Thoughts on Designers & Dragons: Origins

This is emphatically not a review of Shannon Appelcline’s Designers & Dragons: Origins, although if you have an interest in 1970s and 1980s OD&D, D&D, or AD&D, you should grab a copy. Rather it is a collection of personal reflections having read the first two volumes and part of the third for reasons that will be made clear later.
I started playing D&D in 1980 with the Holmes box and the included module In Search of the Unknown. Someone else in the group wound up with a copy of The Keep on the Borderlands. My group quickly moved on to Advanced Dungeons and Dragons, leaving the box set behind. When we began, one of us bought the Monster Manual, one bought the Player’s Handbook, and I bought the Dungeon Master’s Guide (I remember riding my bike home from Klipper’s hobby shop with the book in my backpack). Eventually we all filled out our collections. We made our way through our own worlds, but also through Greyhawk, once it was released and I had the folio version of Darlene’s map attached to a wooden board.
Reading these books made me understand why we were never going to see details of Greyhawk the way we eventually did of the Forgotten Realms, and why it would be impossible for Gary Gygax’s “real” Castle Greyhawk to be published.










