Page numbers in italics refer to figures.
A&E, 31–32, 34–35, 45, 49–51, 59–60, 68, 164, 200, 267–268
on approaches to play in D&D, 171
Blacow’s model explored in, 234–240
on categories of behavior, 97–98
on elitist view of AD&D, 254–255
female players and, 203–204
on GMs and rules, 152
on guided meditation and role playing, 82
on inverted role playing, 264
Pulsipher on D&D in, 166–167, 168
on role playing, 73, 77–78, 85–86, 91–92
Simbalist on fantasy role playing in, 187, 189–197
Abstraction, 238–239
Advanced Dungeons & Dragons, 81, 224, 243, 248, 252, 267
elitist view of, 253–255
maturity period of, 261–262
uniformity of play in, 219–221
Advanced War Games, 14
Adventure gaming, 68, 142, 161, 250, 258
Adventurer’s Handbook: A Guide to Role-Playing Games, 267
Adventures, 142
Adventures in Fantasy, 155, 222, 260
Aerial simulations, 14–15
Ageism in wargaming, 205–206
Alarums & Excursions, 29, 162, 264
Albrecht, Bob, 267
Alignment systems, 86–94
Amateur Press Association (APA), 3, 163, 164
APA-DUD, 162
Arduin Adventures, 244
Arduin Grimoire, 91, 150, 187, 208, 223, 243, 261
Arneson, Dave, 1–2, 18, 26, 28, 147, 155, 190
on lack of improvements in role-playing fantasy games, 222
on progression in role-playing games, 182
Ars Magica, 268
Bachmann, Douglas P., 212, 219, 261
on fantasy art form in gaming, 212–217
on the Hero’s Journey, 224–225
Backhaus, Wilf, 186–187
Bailey, Nancy Jane, 202
Barker, M. A. R., 118–120, 206
Basic Role-Playing, 245–246, 266
Basic Set. See Dungeons & Dragons Basic Set
Bauer, Scott, 234–235, 238, 240, 264
“Believe It or Not, Fantasy Has Reality,” 214–217, 219
Bigglestone, Clint, 207–209, 218
Bizar, Scott, 123
Blackmoor, 79
Blacow, Glenn, 29, 31, 32, 34–35, 51, 167, 255, 261, 263
applying the model of, 233–240, 266–267
on disillusionment, 130
on ego tripping, 228–229, 230–231
on four forms in campaigns, 226–230
on minimax players, 202
on role playing, 72, 77–79, 86
on schism in role playing viewpoints, 199, 204
self-portrait of, 232
on wargaming, 227–228
Blue Max, The, 15
“Books Are Books, and Games Are Games, and Never the Twain . . . ,” 173–174
Brennick, John, 45
Bristol Wargames Society, 15–18
Broome, Hal, 24
Buffalo Castle, 141–142
Bunnies & Burrows, 43, 73, 187
player’s illusion of determining own fate in, 194
progression system in, 100–101, 153
referees in, 114, 121, 145, 198
saving characters in, 129
Burley, Sherna, 35, 58, 73, 77
Bushido, 83, 93–94, 99, 136, 217, 222
psychological relationship between players and characters in, 210
referees in, 114
Butch Cassidy and the Sundance Kid, 134
Callers in Dungeons & Dragons, 48–52, 172–173
Call of Cthulhu, 266
Campaign, 176
Campaigns, 95–96, 104–108, 148, 194–195, 268
Blacow model applied to, 233–240
Blacow on four forms in, 226–230
Campbell, Joseph, 214, 224–225
“Cannibals & Castaways,” 180–181, 185–186
Carr, Mike, 14–15, 17, 18, 76, 133–134
Carter, Lin, 123
Cerrato, Peter, 96–97, 230, 247
Chainmail, 1, 8, 11, 18–19, 23, 115, 128
alignment in, 84
Champions, 266
Characters, wargaming, 13–20
Chilenskas, Mark, 69, 120, 130–131
Chiurgh, Anton, 192
Chivalry & Sorcery, 260, 76, 81, 83, 90–91, 98–99, 242, 248
alteration and revision in, 189–190
realism in, 188–189
referees in, 114
rule book on, 198–199
Simbalist as designer of, 188–199
Choose Your Own Adventure, 141
Clifford, Robert, 98
Clue, 161
Collective authorship, 20–27
Colwill, Ian, 15
Commando, 135, 144, 161, 185–186, 224, 260
Compleat Role-Player’s Handbook, The, 198–199
Complete Book of Wargames, The, 242, 244
Computer-Generated Dungeon, 142
“Consideration on the Subject of Fantasy Role-Playing, A,” 226
Conversations. See Dialogue in Dungeons & Dragons
Cosmic Balance, 86
Costikyan, Greg, 92, 148, 150, 180, 251, 267
on definition of role-playing games, 185–186, 219–220
on En Garde rules, 144–145
“Lord of the Dice” produced by, 153–154
Curtis, Steve, 15
Davis, Joel, 85
Deathmaze, 144
Death Test, 142
Dialogue in Dungeons & Dragons, 42–48, 62–63
resolution in, 52–63
Dice rolls, 38–39, 57–59, 81, 153–154, 171–172, 252–253
Different Worlds, 165, 178–179, 181–183, 185–186, 232, 233, 234
on art of role playing, 207
on Jungian psychology and role playing, 213
“Lord of the Dice” in, 153–154
Diller, Matthew, 103–104
Diplomacy, 11, 21–23, 27, 37, 65, 103, 137–138
relationship to En Garde, 137–138
Dragon, The, 191, 205, 210, 246, 261
on difficulty of introducing new players to role playing, 263–264
early coverage of role-playing games, 164–165
on influence of fantasy literature in gaming, 173
on morality in role playing, 212
on rift between D&D and AD&D, 253–254
Top Secret in, 127–128
Drake, Tom, 24
“Dramatic Structure of RPGs,” 182–183
Drang Noch Osten, 11
Dungeon Masters Guide, 81, 83, 132, 133, 252–253
Dungeons & Dragons, 1–4, 26–27, 149, 269–270
collective authorship and, 20–22
controversies in defining, 176–186
debates over models of play in, 171–176
as “design-a-game kit,” 259
dice rolls in, 38–39, 57–59, 81, 171–172
early perceptions of difference in players of, 28–35
episodic nature of, 95–96
experience-point system in, 96–97
materials for playing, 30
as miniature gaming, 8–13
as not just a game, 206–218
as open-ended system, 148, 165
player experiences with theatrical aspects of, 41–42
referees in (See Referees)
resolution of dialogue in, 52–63
reviews of, 166–171
role playing in (See Role playing)
sex in, 92
traditional rules of, 37–42, 62, 259–260
turn-taking in, 38–40
Dungeons & Dragons Basic Set, 209, 243–244
Dynasty, 22–23
Egbert, James Dallas, III, 199–200, 210, 212, 224
Ego Involvement, 68
Ego tripping, 199, 202, 206, 225, 228–229, 230–231, 233
Eisen, Sandy, 60–61, 64, 97, 172, 175, 201, 246
on his introduction to D&D, 41–42
on obliviousness to system, 157
on willing suspension of disbelief in gaming, 73
Eldritch Wizardry, 150
Elementary Watson, 161–162
Eliade, Mircea, 213
Elric, 217
Elsden, Charles, 176–177, 209, 247
Elsinore, 25–26
Empire of the Petal Throne, 42, 53–55, 58, 66, 236, 242
award experience in, 96
referees in, 118–120
Simbalist on, 188
Eney, Dick, 71
En Garde, 66, 143–144, 160, 177
status points in, 102–103
unsupervised adventure in, 137–138, 140
Escapism, 168–171
“Essay on Role-Playing,” 202
Experience-point systems, 96–102
Fantasy fiction, 1–3
Fantasy role playing, 68, 93–94, 187, 221–222, 264
Blacow model applied to, 233–240
ego tripping and, 230–232
elitist view of, 253–255
as improvisational theater, 206–207
metarules for, 248–249
as psychodrama, 209
referee role in, 249–250
younger players and, 210–211, 255–256
“Fantasy Role Playing: How Do You Play a Role?,” 108
“Fantasy Role-Playing: The State of the Art,” 187
Fast Rules, 6–7
Featherstone, Don, 14, 15–16, 18
Fight in the Skies, 14–15, 24, 69, 73, 76
Final Frontier, The, 114
Fine, Gary Alan, 257–258
First Fantasy Campaign, 117, 190
Flash Gordon & the Warriors of Mongo, 123–126, 180, 185
Ford, Mike, 150
Fortune and Fate points, 133–134
evolution to Hero Points, 265
“Fourfold Way of FRP, The,” 234–235
Frager, Bob, 82
Free-form systems, 147–148, 154–157, 229, 249–251
“Free” Kriegsspiel, 5, 23, 56, 63, 144–145, 157, 175, 201, 247, 253, 257–258
Freeman, Jon, 220, 242–244, 259, 261
“Gamer’s First Law,” 190, 194, 219, 223–224
Gamesletter, 2
Games Workshop, 164–165, 167–168
Gangster!, 114
Gelman, Andrew, 83
Gemignani, Margaret, 203–204
Generation gap in role playing, 204–205, 210–211, 241, 255–256
Gilham, Steve, 250–251
“GM’s Cloak,” 25–26
Gods, Demi-Gods & Heroes, 34
Gold, Lee, 27, 29, 31, 39, 51, 58, 69, 203, 250
on revived/reincarnated characters, 102
on variant rules, 151
Goldberg, Eric, 260–261
Graustark, 22
Great Kingdom of the Castle & Crusade Society, 19
Greenwood, Ed, 246–248
Greyhawk, 31, 33, 34, 45, 53, 222
revived characters in, 102
Grognards, 205
Groppe, Carl, 204
Guide to the City State, 118
Guys & Dolls, 59
Gygax, Gary, 1–3, 6–7, 8, 11, 18–19, 28, 31, 115, 166, 168, 217, 218, 228, 259
on collective authorship, 20, 22, 33
on D&D as game of interaction, 47
on D&D versus AD&D, 219–221
The Dragon and, 164
on fantasy role play, 210
on fate, 195
on free-form systems, 147–148
on progression as the object in wargaming, 94–95
on role playing, 65–66, 74, 87–89, 257
on rules in wargaming, 62, 219–222, 252–253
on saving characters, 129, 132–133
on secret dice rolls, 57
on separation between literature and games, 173–174
Hammack, Al, 133–134
Hannifen, Owen, 31
Harness, Jack, 29, 39, 42, 91, 206–207
Hendrick, Arnold, 41
Hero with a Thousand Faces, The, 214, 215
How to Play War Games in Miniature, 13
Hybrid or transitional role-playing games, 161
Immersion, 113, 145, 162, 247–248
“In Defense of Monty Hall,” 121–122
Infinity System, 221
In Search of the Unknown, 244
Intentionality, 131–132
International Federation of Wargaming, 166
In the Labyrinth, 261
“Introduction to Yourself: Dungeons & Dragons for Beginners,” 176, 209, 247
“Inventory of FRP Orientation,” 236–237
Invisible systems of rules, 246–253
Ives, Wesley, 78
Jackson, Steve, 82, 142, 181, 182, 210
James Bond 007, 265
Jenkins, Duane, 19
John Carter, Warlord of Mars, 114
Johnson, Jeffrey A., 234, 238–239, 246
“Journal of Aesthetic Simulation,” 239
Kam-Pain, 25
Kanterman, Len, 176–177, 209, 247
Keller, Mark, 121
Kelly, Mike, 250
Kinzett, Nick, 264
“Kismet” essays, 191–196
Knights of the Round Table, 161
Knisely, Nick, 203
Konstant, Ed, 162
Korns, Michael, 5–6, 9, 11, 18, 38, 41, 43
on “isolating” players from rules, 57, 42, 60
on referees, 109–110
statement of intention and, 52
Kriegsspiel, 5–7, 10, 39–41, 174
collective authorship and, 23
free, 5, 23, 56, 63, 144–145, 157, 175, 201, 247, 253, 257–258
La Pointe, Trisha, 93
Larter, Nick, 264–265
Legacy, 106–107, 216, 240, 261
intentionality in, 131–132
referees in, 114
Leymaster, Mark, 142
Little Wars, 95
Livingston, Ian, 174
Loomis, Rick, 117–118
“Lord of the Dice,” 153–154, 186, 249
Lord of the Rings, The, 1, 24, 164, 174
Lortz, Steven R., 177–186, 192, 207, 209, 214–215, 258
Los Angeles Science Fiction Society, 29
Louis-d’Or, Grant, 91–92
Luce, Charlie, 35, 222–223, 224, 266
Madame Guillotine, 160
Mahler, Howard, 59–62, 87, 97, 152, 171, 173, 248
Manual of Aurania, The, 67, 150
Masters, Phil, 269
McDaniel, David. See Johnstone, Ted
McIntosh, Steve, 32, 68–69, 111
Melee, 82
Mercenary, 147
Messamer, Steve, 25
Metamorphosis Alpha, 42–43, 50, 182
character statistics in, 101–102
as free-form system, 147–148
role playing and, 66
Michie, Jim, 110–113, 121, 125, 127, 183, 192, 201, 264–265
Midgard Forum, 24–25
Midgard I, 23–24
Miller, Don, 236–237, 239, 246, 252, 255
MIT Strategic Games Society, 29
Modern War in Miniature, 5, 38, 41
Monopoly, 9, 66, 110, 181–182, 258
Monsters! Monsters!, 43, 61, 66, 110, 125, 210
Morality in role playing, 212–213
Moreno, J. L., 209
Morschauser, Joe, 13–14
Moves, 225
Munchkins, 204–205, 212, 231, 241, 248, 254
Mythrules, 151
Nalle, Dave, 203, 224, 238, 249, 250, 254, 256
“NarraReal and SimuReal” playing styles, 268–269
News from Bree, 35
Nexus, 260
No Country for Old Men, 192
Nurse, Cecil, 97
Oleson, Manuela, 2
Once upon a Time in the West, 134, 160, 161
Return Of, The, 160
“One True Way” syndrome, 35, 204, 233, 235, 241, 255
Open-ended and closed systems, 144–145, 147–150, 165
Outdoor Survival, 139
Owl & Weasel, 164
Palace of the Vampire Queen, 118
Paley, Bill, 73
Pandemonium, 162
Patt, Leonard, 19
pedit5, 140
Perren, Jeff, 11
Perrin, Steve, 79–80, 152, 181
“Perspective on Role-Play, A,” 209
Pettigrew, Kathleen, 203
Pettus, Chris, 78
Pfeiffer, Hendrik, 54
Phillies, George, 10, 12, 48, 58
on “fourth dimension” in wargaming, 65
on referees, 139
Plamondon, Robert, 248
PLATO computer system, 140–141
Playability, 11
“Players Don’t Need to Know All the Rules,” 246
Playing at the World, 4
Pocket Armenian, 103
“Poker, Chess, and the AD&D System: The Official Word on What’s Official,” 253–254
Porter, Edwin S., 183
Prenis, John, 256–257
“Problem of Morality in Fantasy, The,” 212
“Profiles from the Four-fold Way,” 267
Progression, 94–97
experience-point systems and, 96–102
ongoing campaigns and, 95–96
reversible, 102–104
Psychodrama, role playing as, 209–214
Psychology Today, 209
Pulsipher, Lewis, 25, 189, 191, 201, 228, 229, 233, 259, 265
on campaign styles, 232–233
on characters in D&D, 172–173
on gaming in Britain, 167
on player typology and escapism, 168–171
on referees in D&D, 166–167, 171–173
on relationship of stories to games, 173–174
Quick Quincey Gazette, 78–79, 97, 168
Realism, 11, 12, 54, 188–189, 191, 232
Realm of Yolmi, 170
Reese, Mike, 6–7
Referees, 39–41, 43, 47–48, 54–55
in adversary mode, 191–192
characters’ destiny and, 128–137
different roles for, 142–145, 249–250
in discretionary mode, 191
names for, 113–114
in role-playing mode, 191, 192–193
steering the story, 115–128
story telling arts and, 111–112, 193
unsupervised adventure and, 137–145
“Reflections on the Structure of Role-Playing Games,” 177
Reilly, Gary, 205
Rein-Hagen, Mark, 268
Resolution in Dungeons & Dragons, 52–63
alignment systems in, 84–94
alteration and revision philosophy in, 189–190
applying the Blacow model of, 233–240
attracting younger players to, 200
bickering among players in, 225–226
Blacow model of, 226–233, 266–267
campaign focus in, 95–96, 104–108, 148, 194–195, 226–230
community divides on, 199–206
connection between story-telling and, 121–128
controversies in defining, 176–186
defining, 159–160, 185–186, 260–261
different objectives in, 104–108
early marketing of, 243–244
early players in, 242–245
ego tripping in, 199, 202, 206, 225, 228–229, 230–231, 233
as elite movement, 254–255
elusive shift in players of, 253–262
escapism in, 168–171
fantasy, 68, 93–94, 206–207, 210–211, 221–223
female players and, 200, 202–204
immersion in, 113, 145, 162, 247–248
inverted, 264
invisible systems of rules of, 246–253
labeling of wargames as, 160–161
linked to campaigns, 95–96, 104–108
method acting in, 207–208
morality in, 212–213
motivational questions in, 214–215
personal goals in, 94–108
pluralism in, 66, 218, 231–232
point-buy systems in, 83–84
as psychodrama, 209–214
purpose of formal rules for, 241–242
restrictions on, 74
self-determination and character generation in, 71–84
sex and, 92
Simbalist’s paradoxes on, 186–199
submerging self in, 73
third generation of, 260–261
two-axis model of, 234
unsupervised adventure in, 137–145
younger players and, 204–205, 210–211, 231, 241, 254, 255–256
“Role-Playing: How to Do It,” 207
Rommel Syndrome, 65
Roos, Pieter, 75, 112–114, 125, 127, 177, 192, 244–245
Rosenberg, Scott, 86, 92, 220, 253–254
Roster system, 13–14
Rules for Fantastic Medieval Wargames Campaigns, xv, 95
Rules for Gunfight Wargames, 160
Runequest, 260, 80, 105, 152, 155, 181, 222, 242
alignment replaced with setting-based factional affiliations in, 92–93
education and training of players in, 101
Simbalist on, 188
as wargame on man-to-man level, 250
Sacks, Robert, 139–140
Sapienza, John T., 190, 209, 218, 225, 231, 233, 250
Saxman, Donald, 150
Schwall, Richard J., 54, 71–72, 79
Science-fiction fandom, 1–3, 221
Self-identification in wargamers, 18–19
Seligman, Bill, 148, 196–197, 200–202, 205–206, 227, 242
Setting Up a Wargames Campaign, 7, 73
Seventeen, 200
SF&F Journal, 47
Shapero, Nicolai, 31, 34, 50–51
Simbalist, Ed, 114, 213, 250, 256
on alteration and revision in role playing, 189–190
as author of Chivalry & Sorcery, 186–187
on campaign story focus, 194–195, 226, 237
on character destiny, 195–196
on fantasy role playing, 187–188, 197–198, 206–207
on “Gamer’s First Law,” 190, 194
on interdependence of world design and system design, 189
on realism in role play, 188–189
on referees, 192–195, 221, 251, 259
resistance to, 191–192, 196–197
Simian Conquest, 244
Sir Pellinore’s Game, 46, 52–53, 61, 67
Skirmish wargaming, 14–16
Skirmish Wargaming (book), 14
Slimak, Kevin, 12, 20–21, 26, 31, 33, 51, 151, 166, 238
on dungeon designers, 44
on progression, 96
on referees, 191
on role playing, 72, 74–75, 87, 202, 228
on submerging oneself, 72, 113
Slobpolitan Zhurnal, 23
Smith, Tom, 107
Sorcerer’s Apprentice, 165
Space Opera, 260
progression system in, 101
referees in, 114
Stafford, Greg, 155–156, 264, 267
Stalingrad, 110
Star Empires, 143
Starfaring, 102
Star Trek, 114
Statement of intention in Dungeons & Dragons, 42–48, 52
resolution of, 52–63
Story-telling, 111–112, 193, 234
Blacow on, 229
character destiny and, 128–137
connection between role playing and, 121–128
power gaming and, 234–235
Strang, John, 122, 188, 196, 249
Strategic Review, 87–88, 139, 142
Strategos, 5, 18, 39–40, 43–44
Strategy & Tactics, 7, 56, 66, 247
Superhero ‘44, 67, 82–83, 105, 143, 207, 242, 266
as D&D variant, 150
education and training of players in, 101
Swanson, Mark, 29, 31, 32, 49, 51, 59, 166
on destiny, 138
on ego involvement, 68
on the “Gilded Hole,” 115–116
pure story-telling and, 229
“Swanson Abilities,” 91
Tactical Studies Rules (TSR), 3, 42–43, 66, 133–134, 139, 142–143, 242
Advanced D&D and, 219–221
Tactics, 4
“Therapeutic Aspects of D&D, The,” 225
Thomas, Jim, 97–98, 150, 152, 157, 222–223, 241, 245
Thornton, Steve, 11–12, 35, 169, 226, 231, 264
Three Hearts and Three Lions, 74
Tolkien, J. R. R., 19, 115, 122, 188
Top Secret, 126–127, 133–134, 265
Totten, Charles, 5, 18, 39–40, 43, 46, 179
Tradition of Victory, 80, 103, 151, 161, 258
Traveller, 80, 105, 144, 249, 260
adaptability of, 147
education and training of players in, 101
Traynor, Bob, 236
Troutman, Michael, 92
Tucker, Leon, 6–7
Tunnels & Trolls, 66, 67, 94, 98, 141, 242, 248, 266
saving characters in, 129
“Turning Numbers into People,” 108
Tweet, Jonathan, 268–270
Underworld Oracle, 175–176
Universe, 260
Vaughn, Jim, 249
Verdy du Vernois, Julius von, 40, 55–56, 247, 249
Villains & Vigilantes, 114
story telling in, 122
Waddell, Tim, 115–117, 119, 125, 144, 189
Wargame Design, 247
Wargamer’s Encyclopediac Dictionary, The, 204
Wargamer’s Information, 115, 117, 165
Wargamer’s Newsletter, 15–16, 18, 24, 260
Wargaming. See also Dungeons & Dragons; Referees; Role playing
in the 1970s, 1–4
aerial simulation, 14–15
ageism in, 205–206
Blacow on, 227–228
campaign focus in, 95–96, 104–108, 148, 194–195
characters in, 13–20
complexity in, 10–11
dice rolls in, 38–39, 57–59, 81, 153–154, 171–172, 252–253
legacy of, 4–13
realism in, 11, 12, 54, 188–189, 191, 232
roster system in, 13–14
self-identification in, 18–19
skirmish, 14–16
traditional rules for play in, 37–42, 55–56, 257–258
Warlock, 150
Warriors of Mars, 161
Watership Down, 121
Wells, H. G., 95
Wells, Jean, 203
Wesley, David, 18
Western Gunfight, 15–17, 24, 73, 94, 245, 260
Western Gunfight Wargame Rules, 161
“What Is a Role-Playing Game?,” 178
Whimsy Cards, 268
White, Deanna Sue, 203
White Dwarf, 165, 167–169, 171, 174–175, 177, 191, 201, 207
Wild Hunt, 29, 34, 72, 96, 150, 156, 164, 234
Blacow’s model in, 226, 232, 233
fanzine, 163
group experience in, 98
referees in, 110, 112–113, 121
rules in, 152–153
saving characters in, 130
Wizard, 82
Wizard’s Aide, 150
Wolkoff, Lew, 148
Wood, Mike, 95
Wyrm’s Footnotes, 156, 165, 177
Ysgarth, 249
Zork, 142