TL;DR: Old guy records his lived-experience as a TTRPGer in
the late 1970s. Particularly, how play was focused on role in the group rather
than the individual characters.
Like most people I meet, I have my own lived-experience, one
that is unique to me. Unlike many people today, mine included playing Dungeons
and Dragons in the late 1970s. There was a recent Reddit post where someone
asked us old-timers to talk about how we used to play. Working from my phone, I
couldn’t write too long of a response, but the short, little response I put
there has gotten more upvotes than just about anything else I’ve ever said on
that platform. This makes me think that there might be some people who would
like to know more about my experience playing D&D when it was still
young.
Back then we played
the game differently. I’m not going to say that it was better than the way we
play today, but it also wasn’t worse. It was just different.
Short backstory. When I was what we would now call a
tween, I was hopelessly nerdy and living in a small, rural, university town in
upstate California surrounded by hundreds of miles of trees, mountains, and the
occasional ocean. Before the Information Age, boredom was a real thing and from
about age 13 to my early 20s I lived in the same town and gamed with a core
group of people that slowly changed over time and an ever rotating cloud of
others. Being in Northern California, we were early adopters of Runequest
and we had another game called The Arduin Grimoire. I recall playing Tunnels
and Trolls a few times, Traveller a lot, same with The Fantasy
Trip when it came out, and for me and some of my friends, every post-apocalyptic
game as it came out, Gamma World, Morrow Project, and finally Aftermath!
But most of those were in early 1980s.
Who was at the table. From about 1977 until 1981 or
so, I played a lot of D&D. In the summer, around three 8-hour D&D
sessions a week. There would be usually at least five people, typically seven
or eight, and sometimes ten or more. For the first few years, I was usually the
youngest player. Ages of the players would run from tween to college-age. The
gender ratio was heavily skewed towards males, with a fair representation of
openly gay players, but every game would have one or two women playing. After about
1981, I pretty much left D&D for Runequest, Aftermath!
and then GURPS.
Roles not Characters. We played it differently from
today. We tended to play roles, not characters. Each game session would start
with organizing a party. Depending on who showed up, we would pick which
characters to play, or we might roll up new ones. Most players had a small
stable of characters—maybe three or four. If there were not enough players to
make a good team, the DM would frequently allow some players to run multiple
characters. You would usually want ten to a dozen characters going into the
dungeon.
Once the party was assembled, the characters would head into
the dungeon. For several years, my best friend, Will Handrich, would run three
games a week (one in each real-world town in our area) and I would typically go
to all three games. The parties would head into one of a small number of
dungeons—places with names like the Sanskrit Place or the Old Tower. The game
would ALWAYS end with the group leaving the dungeon, or the occasional TPK.
After we got out, there would be some bookkeeping and dividing the loot and
magic items. Nothing was ever left hanging for the next game—because you never
know who would or would not be there.
But here is the thing, when we organized our groups, we didn’t
really care about the characters, what we were interested in was the character’s
role in the team. That’s why we called it roleplaying. Roles typically included
heavy fighters, light fighters, thieves and magic users. Even after AD&D
came in, these were still pretty much the roles we had. Even when Will let us
start playing monster PCs, and I ran a young, Chaotic Evil red dragon that was
trying to be Lawful Good, it was still more about the character’s role as a
heavy fighter than about the wild and wacky backstory.
Party Organization. We always organized the
characters into a marching order. It would be a block, three abreast. This is
what would fit in a ten-foot-wide corridor, and the corridors were (almost)
always ten-foot wide. Ideally, if you had, say a group of 12 PCs, you would
want three heavy fighters up front. The second rank would often be light fighters
like clerics who could also provide healing to the tanks. The “soft center” of
wizards and thieves should never get directly exposed to monsters and the back
rank would be lower-level heavy fighters or higher-level light fighters.
Levels. Characters progressed up level depending on
how much they were played and how lucky they were in their adventures. We would
routinely have third to fifth level characters forming the core of the group
with new level one characters be protected as best we can. But here is the
thing, characters died. Even high-level characters. Usually, one or two per
game. Often up to half the party. If you survived a dangerous adventure or a
bad encounter, you would be greatly rewarded. The treasure and the experience
would be divided among less characters—so all the survivors got more. But you
had to live. If you had a scholarly magic user, you might not opt to send them
into what is expected to be a major fight. But then they don’t advance. I had a
great, orcish fighter who had gotten to third level. Lots of HP and could
really deal a lot of damage. I still remember that someone had to hold the door
as we retreated from a swarm of goblins. Best I ever did with a normal fighter
character. He did not make it out of that encounter—but he held the door and
the others did.
The Great God NCR. One of the older players in the
late 1970s had a cleric who, like all adventurers, was in it for the money.
Someone asks the play who the cleric worshiped—this didn’t come up until
several games in—and the player created the Great God NCR (National Cash
Register made all the point-of-sale systems in our community and likely most of
the US at the time). This is, I think, the earliest example of a player character
having a unique character rather than just a role, I ever encountered. It
couldn’t have been earlier than 1978.
Enter Characters. In my world, we were well into the
1980s before games became centered on the character’s character rather than the
character’s role. When I ran Aftermath! every character, by their
nature, was unique. So, players would make a unique character and try and find
their role in the broader group. But there was a lot of what we would now call roleplaying
by then. Same with our early 1980’s Runequest. Certainly, by the time GURPS
dropped in 1986 everything was about the character and not their role in the
group.
Conclusions. I mostly wanted to write this down so
there was a record of the play style from when I was a kid, and the hobby was
young. I don’t play this way today, and I don’t want to. It was a different
time and place. But there are some things I’ve brought forward with me. In my
Monday night game there are six of us in total, five players, and we could comfortably
accommodate another one or two. Part of this is because we always end the session
with the characters outside the place of adventure. When someone calls in sick
(or whatever) it is not an issue, they just don’t run their character.
And also, boredom is gone from my world. If I don’t have
something pressing to do, I’ll write a blog post or work on a new game system (or—you
know—or clean the dishes.) It is almost impossible to get ten people together
for eight hours per week. It was fun, but those times are gone.
As always, thank you for taking the time to read this post
and please feel free to leave any comments or questions below. (I love hearing
from people and I’m certainly happy to talk more about old-school gaming with
anyone who cares.)