Comments by "William Cox" (@WildBillCox13) on "LegalEagle" channel.

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  37. Liked and shared. D&D/AD&D provides a great point of departure for crafting unique experiences for any gaming group whose GM is the creative type. Its basic concept-the reason Gygax & Co developed it- is to provide a set of rules for small unit (down to single man) tactical simulations. That was a major step in tabletop wargaming. Before that, all markers and counters on a game map represented larger units; i.e.: corps, divisions, brigades regiments, battalions, companies. If you're not a wargamer you might not sense the significance of this concept. Here's a personal anecdote apropos to topic: A buddy came back from college with the three book "Chainmail" rules from Gygax (et al) in early '79. We bought another nerdy buddy the boxed D&D set for his birthday in mid 1979. Three months later we bought the 1st edition handbooks. Now for context. By the time I first heard of D&D I had already exhausted the existing catalogues of fantasy writings of Burroughs, Kipling, Lovecraft, Heinlein, and many others, was illustrating my own short stories and comics, and executing full size color posters of fantastic art. D&D is therefore not part or parcel of my many fantasy novels, but it was a favorite mode of entertainment/socialization for a decade. The words and ideas such as "Elf", "Orc/Ork", "Dragon", "Epic Hero", "Warlock", "Wizard", "Priest/Healer", "Witch", and "Quest" were already in the lexicon of fantasy writers everywhere. Gygax's revolution lay in an ongoing process of refining tactical simulations in terms of provision of smaller, or discrete, units. in effect, he reduced the minimum unit size to a single person or monster. Before this, single unit counters and figures were only useful in tabletop naval combat simulations*. I am happy to pay it an homage. * "Jutland" was a very popular game played on the floor with each cardboard counter representing either a single large ship or a flotilla of destroyers or torpedo boats.
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