FANTASY ROLE PLAYING
Joe Siclari
FANTASY ROLE PLAYING (FRP) began in the 70's as an offshoot of wargaming.
Wargamers included miniaturists -- the people who paint up hundreds of little
lead figures and then refight historical battles with them -- and board
gamers (players of Risk, Diplomacy, etc.). Track games such as Monopoly and
Parcheesi are not commonly thought of as wargames.
Wargaming has been around for years as an independent hobby fandom, having
relatively little crossover with SF fandom. The only exception was Diplomacy;
SF fans invented the Diplomacy play-by-mail gaming, with John Boardman's
GRAUSTARK and Ted Johnstone's RURITANIA being the first and second
play-by-mail Diplomacy zines.
FRP games differ significantly from wargames in several respects:
- They are not played with any standard format. The "board"
is a map drawn by the individual Game Master. The players may never see it;
instead they depend on the Game Master (GM) to describe what their characters
see, smell, etc. A player character (which may be symbolized by a miniature)
has powers depending on his skill specialization (fighting, magic, etc.) and
experience (level; training). Not even the rules are standard; they have
usually been adapted by the GM to his own campaign.
- They are not Zero
Sum; there is not necessarily just one winner. Instead, the group of players
have gathered together to experience an interesting and challenging world as
created by the Game Master. Usually the player characters succeed in
mastering the non- player characters (as run by the GM), but this is not
interpreted as a player victory. Instead, the goal is to enjoy the gaming
process -- and to have one's character grow in power by gathering loot and
gaining experience.
FRP began in the early 70's with the publication
of "Chainmail; rules for Medieval miniatures," by Gary Gygax and
Jeff Perren. In addition to standard miniature rules, "Chainmail"
also integrated into the combat rules such fantasy-types as dwarves, elves,
ogres and goblins; giants and dragons; heroes, super-heroes and wizards; and
the Tolkien- derived hobbits, ents, orcs, and balrogs. "Chainmail"
was played in wargaming circles, but did not touch fandom.
However, "Chainmail" did put Gygax in touch with Dave Arneson of
the "Castle and Crusade Society," who had also written fantasy
rules. Arneson had created a more complex miniature game with even heavier
emphasis on fantasy figures. In this game, instead of playing an Army or even
a squad, the player played only one or two characters. In a series of games
(the campaign), the character grew in power, and was challenged by more
powerful monsters. Arneson never quite got around to writing this game down
in publishable form. Eventually a version of the game considerably rewritten
by Gygax (and listing him as co- author) was published as "Dungeons and
Dragons," in 1974.
D&D had considerable impact on fandom -- and vice versa. Many fen got
and played it. Some started FRP zines and APAs. (One of the latter, the
monthly ALARUMS & EXCURSIONS, edited by Lee Gold, reached #100 in
December 1983.) Some fans grew dissatisfied with D&D and wrote their own
FRP rules. A few of these were published professionally, the most significant
being "Runequest" (by Steve Perrin and Friends), the first FRP game
to base character competence on individual skills rather than on general
levels.
Eventually, Science Fiction role-playing games were also written, to make
the world of hard science fiction available to the role player. Among the
most popular of these is "Traveller." There are also a number of
role playing games based on popular science fiction and fantasy books,
including "Thieves World," "Call of Cthulhu," and
"Elric."
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