Index

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

Abyss, 224, 254

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

as creator of D&D, 19, 22

on lack of improvements in role-playing fantasy games, 222

on progression in role-playing games, 182

Ars Magica, 268

Avalon Hill, 4, 12

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

Bath, Tony, 1, 7, 19, 73, 76

Bauer, Scott, 234–235, 238, 240, 264

Beck, Ian, 160, 161

“Believe It or Not, Fantasy Has Reality,” 214–217, 219

Bifrost, 89–90, 99

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

Blake, Mike, 15, 260

Blue Max, The, 15

Boardman, John, 22, 58, 172

“Books Are Books, and Games Are Games, and Never the Twain . . . ,” 173–174

Boot Hill, 18, 160, 242, 245

Brennick, John, 45

Bristol Wargames Society, 15–18

Broome, Hal, 24

Buccaneer, 90, 144–145, 244

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

Chaosium, 178, 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

flexibility in, 150, 151

realism in, 188–189

referees in, 114

rule book on, 198–199

Simbalist as designer of, 188–199

Choose Your Own Adventure, 141

Cleary, Sean, 51, 168

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

Cooper, Jim, 97, 168

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

Curtin, Tom, 203, 225

Curtis, Steve, 15

Davis, Joel, 85

Dawson, Mike, 242, 256

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

DiTillio, Larry, 210–214, 218

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

Dragonquest, 260, 266

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

callers in, 48–52, 172–173

collective authorship and, 20–22

controversies in defining, 176–186

debates over models of play in, 171–176

as “design-a-game kit,” 259

dialogue in, 42–48, 62–63

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

E’a, 121, 151

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 referees, 109, 153

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

Evans, Andy, 164, 181–182

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

second-generation, 223, 266

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

Fantasy Trip, 82, 142, 260

Fanzines, 1, 3, 162–164, 221

Fast Rules, 6–7

Fate, 136–137, 236–237

Featherstone, Don, 14, 15–16, 18

Feldt, David A., 106–107, 198

Female players, 200, 202–204

Fight in the Skies, 14–15, 24, 69, 73, 76

Filmore, Tom, 164–165, 193

Final Frontier, The, 114

Fine, Gary Alan, 257–258

First Fantasy Campaign, 117, 190

Flash Gordon & the Warriors of Mongo, 123–126, 180, 185

Flying Buffalo, 141–142, 165

Ford, Mike, 150

Fortune and Fate points, 133–134

evolution to Hero Points, 265

“Fourfold Way of FRP, The,” 234–235

Frager, Bob, 82

Freedom of decision, 61, 229

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 magazine, 220, 242

Games Workshop, 164–165, 167–168

Gamma World, 222, 242

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, Barry, 48, 250

Gold, Lee, 27, 29, 31, 39, 51, 58, 69, 203, 250

on revived/reincarnated characters, 102

on role playing, 74, 83, 85

on variant rules, 151

Goldberg, Eric, 260–261

Grant, Charles, 19–20, 73

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

role playing in, 79, 85

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 referees, 109, 191, 193

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

Hargrave, Dave, 207, 223, 243

Harness, Jack, 29, 39, 42, 91, 206–207

Hendrick, Arnold, 41

Heroes, 99, 114

Hero with a Thousand Faces, The, 214, 215

High Fantasy, 62, 114

Hobby wargaming, 17–18, 41

Holmes, Eric, 209, 243, 244

Howard, Robert E., 19, 115

How to Play War Games in Miniature, 13

Hyboria, 1, 7, 19

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

Johnstone, Ted, 20–22, 27, 29

Jones, Paul, 155, 157

“Journal of Aesthetic Simulation,” 239

Kam-Pain, 25

Kanterman, Len, 176–177, 209, 247

Kask, Tim, 206, 210

Keller, Mark, 121

Kelly, Mike, 250

Kern, Robert, 265–266, 268

Kill ratio, 31, 34, 227

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

referees and, 110, 144–145

semi-free, 56, 251–252

La Pointe, Trisha, 93

Larter, Nick, 264–265

Laurior, Owen, 241, 246

Laws, Robin, 267–269, 270

Legacy, 106–107, 216, 240, 261

intentionality in, 131–132

referees in, 114

Leymaster, Mark, 142

Linker, Sheldon, 50, 172

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

Lords of Chaos, 75, 162, 170

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

McGrew, Charles, 49–50, 138

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

Midgard II, 24–25, 26

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

Mortal Combat, 114, 151–152

Mosher, Paul, 108, 192, 241

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

Nolte, Dan, 212, 233, 249

Nurse, Cecil, 97

Ogre, 181, 182

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

Patterson, Hartley, 23–24, 41

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

Players Handbook, 81, 219

Playing at the World, 4

Pluralism, 66, 218, 231–232

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

Quest Pattern, 215–217, 225

Quick Quincey Gazette, 78–79, 97, 168

Rasmussen, Merle, 126, 133

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

Reiswitz system, 5, 40

Resolution in Dungeons & Dragons, 52–63

Role playing, 65–71, 67

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

maturity of, 261–262, 263

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

solo player, 142, 144

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

Shared Fantasy, xviii, 257

Shaw, Wayne, 31, 266

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, Nick, 34, 108

Smith, Tom, 107

Sorcerer’s Apprentice, 165

Space Gamer, 142, 143

Space Opera, 260

Space Patrol, 46, 51, 80, 242

progression system in, 101

referees in, 114

Space Quest, 136, 222

Stafford, Greg, 155–156, 264, 267

Stalingrad, 110

St. Andre, Ken, 125, 152

Star Empires, 143

Starfaring, 102

Starships & Spacemen, 76, 114

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

Supernova, 25, 166, 167

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

Tamlyn, Peter, 175, 247

“Theory of FRP,” 238, 255–256

“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

Twin Cities wargaming, 5, 18

Underworld Oracle, 175–176

Universe, 260

Uuhraah!, 105–106, 244

Vaughn, Jim, 249

Verdy du Vernois, Julius von, 40, 55–56, 247, 249

Vietmeyer, Fred, 12, 171, 231

Villains & Vigilantes, 114

story telling in, 122

Waddell, Tim, 115–117, 119, 125, 144, 189

Wagner, Brian, 181, 182

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

hobby, 17–18, 41

legacy of, 4–13

miniature, 7–13, 144

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

What Price Glory?!, 52, 114

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