Dungeons & Dragons

Dungeons & Dragons Box Art by John Blanche

Games Workshop played a pivotal role in the history of **Dungeons & Dragons (D&D)** within the European gaming landscape. Serving as the exclusive publisher of D&D materials in Europe for a significant period, Games Workshop's involvement with the iconic tabletop role-playing game left an indelible mark on the continent's gaming culture.

The journey began in 1975, when Games Workshop secured the exclusive distribution and publishing rights for Dungeons & Dragons in Europe, ushering in an era of collaborative creativity and fantastical adventures. This partnership, though marked by moments of triumph and challenge, significantly contributed to the growth and popularity of D&D on the European continent.

Over the years, Games Workshop's involvement with D&D led to various developments, including the publication of rulebooks, adventure modules, and miniature sets, each designed to enrich the gameplay experience for enthusiasts of the game. This fruitful collaboration persisted until 1979, when the contract between Games Workshop and D&D's parent company, TSR (Tactical Studies Rules), drew to a close.

## Differences of the D&D Games Workshop Edition

When Games Workshop secured the license to produce a co-branded edition of TSR's iconic 1977 Dungeons & Dragons basic rules book, they embarked on a journey to make it uniquely their own. This endeavor involved not only designing a new cover but also reimagining several illustrations that Games Workshop deemed unsuitable for their U.K. audience.

### The Cover Art

The cover art of this co-branded edition was entrusted to John Blanche at the very outset of his illustrious career as a fantasy illustrator. John Blanche would later become a cornerstone artist for Games Workshop, contributing countless iconic illustrations. His passion for the material, fueled by both his role as an artist and his lifelong love for gaming, endeared him to fans over the years.

Blanche's initial foray into fantasy art was through the David Day compendium, "A Tolkien Bestiary" (1978), where he contributed five illustrations, standing shoulder to shoulder with the book's primary illustrator, Ian Miller. Blanche's connection with this book, combined with his outstanding talent, left a lasting impression on fans.

### Interior Illustrations

Inside the book, a significant number of illustrations underwent transformation through the work of Chris Baker, known as Fangorn (a nod to Tolkien). While Fangorn also contributed to Games Workshop products during his career, he found his niche as a storyboard and conceptual artist for filmmakers like Stanley Kubrick and Tim Burton.

Interestingly, the illustrations that Fangorn replaced were primarily created by David C. Sutherland III and Tom Wham. Notably, David Trampier, often known as Tramp, contributed three pieces to the "Holmes Basic" book, which Games Workshop wisely decided to retain, showcasing their enduring strength. Trampier's contributions, though appreciated by a dedicated following, remain somewhat underappreciated in the realm of D&D-related art.

### A Shift in Tone and Style

The replacement of illustrations by Fangorn introduced subtle shifts in tone and style. Notably, while Fangorn's work often exhibited greater artistic prowess, some replacements came with changes in the essence of the imagery. One can observe these variations in several instances throughout the book.

A distinct pattern emerges when considering the group dynamics within illustrations. Sutherland's works often featured multiple protagonists, resembling the adventuring parties commonly encountered in Dungeons & Dragons gameplay. In contrast, Fangorn's illustrations typically depicted no more than a duo of heroes, showcasing his artistic prowess but sometimes diverging from the spirit of actual gameplay.

### The Legacy of Changes

While Fangorn's illustrations were generally regarded as improvements, not all replacements were universally accepted. For instance, the illustration accompanying Gygax's foreword, featuring a lizard rider, stirred debate among enthusiasts.

One notable omission was the removal of Tom Wham's illustration, a humorous touch that found a place in larger D&D books but felt out of place as the only illustration of its kind in this edition of D&D Basic.

The Games Workshop edition further distinguished itself by replacing TSR's in-house price list on pages 45-46 with a condensed version that listed Games Workshop's own gaming titles. This change allowed for a single-page price list on page 46 and the omission of the acknowledgment to Eric Holmes from the original TSR edition.

### A Unique Piece of D&D History

The differences between the TSR D&D and Games Workshop D&D editions, particularly the visual alterations, offer a unique perspective on the evolution of this iconic game. These changes, while sometimes sparking debates among fans, contribute to the legacy of Dungeons & Dragons and its enduring appeal.

## History

*Dungeons & Dragons* (D&D), the iconic tabletop role-playing game, owes its inception to the creative minds of David Wesely and Dave Arneson in the late 1960s. Wesely developed a Napoleonic wargame named *Braunstein,* which allowed players to assume non-military roles in addition to the traditional soldiers. Arneson, a history student, took over *Braunstein* when Wesely joined the Army. At a 1969 games convention, Arneson crossed paths with Gary Gygax, an emerging game designer, and together, they began laying the foundations for a new kind of gaming.

Gygax, along with his friend Jeff Perren, authored a medieval miniatures wargame rule set in 1971 called *Chainmail,* which intriguingly included a fantasy supplement. Arneson, inspired by *Chainmail,* introduced fantasy elements like wizards, dungeons, and fantastical creatures into his *Braunstein* campaign, rebranding it as *Blackmoor*. The birth of fantasy role-playing was thus set into motion.

In 1972, Arneson invited Gygax to play *Blackmoor*, and the experience profoundly impacted Gygax. He yearned for a copy of the rules but discovered they existed mainly in Arneson's mind, evolving as the game progressed. Gygax decided to crystallize these concepts, dedicating himself to developing rules, reference tables, and mechanics inspired by *Chainmail*. He introduced spell systems and alignment, playtesting rigorously. The result was the world's first fantasy role-playing game, aptly named *Dungeons & Dragons.*

However, securing a publisher proved elusive, leading Gygax to establish Tactical Studies Rules Inc. (TSR) in 1973 alongside his business partner, Don Kaye. In 1974, they published the first 1,000 copies of *Dungeons & Dragons,* marking an extraordinary moment in gaming history.

Simultaneously, across the Atlantic, the story of *Dungeons & Dragons* was unfolding in London. In 1975, Games Workshop, founded by Ian Livingstone, Steve Jackson, and John Peake, encountered the game at Citicon, a board games convention. Captivated by this innovative game involving dungeon exploration and role-play, they ordered six copies of *D&D*. Their order, though modest, led to an unexpected three-year exclusive distribution agreement for *D&D* across Europe.

Thus, the stage was set for *Dungeons & Dragons* to revolutionize the gaming world, ushering in a new era of imaginative role-playing that would transcend the boundaries of traditional gaming. It was a game that would define a generation, becoming a classic and laying the foundation for the role-playing game genre.

## The Merger Proposal and Fallout

In November 1979, Gary Gygax made a final attempt to convince Games Workshop of the merits of a merger between their companies. Despite his efforts, Games Workshop remained resolute in their decision to decline the proposal. While this marked the end of an era for their exclusive business relationship with TSR, it did not sour their personal friendship with Gygax, as they continued to enjoy an evening of camaraderie over dinner. During this meeting, they even seized the opportunity to have their AD&D rulebooks signed by Gygax himself.

## The Fiend Folio Project

The inception of the Fiend Folio project traced back to a discussion between Games Workshop and Gary Gygax earlier in the year. The idea was to create a follow-up compendium to the immensely popular Monster Manual for Dungeons & Dragons (D&D). Once an agreement and contract were in place, Games Workshop entrusted the task of compiling and editing the Fiend Folio to Don Turnbull. Turnbull, who had already been editing the Fiend Factory column, had been introduced to the world of D&D by Games Workshop and had become an avid player and revered dungeon master. Additionally, Turnbull was known for his penchant for mathematics and statistics, which he had put to use in devising the intricate "Monstermark" system—a complex formula designed to evaluate the combat strength of D&D monsters. While this innovation was introduced to the readers, it is uncertain whether it found practical application.

## The Fiend Folio's Credits

Upon receiving an eagerly awaited pre-release copy of the Fiend Folio, enthusiasm quickly turned to disappointment. In the foreword, Don Turnbull recounted the origins of the Fiend Folio, attributing its genesis to "the editor of a UK magazine" who had invited readers to submit their monster creations—an initiative that became known as the Fiend Factory. This narrative irked Games Workshop, as they felt omitted from the credits. Not only was their name conspicuously absent, but there was also no acknowledgment of their publications, White Dwarf and Games Workshop. When this omission was questioned, Turnbull seemed to deflect responsibility for the decision, further intensifying Games Workshop's chagrin.

## Licensing D&D Miniatures

Despite the divergence of paths following the merger rejection, Games Workshop and Gary Gygax maintained their friendship. Surprisingly, Gygax extended an offer to Games Workshop—an opportunity for Citadel Miniatures to produce boxed sets of Dungeons & Dragons (D&D) and Advanced Dungeons & Dragons (AD&D) miniatures. In 1985, D&D miniatures were launched, eliciting praise from Gygax, who commended Citadel for their "life-like realism and monstrous magic" in this new line of miniatures. However, this venture marked the final collaboration between Games Workshop and Gygax, as their relationship with TSR began to deteriorate, ultimately leading to Gygax's effective ousting from TSR later in 1985.

## The Demise of Imagine Magazine and White Dwarf Changes

During this period, TSR faced internal challenges that contributed to the untimely demise of Imagine magazine in October 1985, after having published thirty-one issues. This event served as a wake-up call for Games Workshop, prompting them to recognize the need for change. This realization was particularly relevant as they observed their own growth and expanding product lines. A decision was made to usher in a new era for White Dwarf.

In February 1986, Games Workshop announced the appointment of Ian Marsh as the editor of White Dwarf, with the founder, whose role transitioned to editor-in-chief. However, Marsh's tenure as editor was brief, spanning just three issues. Although he managed the editorial responsibilities effectively, he expressed discomfort with the new direction the magazine was taking—a shift that emphasized content related to Games Workshop and Citadel products. Additionally, the decision to relocate production to Nottingham prompted Marsh's departure. His parting gesture, a coded message on the contents page of issue 77 in May 1986, went unnoticed until it was too late to address. This message was regarded as a protest against the changing direction of the magazine and the shifts occurring within Games Workshop.

## Turmoil at TSR and Gary Gygax's Departure

Amidst these transitions, turmoil brewed within TSR. Don Turnbull received instructions to shutter the doors of TSR (UK) Ltd, a consequence of the financial difficulties faced by its parent company, TSR, Inc., beginning in 1983. Simultaneously, internal financial disputes between Gary Gygax and the Blume brothers, fellow directors at TSR, led to the sale of their shares to Lorraine Williams. Williams, who had been appointed by Gygax in 1984 to manage TSR, now held a majority share in the company. With this newfound influence, Williams orchestrated Gygax's departure from the company he had founded and cherished. This marked a tragic turn of events, as Williams had shown minimal interest in the realm of games. Devastated by these circumstances, Gygax sold his remaining shares in TSR and established a new company, New Infinities Productions, Inc. In 1987, Don Turnbull assumed the role of CEO at this new venture. Unfortunately, New Infinities Productions did not attain the success envisioned and was dissolved in 1989.

In contrast, Games Workshop continued its expansion and success, whereas TSR never fully regained its former prominence in the market. Substantial debts stemming from excess Dragon Dice and Endless Quest book inventories compelled Williams to sell TSR to Wizards of the Coast in 1997.