Black Hat
As I’ve mentioned a couple of times before, I entered the tabletop roleplaying world in late 1979 at the ripe old age of 10. By that point, Dungeons & Dragons – and, by extension, the hobby it spawned – were already five years old. Consequently, I can’t be numbered amongst the earliest adopters of this new form of entertainment. Even by that date, there was a lot of water under the bridge of which I was very much unaware. Moreover, unlike many of my elders in the hobby, I wasn’t a wargamer (either miniatures or hex-and-chit) and I wasn’t all that well read in the fantasy literature that inspired D&D. I was most definitely a Johnny-come-lately, loath though I would have been to admit it. In fact, it rankled me a bit. I didn’t want to be one of “the kids,” as my friends and I were often called by the teenagers and college students who frequented the hobby shops. Besides, I reasoned, how could I be a kid when my beloved Holmes boxed set proclaimed that D&D was “the original adult fantasy role-playing game?”
I eventually got my own turn to look down my nose at D&D players younger than myself when the multi-colored boxed editions written and edited by Frank Mentzer started to appear in 1983. I loudly proclaimed those “kiddie Dungeons & Dragons” and didn’t want anything to do with them – except for the Companion Rules released in 1984. I had expected the Companion Rules since 1981, when they were mentioned in David Cook’s original Expert Rulebook. Despite my disdain for these new editions, with their Larry Elmore covers and Bowdlerized presentation of D&D, I nevertheless furtively bought a copy of the Companion Rules, hoping it would live up to my expectations. It didn’t–I’m not sure there’s any way it could have – but I liked it anyway. I liked it enough that I still have my copy of it to this day and frequently pull it off the shelf to read.
I did this the other day and read its preface for the first time in many years. In it, Mentzer says the following:
This game is like a huge tree, grown from the seeds planted in 1972 and even earlier. But as a plant needs water and sun, so does a game need proper “backing” – a company to make it. As the saying goes, “for want of a nail, the war was lost”; and for want of a company, the D&D game might have been lost amidst the lean and turbulent years of the last decade. This set is therefore dedicated to an oft-neglected leader of TSR, Inc; who, with Gary Gygax, founded this company and made it grow. The D&D Companion Set is dedicated to
BRIAN BLUME