Thursday, January 9, 2014

Tim Kask on the Problems with Dave Arneson

While this will be old news for so many people who read this blog I've only recently discovered the Tim Kask Question and Answer thread over at Dragonsfoot. I've found the thread incredibly enjoyable to read but also really frustrating, as is the case with most any forum in the world. Which is why I decided to clean up a portion that I really have been enjoying and post it here. 
A couple of notes before we begin: (1.) I will not be correcting any misspellings or grammar and will be copying all text as it was published - less the emoticons, I hate those damned things; (2.) whenever I am adding anything to the text, such as expanding an abbreviation to its full name, I will put it in brackets, and color the text so that no one will be confused as to who's putting that information out there; (3.) each comment will be attributed to its author by their forum handle, while Tim Kask's, Gary Gygax's, and Greg Svenson's comments will be attributed to their real names rather than their forum handles; (4.) any links will be by me so that you can find more information about the topic being discussed. 

Let's get on with it then. 

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"Was your focus as editor to bring interesting D&D content to the magazine when it started or rather to concentrate on the proper organization, editing and professional presentation of a printed publication" 

Tim Kask "I tried to do a mixture of both. Gary and I shared the opinion that one of the things that kept D&D from spreading any more rapidly was the lack of imaginative DMs. The influences that Gary has most often cited are Jack Vance's Dying Earth, Poul Anderson's Three Hearts & Three Lions, Fritz Lieber's Fafhrd and the Grey Mouser and some of the writings of L. Sprague De Camp, a little of REH's [Robert E. Howard] Conan, a touch (only a touch) of JRRT [J.R.R. Tolkien] and various sword & sandal movies from the 50's and 60's. Accordingly, we touted those as necesary to understand how D&D was meant to be played by Gary. (DA's [Dave Arneson] input on the published game was minuscle.)

At the same time, we wanted to put out a first rate, professional magazine. This was during the heyday of fanzines and vanity press; we wanted to go in the other, higher caliber direction, complete with advertising, (More on that later.) Further, we shared the vision that the whole industry had tremendous potential for growth; make the pie bigger and everybody's piece will be bigger."

There has always been the question of how much did he really contribute. We have all heard about the 16 pages of notes. I have always heard that levels/advancement and a number of other things originated with him. I have heard everything from zip to about 1/4 of the basic rules, so I would love to hear you expand on this.

I have also heard that he was a top notch ref, and I would like to see your comments on that and also on Gary as a ref."

Tim Kask: "This one deserves an in-depth answer; I am up to my eyeballs in stuff right now but maybe can give this the time it needs in a day or two. If the Malignant Toad [a reference to Dave Arneson] reads this forum or this site, it could very well start a thermonuclear flame war."

The Malignant Toad? Great name for a arch-villain or a really seedy bar."

Tim Kask: "



I have been reconstructing the timeline in my head for the last several days; I want to get it as right as possible.

The first topic I want to address is the old "How much did he..." I heard that the Toad has been using a busines card that makes the claim that he is the "Father of D&D"; then he makes the smarmy smirky claim that he has to be, as EGG [Ernest Gary Gygax] "...is such a mother...". Well, that just cries out for elucidation... so elucidate I shall.

As I prepare my treatise, ponder this: what else of any consequence whatsover has ever appeared under his name?"

There has always been the question of how much did he really contribute. We have all heard about the 16 pages of notes. I have always heard that levels/advancement and a number of other things originated with him. I have heard everything from zip to about 1/4 of the basic rules, so I would love to hear you expand on this."

Tim Kask: "I can not unequivocally answer your first question; 16 pages, ¼, beats me, I wasn’t there. What I can attest to is what I did work with: the BM manuscript [I believe that he's referring to Blackmoor Supplement II from the Original Dungeons and Dragons game], and what I heard stated on several occasions. In a court of law that would be hearsay, I know, but that is all I can testify to. Now what extrapolations or interpretations you, the readers, make are not in my control. Further. I can attest to what I think; the last time I checked The Legal Review [I'm not sure which Law Review he's referring to here], my thoughts and opinions are protected by law, so no lawyers employed by loathsome amphibians [again, a reference to Dave Arneson] can harass me unduly. What I will NOT do is impugn any characters, I will not smirkily insinuate that any other individual has improper relationships with members of their immediate family, or anything else of that disgusting, juvenile or prurient ilk. Instead, I will tell a story that I call Bufo [a type of large toad, which means this is Dave Arneson] and the Ovum [an EGG, or Ernest Gary Gygax]. At the conclusion of my tale, I will try to provide additional answers....

The Curious Tale of Bufo and the Ovum, 
or, 
No good deed ever goes unpunished

Chapter 1

Once upon a time there was an entity of limited talent and ability known as Bufo. Bufo lived in a land of strange and unusual creatures in the north. There was also an entity known to his friends as Ovum. Ovum was possessed of a vivid imagination with which he had already entertained creatures far and wide with his various systems of and rules for doing wondrous things. One of those wondrous things was a system of play that he crafted with an old friend of his that was then shared with the world. This wondrous system allowed persons to believe that they were shining paladins fighting the forces of ignorance and evil. In sharing this wondrous set of rules and guidelines, the Ovum made mention of several different things that people using the guidelines might do beyond the battling of ignorance and evil under the light of day, one of which was battling the minions of wickedness in tunnels under the earth. 

Bufo was delighted and came up with a very primitive and confusing means of doing just that. Bufo said to Ovum "Look, Ovum, look what new thing I have done with your wondrous system of guidelines and tenets for chivalric behavior."

Ovum said, "Hmmm, Bufo, I think I know what you are talking about, but I am very confused because your thing that uses my thing is very confusing and hard to understand." To which Bufo said; "No big deal, Ovum. Let me send you a copy of my thing that you may better understand; perhaps you can make it less confusing and we can share it with others."

Chapter 2
 
One day, a packet of very confusing papers arrived in Ovum’s mailbox, back in the day when all they had was something called Snail Mail. The papers contained bits and pieces of seemingly unrelated writings about battling the forces of evil in tunnels under castle walls during sieges. Also mixed in were some charts and tables that made little or no sense until they were sorted out into some sort of coherent order. Ovum talked to Bufo and explained that he was having trouble finding any logical sequence and connections. Bufo assured him that the logic was there; Ovum just had to look harder.
 
It took Ovum a long time to sort them out; some he ignored, some he re-wrote and some had to have bits and pieces written new to connect them and make sense of them.
 
Ovum spent a very long time trying to figure out what all of the papers and tables and charts really meant. Some seemed to contradict others, some seemed to supersede others and some made no sense at all without intuitive leaps between them.
 
Ovum prevailed upon many other people that he knew to try to make sense of all of this stuff, but many of them were just as puzzled as he was. Finally, they came to the conclusion that the bits and pieces needed to be seriously rewritten and reorganized into a more coherent system before any sense could be made of them.
 
Soon, they barely resembled what had come before, although the germ of the original idea still persisted; you could fight other things under ground, do some exploring, kill some things, find neat stuff and become more scary and powerful.
 
After much tinkering and rewriting and months of work, Ovum was able to make all of the bits and pieces fit into an overall framework. When he was ready to share them with the world, he foolishly let the world think that he and Bufo had co-produced the system instead of spelling out that what they really were was his ideas and system of how to do the things that Bufo thought of in the most general of terms in the most unorganized and helter-skelter of manners.
 
His system resembled Bufo’s ideas like the Verrazano bridge [the longest bridge in the United States and the eleventh longest bridge in the world; it connects Staten Island and Brooklyn] fulfilled someone’s wish to cross a river.

Chapter 3 


When, in the fullness of days, Ovum had shown the finished thing to the world, it bore very little resemblance to the original thing except in the most general of ways. Ovum, being the affable and a little bit naive person that he was, put Bufo’s name on the thing as tho’ they had had an equal role in its creation. Further, Ovum offered Bufo a deal whereby he got a chunk of the proceeds derived from The Thing.


This was truly an extraordinary gesture of goodwill. After all, what had started as a large envelope crammed with several dozen confused and confusing sets of charts and pieces of paper had blossomed into three whole books in a spiffy brown box.

 
It was even more magnanimous when you realize that a good chunk of the materials on the original pages was scrapped and rewritten or replaced en masse.

 
Bufo was even overheard to remark to some of his friends that he hardly recognized the final product as being his thing. None of this, however, kept him from cashing any of his royalty checks....

 
Segue ahead ...

 
Ovum decided to publish some more charts and tables for the thing, this time based almost exclusively on events and happenings in his personal world. He also saw the need to clear up a couple of mistakes and misconceptions. In his real life personal world, he has a trusted and valued minion called The Kid [Rob Kuntz] who has helped him in his world in so many different ways. To recognize his help and provide him with a little income on the side, Ovum gave co-credit to The Kid. 


Their effort is most successful; hundreds and hundreds of eager imitators shell out their hard-earned geetus to obtain one. One day, Bufo wakes up consumed with envy, having been convinced in his own mind that he can do the same; NO, he can do better. So, he puts together lots and lots of information on how things work in his world, decides to do some further clarification and sends the lot off to Ovum to allow the hordes of imitators to spread some of that filthy lucre in his direction.



What the new guy saw...
or,
You expect me to do what with that?

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[I'll pause the story here because of an interesting exchange that brought Gary Gygax into the conversation and expanded a lot of our understanding on the subjects involved]

I know this is a delicate issue to discuss, but I have some counter questions about it . . .

1. Supplement II reads much better than Supplement I, at least for me personally, and I can find much more use for my D&D game there than in the earlier supplements. - For me that always seemed to point towards that Mr Arneson was indeed the *leading man* behind the White Box and related publications. So, how much influence did the Lake Geneva team have on Supplement II? (In your opinion.)

2. If Mr Gygax wanted to get rid of any plagariasm accusations, why did he essentially *steal* Blackmoor and fit it into his World of Greyhawk setting? (No idea if he, in fact, did so with Mr Arneson's consent, or not.) - Especially regarding the subsequent publication of the DA series, this makes no sense to me.

3. Do you happen to know how things got as far as to a lawsuit? - When I look at what was written about it and how the conflicting parties finally came to an agreement, it seems pretty strange to me that one could sue about such matters.

Again, I don't want to take any sides here, I am just curious. I am an active Blackmoor player, but I also enjoyed Mr Gygax' fabulous modules, especially ToEE.

Tim Kask: "I am busily outlining the next segmnent, first in my head, then for publishing.  

In the next segment, I will be speaking of facts as I encountered them. Much of the preceding has been what I have been able to piece together through years of inquiry and my own assessment of who is truthful.  

I became part of TSR in the late summer of 1975; that predates the publication of Blackmoor. Blackmoor was my first major project.  

If someone thinks that Blackmoor "reads" better, then I say "Thank You". That is the first TSR project for which I can claim editing credit.  

When I got there, I originally thought that "editing" meant making something read better.

With Blackmoor, I also came to learn that sometimes editing meant a lot more: creating pieces to bridge other segments, rewriting entirely other things to make them conform to the existing rules, inventing stuff on my own to fulfill a new need created by gaps in other concepts and much more.  

It may interest historians of the game to know that the original manuscript provided by the MT [malignant toad or Dave Arneson] was about five dozen pages of this and that: tables, charts, explanations, and several pages of maps of the Temple. Less than half of what was in the apple basket of mixed up crap I was handed that wasn't duplicates or different versions of other stuff in the mix was used, and less than half of that bore much resemblance to the orginals when published.  

I am not purposefully drawing this out. As most of you know, I just recently joined this board, and have only had this thread for a couple of weeks. I certainly had no prior plans to write a lot of this stuff, so I am working on it about as fast as I can while still teaching and having a personal life. I value the truth and facts most highly; as a histroy teacher I can do no less. "

Gary Gygax: "I have nothing to add save to state that I stand on my creative works, and Mr. Arneson can do the same."



I basically agree with Gygax Dragonlord, but I think Traveller came out in 1977 and it was completely different from D&D"

Gary Gygax: "That's amusing, because the chap that wrote the Traveller game [I believe he's referring to Mark Miller here] told me he sat down with the D&D booklets and used them as a template for what he was designing."  

Tim Kask: "The same one told me the same thing."

Gary Gygax: "It amazes me that some non-pros get all uptight over a writer or game designer using another's work as an inspirational basis, even as a model for what they plan to do.
Back a few millenia ago Solomon noted that there was nothing new under the sun. It is also quite evident to the thinking person that each successive creative generation is figuratively standing on the back of the preceeding one."







Tim failed to mention that after completing his assignment he informed Brian and me that if he was handed another "basket" like that he turned into a D&D game supplement, we could find a new magazine editor.

As for the psionics, that can of worms was my doing. I had created the mind flayer as a fine monster, and I should have left well enough alone; but no! I had to add mental powersm send the initial draft around. I soon hated the whole business, but Len Lakofka and his group in Chicago loved the concept, and Tim was enthused about the addition as well. so, as said Pilate, I washed my hands of the matter."

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[I'm going to wrap up this clean up with these two comments by Greg Svenson and Tim Kask.]

As one of the original players in Mr Arneson's Blackmoor group in the Twin Cities during the early 70's, I can hardly believe what I am reading here! If I am to believe what I have read here, we (the group in the Twin Cities) were playing a new and different game after D&D was published then we were playing before. It just isn't true! While there were some differences, we were playing essentially the same game before and after D&D was published! 

The biggest differences that I recall were that our six attributes changed from two d6 to three d6, that we started using the d4, d8 and d12s (I have always attributed that to David Wesley finding a cheap source of multi-sided dice in a catalog for science teachers). The changes in our play mostly were because we now had our own little brown box and could look up our foes HD, DD and AC speeding up play. And we could look up for ourselves when we had enough experience to level up.  

The big changes didn't come until the suppliments like "Greyhawk" came out and Dragon magazine was released. The introduction of new player classes and multi-class characters were exciting developments.  

I will always view Mr Arneson as the creator of D&D."

[At this point the thread devolved for a while into a "why do you hate Dave" and "fuck Dave yo!" conversation. After things died down a bit Mr. Kask wrote the following]

Tim Kask: "I guess it is time to explain what has been perceived as a personal animus that I have for Dave Arneson, who some seem to think is some sort of persecuted saint, particularly on another site that seems to have declared jihad.

From the very first time I met him, I got the impression of a smirky, superior-to thou attitude of a person who could barely be bothered to recognize your very existence. The first couple of years I was part of TSR, I never had any sort of inflated opinion of myself, my abilities or my being part of TSR; TSR was still the upstart, new kid on the block. As anyone who knew me BITD [back in the day] can attest, I was a very gregarious and overtly friendly fellow. Without resorting to name-dropping, I can simply state that I feel very fortunate to have been friends with, or at the very least on excellent speaking terms with a good number of the founding fathers and leading lights of the gaming business. I seriously doubt that anyone that knew me back then will tell you that I had any sort of ego problems or inflated opinion of myself. For whatever reason, he barely deigned to acknowledge my very existence. (I certainly didn't feel that any sort of recognition was due me except in the most rudimentary human-to-human way.)  

I was never once invited to play in any game of his. That hasn't made me bitter or envious or feel slighted, only puzzled. Why he felt like this I have absolutely no idea. Perhaps he thought I was a threat to his repute--I honestly don't know. I did have a rep of being a very good and very skillful gamer; I won all the miniatures tournaments that I entered at GenCon before going to work in LG, and was damned hard to beat in any boardgame I played. Hell, Gary saw that and I think that was part of the reason I got hired. The couple of occasions when I asked if I could play, I was told the game was already filled--who knows? Maybe it was. It was no big deal to me at the time. I was much more DM oriented than PC oriented then anyway...  

The main cause of my animus has to do with DRAGON magazine. For some reason, Dave came to work in LG about the time TD [The Dragon as the magazine was originally titled] was getting up and running. When the first issue to come out after his arrival did, all I got were tepid, snarky and vague remarks as feedback, with some bizarre reference to "doughnuts".  

Next issue, same story and more gibberish about doughnuts.  

Following issue got more of the same.  

Finally, Dave Sutherland, with whom DA shared an office space, gave me the explanation about the doughnuts. It seems that on the night that each issue came from the printer, DA would take it home and pore over it looking for typos and anything else he perceived to be printing errors. As he circled each one, it became a doughnut.  

About the fourth issue while he was still there, he had the unmitigated effrontery to present me with a box of cheap doughnuts in "recognition" of the latest issue.  

I freely admit that THE DRAGON was a labor of love, second in my affections only to my family. I worked on it like a dog: writing, editing, re-writing, proofing, paste-up, art selection, photo-cropping--I did it all and loved everty minute.  

When Dave gave me his smirky brush-off of the latest issue, I asked him very earnestly and honestly if he would like to help me proof it. I explained how hard it is to proof your own writing (God knows he should have known that) and that once you missed something, you were 80 to 90 percent unlikely to catch it on a subsequent proofing. (Stats from a Journalism course I took, not my own numbers.)  

The barely civil response I got was that he was far too busy (doing what I have no idea as I never saw anything he produced during that time make it into print or production) and that as I was so obviously so bad at it that I should find someone else forthwith.  

The Toad reference comes from his physiognomy at the time. Dave was very, very pale, and possessed no visible chin. His jowls ran from his cheeks to his collarbone. (Not his fault, I know; God has a perverse sense of humor when it comes to looks. And God knows I am no handsome devil myself.) Whenever Dave got snarky, he would make bug-eyed faces much like a toad might look just before he inflates his neck. Hence, the nickname in my mind.  

So now you know the rest of the story.

14 comments:

  1. Well.

    May I suggest the book "Playing At The World" by Jon Peterson for a well-researched, balanced, nuanced, and factual history of the creation of the game?

    yours, chirine

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    1. Thanks for the recommendation!

      I've just ordered my copy on Amazon.

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    2. I loved Peterson's book. Definitely contextualizes many of the things I just read above.

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  2. Judges' Guild put out a Dave Arneson's Blackmoor Campaign book. It had lots of errors and inconsistencies and bits that didn't make sense. I asked Bob Bledsaw about why it was such a mess compared to their other stuff and he basically just shook his head and said something to the effect of "You should have seen what he gave us to work with. It took so much editing to make it hold together as well as it did." So Tim Kask's description rings pretty true to me.

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    1. Ed, you have hit the nail squarely on the head. I worked both for and with both Gary and Dave, and I lived through The Great Lawsuit. Jon's book is almost my biography, and I do suggest reading it; he's done a great job.

      Your point is quite correct. In my personal experience with the two of them, as well as in my professional experience with them as well, Dave was the more 'off the wall' and 'creative' of the twain; Gary was both 'creative' and very organized - Dave could come with an idea, and Gary could generate a playable set of rules for that idea on the spot.

      Dave's weakness, which he shared with people like Richard Snider, was that he was not very good at putting his ideas on paper; we had the same issues at Adventure Games, and we learned to work with the material we had. John Grossman was particularly able to turn Dave's ideas into 'product'.

      And let me emphasize that Gary could take a letter or phone call from Dave, and turn it into something wonderful. The two of them both had creative brilliance in bucket loads; Dave was a little more off the wall then Gary, but for sheer brilliance it would have been hard to choose between them.

      Together, they were simply unstoppable. When the big fall-out over the money happened, and Dave finally won his lawsuits over the work that he was contractually owed money for, those of who knew the both of them mourned.

      Add in the issues that Prof. Barker had with TSR, and I long for what could have been.

      yours, chirine

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    2. I've always wondered what happened between the Professor and TSR. I mean when they first published Tekumel there was a lot of support (from what I can tell 30 years out) and then it just died.

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  3. By way of introduction, one of the first things I had to do when I went to work for the Professor was organize up all of his letter files; I read his communications with TSR in real time. By the same token, one of the last things I did for him before he died was organize up his files again, for the final time.

    Prior to the Professor getting publishing contracts for both "War of Wizards" and "Empire of the Petal Throne", he'd been in contact with both Bill Murray of Old Guard Miniatures (to have a line of miniatures made) and with Don Wohlhiem (then of Ace Books) with an eye to publishing his novel about Tekumel.

    As part of his TSR contracts, Phil had to give TSR the ownership of the copyright of those games, as well as giving TSR the sole and exclusive right to publish any "game or game-related materials" relating to Tekumel. TSR, under Gary Gygax, promoted and supported EPT as their 'prestige' game.

    Then two Bad Things happened. First, Don Kaye, the businessman behind first Guidon and then TSR died, and Gary had to accept the Blume family as replacement investors. Second, EPT started to outsell D & D, and become more popular; the first print run of 1,000 copies sold out in just several months, and two additional print runs of 5,000 copies of the boxed set sold out very quickly afterwards.

    The problem for TSR, as a commercial enterprise, was that the Tekumel products were something that they had no real 'editorial control' over; nor did they have any real control over the physical product. The Professor did all of his own production work, including color-separations for the maps; the package arrive from Minneapolis, and all the TSR guys had to do was send it to the printer and pay Phil a royalty.

    When the Professor told the Blumes that he was negotiating with Don to publish the Tekumel novel - Gary having pretty much lost effective control of the company by that time - the Blume brothers informed the Professor that TSR regarded the novel as a "game or game-related material", and demanded a 10% royalty on the gross receipts, editorial control of the text, and a number of other conditions. At the time, TSR was also in arrears on their royalty payments to the Professor on the games that they had sold.

    The Professor told the Blumes that he found their terms for allowing him to publish his novel to be unacceptable, and they responded by threatening to stop selling his games. He called their bluff, and so EPT and WoW went off the market. The remaining copies were sold to the surplus market, i. e., Lou Zocchi.

    Gary told me in later years that he regarded his decision to allow the Blume family to invest in his company had been the biggest mistake of his life, and how he'd deeply regretted trusting them to run the company while he created the games that we all enjoyed. He also told me that he regretted just how badly the Professor had been treated, as well; he felt that a tremendous opportunity had been wasted.

    yours, chirine

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    1. Wow, I have to agree with Gary too.

      From everything I've been able to read and understand the Blumes were just awful businessmen.

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  4. Thanks for collating this—really interesting read.

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  5. Very informative (and sometimes inflammatory) read. I'm not too familiar with all the bad blood back then so this was very eye opening.

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    1. Best I can tell there was a ridiculous about of bad blood out there at the time and much of it has continued over the years.

      (by the by, sorry about the delay in responding. Somehow I missed this for well over a month.)

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  6. Wish I had seen this sooner. I had hoped this would have stayed buried in the Q&A thread. It is pretty clear that Arneson and Kask did not get along. I tend to read the comments in that context. For those who are interested in the true qualities of Dave Arneson and the real contributions he made to our hobby I recommend other sources.

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    1. I posted this so that I could read the story without the meandering tendencies of a forum. Since then I've continued to learn more about the story - especially from places like the Comeback Inn and Playing at the World.

      This isn't the end of their story, as far as I'm concerned, it's just the first step along the trail.

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