owned during the transition from one age
    category to the next. (Note: Only extremely stupid or powerful dragons
    would allow another dragon to 'own' their horde during this interval.)
    Dragons which do not generally maintain hordes (cf Faerie & Solar dragons)
    must perform two rites of passage (see #3 below).
    3) He has to perform a rite of passage. For evil dragons
    this generally means killing a paladin (or other good aligned creature) of
    equal power. For good dragons this means performing some dangerous quest
    to benefit dragonkind. For all dragons this could also mean preventing a
    dragon of a different alignment from completing their rite of passage.
    The exact action is up to the DM.
    When a dragon fulfills these three requirements, he increases in
    power the moment he fulfills the last requirement. If the dragon also
    has enough experience points to increase in level in one or more of his
    classes, he instantly gains the new level(s).
    Dragons have all the powers and abilities of a normal dragon of their
    type and age category.
    Some information was accidentally left out of MC LXI and we are
    reproducing it here because it is of vital importance to Dragon PC's.
    Dragons are immune to their own breath weapon and similar attacks. Dragons
    can control their breath weapons sufficiently to prevent them from doing
    harm to anything within the breath weapon. It is this ability which allows
    Red dragons (among others) to gain a horde of magic and gold rather than
    a lump.

    Gods
    Newly born Gods are often forced to come to the prime and start
    their own religion, or have been tossed out of the Outer Planes as being
    too small a fish for such a big pond. As such, they tend to have bad
    attitudes towards everyone except a worshipper.
    Gods are very rarely born to a Munchkin. These gods are the lowest
    gods that exist and rarely exist for long because most people hate them.
    Much like DMs, Gods can assume any form they wish, and often
    wear a favored form most of the time.
    When a player decides to play a God he starts at the lowest level of
    ability and gains more God-like powers as he increases the number of his
    worshippers and receives sacrifices.
    He may choose to learn classes - any number of them, all at the same
    time. His very nature allows him to ignore any and all restrictions of
    the classes he is learning. If he chooses a class (or classes) which
    allows him to use magic or spells through divine contact, he may either
    choose himself or another god to worship. If he chooses himself, it costs
    him 1000gp or 1 worshipper per level of spell or magic that he casts or
    uses. The money is totally obliterated, or the worshippers soul is
    utterly destroyed. The worshippers that die are randomly chosen.
    If the God decides to learn Godhood, that is the only class he may
    take, but he gains in power much more quickly.
    Gods may not take the DM class, and may only be single-classed
    Munchkins if they choose that class.
    Gods are immortal, and if killed on the prime material plane they
    merely reform on their plane of origin, and are booted back to the prime,
    usually to kill the thing that killed them. Gods descended from Munchkins
    will reform on a random plane until such time as they are powerful enough
    to claim a plane to permanently reform on. If the random roll results in
    the God being reborn on the plane it just died on, then the God is
    permanently killed.
    Gods can {do lots, completely detailed in a 5 page space filler that
    is also included in the God class and is therefore not repeated here for
    space reasons. - Editor}

    Munchkins
    A Munchkin is a person descended from eight or more races. The
    normal appearance of the munchkin is that of his parents, but he has the
    innate ability to shapechange, at will, as often as desired, into any race
    that he is descended from. The shapechange is not a magical ability and is
    not detectable as magic. The player is allowed to choose the eight
    races that he is descended from, and which one (or two) his parents were.
    Due to his special nature, the Munchkin has none of the normal penalties
    that the races he is descended from had, but he does have all their
    abilities. The unique coupling of his parents (who were, in themselves,
    descended from multiple races) is what created the Munchkin as all the
    genes regressed to provide this shining example of what Mother Nature can
    do when no one is looking.
    Munchkins cannot have offspring except through magical help.
    Offspring of Munchkins usually revert to being a race from which the
    Munchkin is descended. On the 1 in a billion chance that the offspring
    does not revert, it is miraculously born as a god (see the God race above).
    The Munchkin typically lives wherever he likes, and rarely, if ever,
    is seen in the company of another Munchkin.
    Munchkins live for as long as they like, or until killed. The reason
    for this is that they never reach maturity. Should a Munchkin ever become
    mature, he immediately loses the ability to shapechange and any and all
    abilities associated with any race except the one he is currently in the
    form of. The Munchkin is then treated exactly as a creature of that
    race losing any and all benefits of the other races, and gaining any and
    all of the penalties of the race he now is.
    When first created a Munchkin gets +2 on all ability scores (Maximum
    27) and 2 additional hit points. He does not get the standard ability score
    modifiers of the races from which he is descended.
    The appearance of a Munchkin usually is a bad sign, and some villages
    have been deserted overnight just from the rumor of a Munchkin moving in and
    lowering the property values.
    Munchkins' are able to speak, read, and write fluently in the
    languages of the races from which they are descended.
    Munchkins can be any class, but prefer to play a Munchkin, God, or DM
    class. When a Munchkin does not take the Munchkin, God, or DM classes,
    he may multi-class in as many classes as he likes and ignore the penalties
    or restrictions inherent in those classes.

  • by Sabalon ( 1684 ) on Thursday March 14, 2002 @10:47AM (#3162284)
    When I was in 8th grade, I was an avid D&D player, along with some others in the neighboorhood.

    During that time, we travelled to Ohio to visit some high-school friends of my mom and some old friends of my grandmother.

    I remember sitting in my grandmothers friends house and my grandmother asking the other ladys grandson if he played Dungeons and Dragons.

    The other lady started blabbing on and on about how it was an evil game made by the devil and it was not allowed in her daughters house and so on.

    I think about the most evil thing D&D has ever made me do is spend a lot of time on ebay trying to obtain an original version of Dieties and Demigods to complete my collection.

    Now, if you will excuse me, I must go crawl around some steam tunnels and put curses on people

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