Jeffro's Space Gaming Blog

Microgames, Monster Games, and Role Playing Games

Gygax Took Braunstein Play as Axiomatic in 1979

Jon Miller writes in with a great question:

Why did almost no one who read OD&D or AD&D figure out how to run a Blackmoor or a Braunstein?

Did the books just leave out crucial information about how to set up and run a Braunstein-style session or campaign?

Looking back at both OD&D and AD&D 1e, neither explained faction play or patron play. The focus was on dungeon and wilderness exploration. With a tiny amount of domain play, seemingly as an afterthought.

Well, let’s see if we can nail down what Gygax knew and when he knew it. Or rather, when he took for granted that people would play role-playing games in the manner with which he had received them from Arneson, rather than as how people would very quickly assume that they worked. I suggest we step away from D&D as well to look into this. After all, people will never forgive you if you suggest that they are playing D&D wrong. Something like Boot Hill, though? Basically no one would take umbrage if you told them they didn’t really “get” that game.

First up, note the definition of roleplaying game invoked here. It’s pretty straightforward. If you are playing the role of an individual character, then you are playing a role-playing game. Note that by this definition, David Wesely’s Braunstein really was the first role-playing game because it departed from players running entire armies to the guys each playing a singular role.

BUT NOTE THE DESCRIPTION OF THE GAMEPLAY DYNAMICS THAT FOLLOWS THIS DEFINITION. It is something that we have talked about quite a bit lately. Gygax is talking about an approach to play that will spontaneously generate conflict, drama, and action organically. This is a view of role-playing games that is fundamentally at odds with how the vast majority of people view them after 1980 or so. Most game modules take it for granted that a narrative is imposed on the game top-down by a module designer or by referee fiat. But Gygax is talking about something completely different here. He is talking about a game where not even the referee will know how things will ultimately turn out. A Boot Hill campaign does not end in six sessions with the players miraculously defeating the Big Bad Evil Guy when they are all down to their very last hit point.

How do you run a game any other way? Well, I can tell you… most people that are committed to a Narrativist approach to rpgs CANNOT IMAGINE DOING THEM ANY OTHER WAY. Lucky for you, not only have other people managed to replicate the approach to the game that I have rediscovered, but also Gygax explains it all right here in this crusty old game book.

A Boot Hill campaign not only places the player characters at different position on the map, but it also gives them differing objectives.

Note that this is not only completely different from how nearly everyone today runs role-playing games, but it is also the key to the creating the dynamic, spontaneously generated stories that Gygax promises the game will give you. Note as well that Gygax tells you to only attempt this sort of campaign play AFTER the players have become familiar with the rules. That’s amazing! I was saying much the same thing just the other day!

But how does the referee run this sort of game?

Wow, this is even more amazing! Gygax describes here the referee meeting with each player individually, apprising them of what they know and also the results of their various efforts and stratagems. Further, the players are secretly conspiring together to hatch SECRET PLANS that none of the other players will know about.

This is of course the same method of adjudication that David Wesely used in his 1968 Braunstein game and it is fundamentally different from how everyone plays role-playing games today where player-characters are practically joined at the hip during game sessions and also strongly encouraged to play cooperatively. These two types of playstyles are so different and behave so differently at the table, I would suggest that the Boot Hill’s campaign game would be more properly termed as being a type of Braunstein rather than actually being a type of role-playing game. A subtle point to be sure, but a vital one if you wish to be able to communicate about this subject clearly and effectively!

But wait, there is more!

Gygax describes how this approach to role-playing allows one player to play multiple roles within the same campaign. He very carefully outlines how the two roles should be separate enough that they have no reason to either cooperate or enter into conflict against each other. This is very good advice, in my opinion– something I only came to after seeing what happens when players did not do things this way in my justifiably infamous Trollopulous campaign.

But also note that this property of Braunstein play also allows multiple referees to work together in running the same campaign. Further, it allows referees in such happy circumstances to get to play in their own campaigns as well. As we have seen of late, this is something that Narrativist referees not only can’t do in their own games, they can’t even imagine how other people can pull this off. Their assumptions about how these games work are that far removed from those of the people that founded the hobby!

So, there it is.

If it’s hard for you to understand why you should particularly be beholden for your fun time to what nerds in Wisconsin five decades ago thought was fun about role-playing games, then just look at what people are saying about games they are running in the manner described here.

It really is amazing, it really does work, and this approach to role-playing games really has been lost for a good four decades.

But it can work for you TODAY.

9 responses to “Gygax Took Braunstein Play as Axiomatic in 1979

  1. patricklee28 May 31, 2024 at 10:41 am

    Jeffro,

    These last few articles you’ve posted have been so good, and so enlightening. I’m having fun just reading about how these games are actually meant to be played (which I think you’ve developed a very solid case for). I remember having the AD&D DMG & Player’s Handbook, as well as the B/X box set when I was 10 or 11 years old. This would have been around ’82. I can remember not really understanding the game at all. I rediscovered these things a couple of years ago when my (then 10) year old son got caught up in the whole Stranger Things trend and became curious about D&D. We started with the 5e stuff, but I wanted to see my old books again, so I acquired the three core books. Seeing Jon Mollison’s Chainmail and Solo AD&D videos turned me on to your book, which I ordered and have read several times. I believe that you are really on to something here that has gone unnoticed for four decades. There are a lot of people out there, primarily on YouTube,who are claiming that they have also “discovered” these things, independently. I make my living as a visual artist, and one of the lowest things that someone can do, in my mind, is steal or appropriate someone else’s ideas without attribution. Anyway, I just wanted to let you know that I really appreciate what you’ve put out there.

    • jeffro May 31, 2024 at 12:06 pm

      Well, that is certainly the nicest thing anyone will say to me all day! Thanks so much for dropping by and sharing your reflections on this oddly charming and weirdly confounding subject matter!

  2. Jon Miller May 31, 2024 at 11:53 am

    Great response. Thank you for taking the time. Amazing to see Gygax spell it out in Boot Hill; I had never noticed that before.

  3. Nagora June 3, 2024 at 9:11 am

    I think there was a real blind spot for all the early guys (Arneson, Gygax, Kask, Kuntz, etc.) in that they all had lots of experience in playing wargames this way with multiple players in different regions and time tracking to make it work. It didn’t occur to them that their readers needed examples of this spelt out. They just put “Rules for Fantastic Medieval Wargames” on the cover and thought that would explain it, to a large extent. Just a few notes here and there in the text and you’re good to go.

    Once the market exploded into non-wargamers it was too late; a style of play became the norm that did not embed the action into a true campaign for the simple reason that the mass market was people who didn’t have any idea that such a thing existed. And they wanted support material for what they were actually doing, not what they “should” have been doing. And the die was cast.

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