July 25, 2013

D&D: 1976-77

This post is the second in a series of chronological reviews illustrating my "wave and transition" approach to Dungeons & Dragon's development. I would again emphasize that these posts are cursory at best; additional details will be presented as I begin focused analyses of individual creators, products, etc. in the months to come.

Pt. 1 - D&D: 1970-76

Transitional Period B (1976-77)

The first production-level hints of D&D's growing market and marketing success appear in late 1975. Chainmail 3e gains a slick silver cover. The original D&D (OD&D) boxed set gains new cover art and goes all white. Timothy Kask becomes TSR's first outside editorial hire, taking over, among a slew of other duties, as editor of Strategic Review with issue 5 (Dec 1975). But by 1976-77 the company's growth and branding changes are impossible to ignore.

On the creative side, Dave Arneson, Mike Carr, [1] and David Sutherland are brought into the official TSR stable during the spring of 1976 -- though Arneson, continually more frustrated, is already gone by the end of that year. James Ward solidifies his position within the company, coauthoring Supplement IV: Gods, Demi-gods & Heroes (Jul 1976) with Robert Kuntz and designing Metamorphosis Alpha (late 1976). [2] Tom Wham joins the crew as a staff artist and board-game designer in May 1977.

By mid-1976, Kask has overseen the transition of house-organ Strategic Review from newsletter to magazine before further transforming it into a bonafide gaming publication (The Dragonwith outside content. [3] Articles in both reveal a continuing emphasis on retrofitting and otherwise tinkering with the 1974 OD&D rules.



Generic materials like hex sheets and polyhedral dice had been early additions to the TSR catalog, but its first branded D&D accessories are released in 1977 in the form of Character Record Sheets and Dungeon Geomorphs, Set 1 -- the latter is an idea teased as early as Strategic Review #5 (Dec 1975, p. 7). If nothing else, those products suggest that TSR sees play aids as a supplemental revenue stream, with game content (especially adventure and setting details) being something customers could and would create for themselves.


OD&D's final two supplements as well as its miniatures rules have slick two-tone or color covers -- in contrast to Greyhawk and Blackmoor's rough tan card stock.



And the cardstock gaming booklets of 1974-76 soon become the monochrome and color rulebooks of 1976-77.



The company's stylized GK (Gygax-Kaye) monogram is replaced by a D&D-style lizard man in Sep 1975. [4] Thus, even the smallest details make it clear that TSR sees itself as an increasingly important player in the gaming market, one whose brand is as important as its content.

TO BE CONTINUED . . .

Notes

[1] Carr's popular Fight in the Skies (AKA Dawn Patrol) was acquired from Guidon Games, with the fifth edition appearing under TSR's imprint in 1975. Carr would go on, among other things, to author the first Basic D&D adventure module B1: In Search of the Unknown (Nov 1978), which was eventually bundled with J. Eric Holmes' D&D rules revision (Jul 1977) in later printings of the "Basic Set" box.

[2] Gary Gygax and Brian Blume's Warriors of Mars predates Metamorphosis Alpha by two-plus years, but given the former's emphasis on miniatures, most commentators consider the latter the first true science-fiction roleplaying game.

[3] Strategic Review had a seven-issue run between Spr 1975 and Apr 1976, the last three issues being clear (i.e. magazine-format) precursors to The Dragon, the first issue of which is cover dated Jun 1976.

[4]  The lizard-man logo was itself replaced in late 1978 by a wand-wielding wizard. "Wizard" was the title for an 11th-level OD&D Magic-User and, later, incorporated into TSR's catchphrase "The Game Wizards."

No comments:

Post a Comment

Your comment will appear as soon as we've approved it. Thanks for posting!