Wednesday, April 8, 2026

G is for Gygaxian

[over the course of the month of April, I shall be posting a topic for each letter of the alphabet, sequentially, every day of the week except Sunday. Our topic for the month is Advanced Dungeons & Dragons: how to approach it, how to run it, how to enjoy a system that deserves to be played NOW, nearly 50 years after its inception. Consider this a 'crash course' in the subject]

G is for Gygaxian...a particular style of setting design often described as "Gygaxian Naturalism," this latter term first coined by James Maliszewski in 2008.

[James also wrote a follow-up post entitled Gygaxian UNnaturalism that's also worth reading as part of the same discussion]

While each Dungeon Master's campaign is their own to design, there are certain assumptions of the setting that are baked into AD&D play. Maliszewski's discussion stems from the style proliferated in Gygax's later works (his published adventure modules, his World of Greyhawk, and his AD&D books) which were a far cry from the open-ended, Gonzo-possibility that proves so seductively enticing to aficionados of the OD&D (original) edition of Dungeons & Dragons.  These setting assumptions "color" the AD&D game, which for those who dislike "limits on their imagination," can feel both constricting and off-putting.

We'll get to that in a moment.

LOTs of setting assumptions are baked into the "setting-less" AD&D system. For example, there are assumptions of an inter-species, interactive society. There is an assumption of cosmic forces of good and evil. These cosmic forces have actual physical impact on mere (human) mortals...doing "evil" loses a paladin or ranger their professional skills and abilities, for example.  Certain creatures (undead) are subject to the divine powers of clerics (both good and evil). Gold is the coin of the realm and is coveted by ALL intelligent creatures...not just as evidenced by the random treasure hoards in monster lairs, but in the fact that intelligent monsters can be distracted from pursuit by dropping treasure (unlike unintelligent animals, who are onlydistracted by dropping food).

Gygax's adventures exhibit a fantasy ecosystem, in which some monsters prey on other monsters, while other creatures (humanoids especially) exhibit societies, doing construction work both above and below ground, having caravans (often with slaves taken in war/raids), and being ruled by hierarchies of kings, chieftains, sub-chiefs, and lesser lieutenants. It is very much a "human-centric" world view...not only because humans are the focus protagonists, but because every society and custom observed is given in terms of comprehensible human norms. Nothing here is very "alien" in the Gygaxian milieu, even if the fantasy creatures themselves are VERY alien.

Take the mind flayer for example.  Nothing could be more alien than a brain-sucking, tentacle-faced, mind-monster. And yet they have cities. They wear clothes. They keep treasure. They flee when things go against them. They keep slaves. They fight wars with other species (the githyanki). They trade, bargain, make alliances (see the D1-D3 series of modules). In some ways it is very much "rubber mask" fantasy of the Star Trek or Star Wars variety. Creatures seek slaves, treasure, interbreed with humans, have all the normal human range of social behaviors from hatred to great friendship...even creatures that are so long-lived (elves) that their perception of time itself should lead to a completely different method of relating to the concept.

This human-centric, fantasy "naturalism" is important to AD&D play for a number of reasons, not the least of which is that it provides a modicum of verisimilitude. Once upon a time I read that part of the impetus for the Hickman's "story first" approach to adventure design came with their frustration out of plyaing D&D in a dungeon that featured random disparate monsters being discovered, side-by-side, in adjoining rooms for no rhyme or reason...something like a a bunch of goblins, a slime/ooze, and a vampire. Such random design is nothing like the type of ecology Gygax describes in the DMG under Monster Populations and Placement (pages 90-91); clearly the Hickmans were "gifted" with an inferior Dungeon Master. 

Lack of verisimilitude, like "gonzo" settings devoid of consistency or sensibility, can quickly derail player engagement. The less players can trust the setting to abide by any particular, understandable rules, the less the players can trust the Dungeon Master running the game. Why is that? Because, in a game that invests one player (the DM) with all the power of the (imaginary) universe, the players has to trust and believe that the DM will be fair and impartial, abiding by the same rules that govern the players. When the world seems unreasonably odd, strange, or "whackadoo," how can the players trust the DM to NOT be whimsical and arbitrary in their adjudication?

Having a sensible ecology...even a fantastical one...sets parameters and limits; yes, limits that some DMs of a more imaginative bent might find chafing. But for the players, these limits serve as boundaries and guideposts...they indicate the territory in which they (and the DM) can operate. This provides the players with tremendous freedom, as they know that which is not prohibited is allowable. It is a safety net of sorts...one that prevents the DM (who, again it must be emphasized, is all powerful in the game) from over-stepping their prerogatives. Certainly (at least) it can reign in their more power-mad proclivities.

But that is just the verisimilitude aspect of the Gygaxian setting style. The "human-centric" nature of the Gygax's "naturalism," ensures that the game, no matter how fantastical it seems, is still readily accessible by the players at the table.  Yes, mind flayers are completely, horrifically, alien...and, yet, even the most inexperienced player can grasp their (all too human) motivations, understand how to bargain with them (if such becomes possible...or a necessity), and grasp that they might have valuable stashed around that can be taken (if the opportunity presents itself) or be used in trade/negotiation. Dragons, too, are more than just fire-breathing reptiles; bugbears are more than sasquatches...they are peoples, peoples with ambitions and desires, fears and motives.  Not necessarily stories, mind you...the vast majority of NPCs (monstrous or not) in the AD&D game require zero backstory or background. But they have ecology...we know they have to do something to eat. We know they had some type of parent that birthed/hatched them, and may well be seeking to raise a brood of their own. That is naturalism...even if it is fantastical "Gygaxian" naturalism.

AD&D abounds with this...just read through the Monster Manual(s).  Perytons need human hearts to reproduce. Griffons and bulettes natural prey are horses (although the latter find halflings a special treat and dig them from their burrows every chance they get). Dwarves and goblins have longstanding feuds, as do elves and orcs and gnomes and kobolds. Dragons can be subdued instead of slain. Hill giants keep cave bears for pets like a human keeps dogs. Otyughs eat waste from other monsters in the dungeon.  Mimics are the venus flytraps of the underground.  There is ecological setting considerations scattered throughout the AD&D game.

Verisimilitude. Accessibility. Both in aid of having active player engagement, rather than alienation. It wasn't just Gygax's penchant for a particular 'brand' of fantasy that led these things to be a part of the AD&D game. Whether or not he thought about it at the time he was writing, they ended up in the books that form the instructional text of the game...and as a result, an AD&D campaign, run well, is exceptionally good at holding the attention of its participants. Players and DMs alike.

8 comments:

  1. Out of curiosity are these A - Z's proto-versions of what you'll be putting in your book? These essays are fantastic!

    ReplyDelete
    Replies
    1. Much of the information I plan for the book will be similar to what is found in these essays, yes. However, the book will be structured differently...more like a training manual, without the A-Z gimmick (which makes some of these a little ham-fisted).

      However, yeah: this is the kind of thing I expect to cover.

      Delete
  2. But the real question is how do you feel about the absolute necessity of including a latrine room in every dungeon? 😆

    Seriously though, great post and great series so far. I’ve been enjoying them all.

    I agree that a strong dose of naturalism and “making sense” is required for getting the most out of a campaign. If players can consistently make reasonable inferences and expect logical outcomes and associations, then this empowers them to make better decisions and, as you say, fosters deeper engagement. Much better than “well, I guess I’ll sit here and watch this parade of silly crap pass before me…”

    The other advantage is that on the occasions where, for whatever in-world reason, things really do go gonzo, it is more like a rare treat that is met with excitement and apprehension, rather than a constant overstimulation that is ultimately just numbing.

    ReplyDelete
    Replies
    1. No need for dungeon latrines when there's a local otyugh.
      ; )

      I agree that the occasional bit of gonzo fits just fine, but it's far less frequent in my own games than some would advocate. Most of my adventures use only book monsters and treasures for example...not only are they tried and tested, they are entirely adequate for my needs.

      "Gonzo" weirdness is best reserved for extra-planar or extra-dimensional adventures (i.e. for higher level play).

      Delete
  3. I chuckle at the weird naturalism in Moldvay's Basic (eg: cave locust and yellow mould) and also the Monster Manual because I like to think that one of Gygax's kids asked what a monster ate, and like every harassed parent he gave the first semi-logical answer that popped into his head. A bit like Calvin's dad. These slightly humourous elements remind us (me at at least) that it is just a game.

    On gonzo elements, don't forget that the DMG has conversions guidelines for Boot Hill and Gamma World.

    ReplyDelete
    Replies
    1. Indeed...and I have used both in my game at one time or another. The Boot Hill stuff I used for a short jaunt into the Old West (the party conveyed there by means of the Machine of Lum the Mad) that lasted a couple sessions. This was back in 1989 or thereabouts. The GW stuff was used when running S3 (natch) and when adapting some Dragon mag GW stuff to my AD&D campaign (circa '87 or '88).

      However three to four instances in 40+ years of play isn't a whole heck of a lot.

      Delete
  4. True freedom comes from verisimilitude and consistency -- that's an extremely relevant notion for any game.

    Waiting for more!

    ReplyDelete
  5. I didn't watch Star Trek: Deep Space Nine but I did catch part of one episode (I think it was Deep Space Nine), where an android or something on board is able to produce excellent singing music. The android doesn't feel appreciated and is accepted by a society that highly values the technique and skill. He basks in this, and then is supplanted by a superior form who does highly technical things, but doesn't create what we could call music. The society rejoices in this excellent form, and the android is dismayed but accepted back with the crew.

    This discussion of Gygaxian and especially about gonzo settings makes me think of that. Just because you can do something doesn't mean you should. This seems to go in line with your next post as well.

    ReplyDelete