Off the Grid: Gygaxian game design

The passing of Dungeons & Dragons co-creator Gary Gygax means the passing of one of gaming's most notable and influential designers. The legacy of Gary Gygax, however, is more difficult to discern than most realize. After all, the evolution of D&D is credited to both Gygax and co-designer Dave Arneson -- not to mention Gygax's other games, both before and after the golden age of his company Tactical Studies Rules. So what kind of designer was Gary Gygax?
Gaming was already social when Gygax came on the scene. He was only one of a growing force of war-gamers. But it was Gygax that made gaming personal, with his own designs uniquely focused around the role of the individual. Instead of controlling the army, Gygax wanted to control the soldier. Instead of manning the fleet, Gygax wanted to man the ship.
While such a transition was hinted at in expansions and additional rules for Gygax's early games like Don't Give Up the Ship! and Chainmail, the idea would truly hit its stride in 1974 with Dungeons & Dragons. Of course, with individualism had to come rules for individualism, and here is where Gygax flourished.
From his earliest designs, Gygax excelled at creating order from chaos. In a way, Gygax was one of gaming's first stat-heads. If it had a role in a game, Gygax wanted it bound with values. Gygax wanted definition.
For those random aspects of life that could not be defined by set integers, Gygax turned to dice. Unhappy with the short range of values offered by the standard six-sided dice, Gygax brought the five remaining platonic solids to game design, giving him 4, 8, 10, 12, and 20-sided rolls accompanying the standard 6. He contributed to the design of Tractics, the first game to ever make use of a 20-sided die.Though Gary Gygax spent a great deal of time devising rules, he also felt that people relied too heavily on rules. The rulebooks and parameters dictated the dimensions of each universe Gygax created, but the flavor and color of the worlds was generated through improvisation. In a piece recently published at Wired, Gygax sounds off on the attachment of war-gamers to the stipulations of rules: "[Players] would write in and ask the publisher of the game what to do... Whatever they were told, they did. And I said, that's silly - just make it up."
This may seem contrary to the spirit of Dungeons & Dragons, a game infamous for its sheer number of rules, and accompanying tomes of stats. But perhaps it was the tension between anarchic and rule-bound play that made Gygax such a potent designer. Whether digital or non-digital, games are constantly walking the fine line of "constrained freedom." Gary Gygax was one of the first designers to walk that line with unabashed confidence. Perhaps that -- more than 20-sided dice, or stacks of rulebooks, or dungeon-crawling elves -- can be considered truly Gygaxian.
For more information on Gary Gygax's legacy, check out David Kushner's "Dungeon Master: The Life and Legacy of Gary Gygax."
Scott Jon Siegel is a fledgling game designer, a professional blogger, and a mediocre cook. His words and games can be found at numberless, and he's STILL anxiously awaiting either a copy of Power Grid or Marrakech to review.











Reader Comments (Page 1 of 1)
Phi Nguyen @ Mar 13th 2008 6:09PM
May he rest in peace.
Fernando Rocker @ Mar 13th 2008 6:09PM
Off-Topic: A customer just called... would you travel 7 miles for $40 dlls?
Shagittarius @ Mar 13th 2008 7:18PM
Is that $40 for an HJ or a BJ?
Matt B @ Mar 13th 2008 8:44PM
LOL Shag
FR WTF? Take your OT stuff to wii fanboy please.
Ed @ Mar 13th 2008 7:41PM
I always liked the D&D board games, but when thay try to translate them to video games, they always did a horrible job. It's a shame to, there such a rich fountain, and library of information, and creativity that can be tapped into. I believe my love of JRPG's comes from the fact that they feel the most like when I was younger and I'd play a D&D board game.
Ed @ Mar 13th 2008 8:10PM
I know "they" not "thay". I know I'm not the greatest speller in the world, but I usually don't suck that bad LOL.
jynxycat @ Mar 13th 2008 9:01PM
Pretty much all RPGs are D&D with a prettier interface.
You have a story, characters, items, spells, behind the scenes dice rolls, etc.
This man's basically one of the reasons any RPG exists today.
Zeus.:God @ Mar 14th 2008 2:43AM
Apparently you haven't played Baldur's Gate.
Hot$auce_Magik @ Mar 13th 2008 9:14PM
obviously Ed has never played Baldurs gate, Planescape or any of the other great D&D based rpg's out there (of which there are more than I care to look up). I have wasted hours and hours of summer days (before i had jobs) playing those games...
Ed @ Mar 14th 2008 9:57AM
Your right, I haven't played anything beyond those first console games that came out... I'm not necesarily a fan of western RPG's, but I'll definitly do a little research and check out Baldurs Gate. Funny thing, they erased my first reply LOL. I guess someone took offense to my dislike of WRPG's LOL. So if this comes up as a double post I'm sorry.
Hot$auce_Magik @ Mar 14th 2008 11:01AM
No worries man. I would check out Baldurs Gate 2 since its a little better in terms of gameplay and slightly (and I do mean SLIGHTLY) easier. I've never actually beat either of em. The rest of the older ones are a bit dated however. Neverwinter nights is the new school D&D adventure, along with D&D online, which I have not played.
capt_carl @ Mar 13th 2008 9:35PM
To quote Gabe and Tycho, may he forever roll in his grave.
I never played D&D, but I knew plenty who did.
Psaakyrn @ Mar 13th 2008 11:34PM
The main problem is that in most video games, including D&D based games, you can't improvise, and the computer can't improvise, hence you'll never really get a feel of a Proper D&D game, where flexibility is key. Frankly, the closest you can get to a D&D game is by Nethack, simply becase of the sheer detail coded within that almost everything is thought off. (Morphing into a 1-hit kill monster to go on a rampage? Check. Training your pet dog to steal from the shopkeeper? Check. Pissing off your God, and using that to actually gain an advantage? Check.)
t_m @ Mar 14th 2008 3:55AM
I think that in many ways videogames magnify the WORST of systems like D&D. Because computers can automate all the number crunching, cRPGs tend to become all about rules and numbers.
The rules and numbers were only there for when people's imagination failed. The best P&P RPG sessions (not that I played often) were about coming up with creative solutions that entertained the GM. In those situations a dice role was unnecessary... the GM just imagined what happened next.
For computer games (RPGs and MMORPGs) I see then ext big evolution being some form of AI dungeonmaster - who's role is to make interesting scenarios and react to player ideas.. not to simply compare stats.
(the best P&P RPG imho was Paranoia.. and in a good session of that the GM would probably NEVER ever roll a dice. )