Saturday, June 7, 2025

Old-school, Left Coast Gaming

 

TL;DR: My lived-experience as a young, Northern California gamer in the late 1970s and early 1980s did not venerate TSR and their licensees but rather vilified their corporate practices while still playing a few of their products.

 

What now? I was doom scrolling the other day when I saw images of long, rantie posts by someone claiming to have been a mover-and-shaker in the early days of gaming. The individual was going on espousing how he hated modern, politically Left, “woke” game publishing and that in the “old days” gamers of all backgrounds got along fine working for “Christian” corporations. This was not my experience, so I thought I should document my relationship with published modules and publishing companies.

Backstory.  I started playing D&D in the 1970s and moved on to other TTRPGs by the early 1980s and have been a life-long gamer, and more recently even producing some small content. Here, I will jot a few paragraphs of my lived-experience just because it was different from that of this other person.

Left-coast boy. I self-identify as being from the Left Coast. That is, from a rural, coastal California town with strong ties to the political Left. (After I left my home town, I believe they were the first city in the US to have a Green Party majority on the city council.) I am definitely what the political Right would call “woke”. Have been all my life. Never regretted it. And I’ve been playing table-top Roleplaying games for the last half century.

Early D&D. I had an Eric Holmes Basic D&D set that did not come with a gaming module, instead I had what Google tells me where Dungeon Geomorphs. It was a set of tiles you could mix-and-match to create mega dungeons. I don’t think I ever used them but played around with them when I was bored.

We had the idea that you were supposed to come up with your own adventures. At that time, I looked down on pre-written adventures. The idea was that you were supposed to create your own adventures. (And I was the worst of snobby nerds as a teenager.)

We played a lot of D&D until about 1981 or 82, when we switched over to other games, but TSR sanctioned adventures were never a big thing for us. I am just now running B2 Keep on the Borderlands for the first time in my life. I bought a pdf a few months ago and have converted it to Mongoose Legend. I have set up a world with B2, B5 Horror on the Hill, and U1 Sinister Secret of Saltmarsh (Here is an overview of what I’m running, for those who care). My current group has just finished exploring the haunted house in Saltmarsh and are heading off to rescue a missing NPC from the Caves of Chaos in B2. This is –almost – the first time I’ve ever touched the modules. We didn’t play “corporate made” adventures. We made our own.

Almost.

Early Module Experiences. My brother James would buy some Judges Guild modules and start them, but we never got very far. He had Judges Guild’s Tegel Manor and we started it. We maybe got two or three adventures in. The problem was the architecture. It came with a large, fold-out map that was really cool, but there was no rhythm or reason for the layout of the building. It was a dungeon that was supposed to be a building. We loved the big map, but we couldn’t get over the implausibility of the building. Anyway, we drifted away from that.

And then there was the time we started U1, Saltmarsh. I think Will Handrich was running it. I know we were using AD&D. We had a largish group and we encountered kobolds setting traps on the way to the haunted house. We played one or two sessions but never got in the building.

There were two modules that we did like. T1 The Village of Hommlet and Apple Lane. Both of these modules provided a base for your adventures that you could drop into whatever dungeon you were planning.  They each did get a little bit of play in my early days. Of course, Apple Lane is for Runequest.

Somewhere along in here—and I forget exactly when—news reached us that TSR had sued our beloved Arduin Grimoire.  The word was that Hargrave had to go through and remove the words “Dungeons and Dragons” from the text of his books. So he did and replaced it with “Other Games”. I have a memory of seeing one of these later versions and—this was before computer typesetting—there was white space on either side of the words. I’ve tried to find this to check that the memory is true, but I don’t have my old Hargrave books, and I don’t know what happened to my brother’s copies when he passed. (So, it might not be true.)

But true or not, that did change my view of TSR. From then on, they were the evil corporation—just like in the emerging cyberpunk stories of the time. Myself, and many of my friends, viewed them as corporate bad guys out to make a quick buck. The fact that they ended up being gutted by a multinational toy company matches my expectations.

Mid-1980s. By the time we got to the mid-1980s I was active in a gaming club at the local university (which, last time I looked, it is still running). We would meet on Friday night in a university building and there would frequently be around six different games running. We would write on a blackboard whose games were running that night, what room each game was in, and if it was accepting new players.

I only have two memories of anyone ever running a published module. I could be wrong, I was deep into Aftermath at the time, and not attending too closely, but there was one time when a fellow ran Snakepipe Hollow over the summer—I didn’t get to play, but I heard it was fun. And one night we played a Top Secret one-shot.

Late 1980s. In the late 1980s I moved to Carbondale Illinois for graduate school. I might as well have been moving to a different world. Gaming here was very different. We also had a gaming club—it met on Saturdays—and you could float between a multitude of different games. But Judges Guild, which had been headquartered just a few hours away, had (apparently) just gone out of business and every used bookstore in town had three or four boxes of various Judges Guild products, still wrapped, at massively reduced prices. One of the shop owners told me that someone had traveled all over the region selling full boxes of books, and he had bought three.

It was here that I got a copy of Ravenscrag. Can not recommend this module enough! If I had had it back in my D&D days, it would have totally changed my relationship with pre-made adventures… but I didn’t. I still haven’t had a chance to play it.   

In summery. Myself, and I think many of my West Coast friends, did not have our gaming experiences driven by the products coming out of the Midwest publishing houses. We would occasionally shift through published adventures for good ideas we could add to our own works, but in general we created our own adventures and, for the most part, our own worlds.

Thank you for reading this far. If you found this interesting, I have a few other posts related to my early gaming experiences you might enjoy. As always, please feel free to leave questions or comments below.

Roleplaying before Character Playing

Same Revisited

No comments:

Post a Comment

Most Recent

Philosophy is actually really important!

  An Assertion. I am going to make the following claim without evidence. If people have reason to believe I am wrong, I legit would love to...

Most Popular