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Howling Tower: Rise of the Miniature

Philip J. Viverito's "Siege of Alesia" game at Cold Wars 2010 (Photo: Steve Winter)
It’s a piece of RPG legend that D&D arose from wargaming. Although that’s true, it’s a case of something not really meaning what people think it means. A more accurate statement would be that D&D arose not from wargames but from wargamers. After all, the magical spark at the core of D&D is that it wasn’t just another wargame; it was a little of this and a little of that rearranged into something startlingly new and different.

But the inventors and early adopters of D&D were steeped in wargaming ideas, and they left a strong imprint on the game. Typically, this influence gets simplified to the most recognizable of the wargamers’ tools—miniatures—yet miniature figures are probably the least of the ways in which wargaming influenced RPGs. Early editions of D&D stated clearly that the game didn’t need miniatures at all. That was an important declaration, because rules for miniature wargames are what TSR published in the early 1970s. Anyone who bought a rulebook from TSR expected it to be for and about miniatures; hence the need to be up front about what people were buying.

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Howling Tower: Mounts

19th-century depiction of a victorious Saladin, by Gustave DoréWhen is the last time one of your characters bothered to own a horse in a D&D game? How long has it been since anyone soared over the mountains on the back of a roc or traversed the underworld on a lizard or giant worm? Has anyone ever even seen a chariot?

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Howling Tower: Their First Expedition

Three Peasants in Conversation by Albrecht DurerEverybody starts somewhere.

A person’s first experience with tabletop roleplaying will stay with him or her forever. That’s equally true whether it was good or bad. If the player didn’t like it, that player will never come back. If the player enjoyed the experience, the RPG club gains a new member and that person picks up a hobby that could last the rest of his or her life.

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Howling Tower: Setting the Hook

Roman mosaic in the Jamahiriya Museum in Tripoli, LibyaAdventure hooks are the grease that keeps a fantasy roleplaying game campaign moving forward without snagging up between adventures. When hooks work properly, one adventure meshes into another like the cogs in a fine transmission. Players transition from the third adventure to the fourth adventure like Steve McQueen upshifting from 3rd gear to 4th.

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Howling Tower: Strategy

Sun Tzu

“All that matters is that today, few stood against many.”

—Conan the Barbarian (and John Milius)

 

Roleplaying games grew out of wargaming, and to those of us who followed the same vector, the pull of wargaming is still strong. But you don’t need to be an old-timer to feel the tug from strategy and tactics.

Wargaming has important lessons to teach DMs and players about building drama in games. That might surprise folk who don’t play wargames. Pacing, tension, and, above all, balance are major concerns for the wargame scenario designer.

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