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The Dreams in Gary’s Basement: Gary Gygax and the Creation of Dungeons & Dragons

The Dreams in Gary’s Basement: Gary Gygax and the Creation of Dungeons & Dragons

The Dreams in Gary’s Basement, Blu Ray version (rpghistory.net, 2023)

On the eve of Gary’s Gygax’s birthday, July 26, 2019, I was in sunny California getting ready to be interviewed by the Dorks of Yore for their documentary, The Dreams in Gary’s Basement: Gary Gygax and the Creation of Dungeons & Dragons.

The interview touched on my experiences working with Gary from 2005–2008, a time that I will always cherish. Gary was so generous with me — a friend and a mentor who not only showed me the ropes, but also put trust in me. It was such an honor and a privilege to get to work with one of my childhood idols.

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The Best of Bob: 2024

The Best of Bob: 2024

Happy 2025! Let’s kick butt for another year. Or at least, limp to the finish 52 weeks. from now. I take what I can get. I started a Best of Bob feature last year. And while it may seem I’m constantly finding folks to write my column for me (hey – it’s a gift!), some of you Black Gaters may be surprised that I occasionally actually write my own essays for the Monday morning slot. John O’Neill is too savvy an editor for me to completely fool him for over decade.

So here are what I thought were ten of my better efforts in 2024. Hopefully you saw them back when I first posted them. But if not, maybe you’ll check out a few now. Ranking them seemed a bit egotistical, so they’re in chronological order. Let’s go!

1) Roaming the Old West, with Holmes on the Range (February 5, 2024)

It might look like I just throw something together every week (and looks aren’t always deceptive). But when I can find the time, I love putting together something special. And after reading/re-reading the entire series, I really nailed a three-part series on Steve Hockensmith’s Sherlock Holmes influenced, Old West mysteries about cowboy brothers Old Red and Big Red.

I followed up a pretty solid series overview, with the first-ever comprehensive chronology! And then, we rounded it out with a great Q&A from Steve himself. This is a terrific series: a great read, and solid on audiobook. Late in the year, the first two novels in a spin-off series that’s more Old West adventure than Holmes-flavored, came out. I’m looking forward to more of all aspects of the Double-A Western Detective Agency.

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From Al-Qadim to The East Mark Gazetteer

From Al-Qadim to The East Mark Gazetteer

Al-Qadim: Arabian Adventures (TSR, 1992). Cover by Jeff Easley

Al-Qadim: Arabian Adventures, by Jeff Grubb (with Andria Hayday), was one of the finest settings produced by TSR during the AD&D 2E (Second Edition) days.

“Magic carpets, ghoulish vixens, genies rising from the sand in a whirlwind of smoke and fire — such wonders, spin into tales by the fabled Scheherazade, enchanted a king for a thousand and one nights.”

The setting is inspired by Sinbad, Ali Baba, and other classics from Arabian Nights.

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Gary Gygax’ 17 Steps to Role-Playing Mastery (Steps 11 to 17)

Gary Gygax’ 17 Steps to Role-Playing Mastery (Steps 11 to 17)

So, if you are reading this post right now (and you’d have to be, to see these words), this is Part Two of a look at Gary Gygax’ 17 Steps to Role-Playing Mastery. It would make sense to go read Part One, before reading this. Like, a LOT of sense. But if you’re here and you’re determined to plow ahead, below is the first part of the intro to last week’s post, so you understand the deal. Then you can move right on to Step Six.

Though you really should go back and read Part One and Part Two.

My Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

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Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 6 to 10)

Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 6 to 10)

So, if you are reading this post right now (and you’d have to be, to see these words), this is Part Two of a look at Gary Gygax’ 17 Steps to Role-Playing Mastery. It would make sense to go read Part One, before reading this. Like, a LOT of sense. But if you’re here and you’re determined to plow ahead, below is the first part of the intro to last week’s post, so you understand the deal. Then you can move right on to Step Six.

Though you really should go back and read Part One afterwards. There’s more to come next week.

My Dungeons and Dragon s roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

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A Game of Kings and Things:TSR’s Divine Right

A Game of Kings and Things:TSR’s Divine Right

original box cover - Ghost Riders of Khos descending on forces of MuetarIn the summer of 1981, my friend Alex R. had moved into a big, new house not far from the Staten Island neighborhood where most of my other friends lived. As his parents were rarely home and summer was beginning, we spent all our days and most nights there, watching movies and playing D&D. Things changed significantly when George K. showed up one day with a copy of TSR’s fantasy wargame, Divine Right.

Designed by brothers Glenn and Kenneth Rahman, it’s from the time just before D&D had fully exploded into some approaching mass popularity and TSR was still connected to its board and wargaming roots. The Rahmans developed Divine Right from an earlier, unpublished game of theirs called Your Excellency. There were earlier fantasy wargames, White Bear and Red Moon and Elric from Chaosium and Swords and Sorcery from SPI, but for whatever reason, this is the one we encountered first and immediately fell in love with.

That first summer, we became obsessed with Divine Right. We’d start playing by noon and usually finish around dinner time. Half the days we ended up back at Alex’s for a second round. By the end of the summer, we started doing what I’ve since discovered lots of players did and made up our own house rules and new counters. We never actually put any of them into play for all sorts of reasons (primarily laziness, though), but we kept playing the game regularly for about a decade. Only when careers and families put an end to our gaming days did Divine Right get boxed up and tucked away in a cabinet in my basement.

These days, about once a year, I manage to get in a game with my friend Jim D. and his sons up in Connecticut. I am happy to report that a recent game reassured me, that even while I got murderized by Jim’s oldest son, I still play with the same take-no-prisoner approach and went down swinging. This is a game where victory is determined solely by one’s martial success, with points being awarded for sacking cities and capturing or killing monarchs.

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Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 1 to 5)

Gary Gygax’s 17 Steps to Role-Playing Mastery (Steps 1 to 5)

Role Playing Mastery by Gary Gygax (Perigee Trade, August 3, 1987)

My Dungeons and Dragons roots don’t go back to the very beginning, but I didn’t miss it by much. I remember going to our Friendly Local Gaming Store with my buddy. He would buy a shiny TSR module and I would get a cool Judges Guild supplement.

And I remember how D&D was the center of the RPG world in those pre-PC/video game playing days. And Gary Gygax was IT. It all centered around him. So, I read with interest a book that he put out in 1987, less than twelve months after he had severed all ties with TSR.

Role Playing Mastery is his very serious look at RPGing. He included the 17 steps he identified to becoming a Role Playing Master.

If you’re reading this post, you probably know that Gary Gygax and Dave Arneson co-created Dungeons and Dragons circa 1973-1974. Unfortunately, it was not a long-lasting partnership and lawsuits would ensue. While both were instrumental in creating D&D, it is Gygax who is remembered as the Father of Role Playing.

In 1987, Gary Gygax put out a book entitled Role-Playing Mastery, which gave guidelines on how to excel as a player in role-playing games. At that time, there were essentially two versions of Dungeons and Dragons. The Original, or ‘Basic’ game, had evolved under Tom Moldvay’s rules development.

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Conan Unchained!, The Keep on the Borderlands, and the 50th Anniversary of Dungeons and Dragons

Conan Unchained!, The Keep on the Borderlands, and the 50th Anniversary of Dungeons and Dragons


Advanced Dungeons & Dragons CB1: Conan Unchained! by David “Zeb” Cook (TSR, 1984)

Before TSR created the Conan Role Playing Game with its own rules and conventions, they released two Conan adventure modules for use with AD&D, but with a few interesting rules additions, including Fear Checks, Luck Points, and more lenient Healing rules.

This adventure was written by the legendary David “Zeb” Cook and illustrated by the incredibly talented Jeff Butler. As I’ve had the pleasure of meeting both gentlemen at several conventions, I managed to get the book signed and personalized by each of them. It would be epic if I could get Arnold to sign it. 😉

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A Dark, Forbidding, Action-packed Experience: The ShadowDark RPG

A Dark, Forbidding, Action-packed Experience: The ShadowDark RPG

Back in December I received the ShadowDark RPG from the fine folks at The Arcane Library. This game looks wonderful, so far, and the production values are second to none. Thick, durable paper; library-sewn binding; clear, readable font selections with good white space. All these little things make for a better user experience.

I’ve had the pleasure of playing this game with its creator, Kelsey Dionne, whom I consider to be a wonderful creative force in the TTRPG (tabletop role playing game) industry. She has carved out her own niche in the hobby, presenting a dark, forbidding, action-packed experience.

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The Mad Wizards at Planet X Games

The Mad Wizards at Planet X Games


Rayguns & Robuts, issue 1 (Planet X Games, August 2022). Cover by Ed Bickford

“…system-agnostic universe filled with galactic space rangers and square-jawed heroes zipping across the phlogiston, with a jet pack strapped to their back and a raygun in hand…”

Back in 2022 I received the first issue of Rayguns & Robuts, by Planet X Games. This sci-fi zine is loaded with incredible content and art, and the design esthetic is second to none.

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