Skip to main content

The Roots of Original D&D - What Was the Castle & Crusade Society and who was Tony Bath?

 "ONCE UPON A TIME, long, long ago there was a little group known as the Castle & Crusade Society."

This is the very first sentence in the Foreword of the first Dungeons & Dragons book "Men & Magic", published in 1974. The foreword goes on to inform us that it was the Castle & Crusade Society's fantasy rules, which "brought about much of the current interest in fantasy wargaming."

The Roots of Original Dungeons & Dragons

What Was the Castle & Crusade Society?

The Castle & Crusade society was a group of medieval miniature wargamers formed by Gary Gygax and Rob Kuntz in 1970.

Gary and one of the society's members Jeff Peren designed a set of medieval wargaming rules known as the "Lake Geneva Tactical Studies Association Medieval Miniature Rules", which were originally published in C&C's very own fanzine known as "The Domesday Book". These rules were later revised, expanded and published as "Chainmail" by Guidon Games in 1971.

Chainmail had a fantasy supplement in the back so wargamers could fight miniature fantasy battles. So, coming back to the foreward in Men & Magic. It is the Chainmail fantasy supplement that is being referred to when the "Castle & Crusade fantasy rules" are mentioned.

This information won't be new to the passionate OD&D fan. But what kind of light can knowledge of the Castle & Crusade Society shed on our understanding of OD&D? It's certainly not a new concept to think of D&D as being born out of the wargaming community. But I think one thing that is very overlooked when attempting to interpret OD&D rules is the importance of understanding 70's miniature wargaming. A good understanding of this type of wargaming is vital when attempting to reconstruct the original D&D game with any authenticity. Figuring out exactly what the Castle & Crusades Society was is a massive help when trying to do this.

Some players largely ignore the Chainmail rules when attempting to play OD&D. I think this is detrimental enough to understanding and reconstructing the OD&D game, but I'll go one further... if you are not a wargamer then referencing Chainmail alone is not enough! You have to consider that Chainmail was written by wargamers, for wargamers. Many of its concepts are presented with a certain amount of vagueness because it's presumed the reader has a good knowledge of wargaming. So to truly grasp Chainmail, we want to know what influences were at play in the C&C society when these rules were written. The C&C fanzine "Domesday" sheds a lot of light on this.

Chainmail is made up of several systems: a mass combat system for 1:20 scale combat, a man-to-man system for 1:1 scale combat, medieval jousting rules and finally the fantasy supplement. Each of these systems is an evolution of previous wargaming rules.

The mass combat system was heavily inspired by the wargaming rules of Tony Bath - an influential wargamer from the UK who designed a set of ancient wargaming rules, which were later published by Donald Featherston in his book "Wargames". The man-to-man system were derived from an earlier contribution published anonymously in Domesday #7. The jousting rules were originally played by post within the C&C society and were also published in Domesday #6 and #13. Finally, the fantasy supplement was also influenced by Tony Bath rules and popular Sword & Sorcery fiction.

Who Was Tony Bath?

Tony Bath was a small quiet man who played his own rules at home. In the late 60's he created a postal wargaming campaign called the Legend of Hyboria. This campaign was rich in detail in a way that had not been seen before. Cities, economies, savage barbarians and knights. Tony Bath also wrote an article about adapting fantasy fiction into wargaming and recommended certain authors for inspiration that included Robert E. Howard, Edgar Rice Burroughs, Fritz Lieber and Leigh Brackett. Sound familiar?

I think D&D owes more to Tony Bath than most people realise. He appears to be a very significant influence on both Gary Gygax and the C&C Society an influence that not only appears to have been forgotten, but one that if looked into offers many clues to better understanding D&D in its earliest inception.

If you're going to play OD&D I'd highly recommend reading Tony Bath's rules alongside Chainmail first. You'll be very surprised at the difference it makes to understanding the true relationship between Chainmail & OD&D.



Comments

Popular posts from this blog

How to Play Dungeons & Dragons Solo - Part 1 - Which Ruleset? A Solo DnD Tutorial

Hello and welcome to this blog. “ How to Play Dungeons & Dragons Solo ” . This blog will explore the concept of playing Dungeons & Dragons solo . This means playing the game completely by yourself with no Dungeon Master. The idea to write this blog naturally developed from a YouTube video series I created back in July 2020, dedicated to the process of how to start and run a Dungeons & Dragons solo campaign . I was increasingly requested to write all the information down to aid my viewers and provide something that brought all the information together in a concise format. How to Play Dungeons & Dragons Solo - Part 1 - Which Ruleset? A Solo DnD Tutorial In this blog I will present the information from the original videos (which I would advise watching in full as a reading accompaniment to obtain the full context) and expand upon it, showing you in further detail how to design and play a solo Dungeons & Dragons campaign by yourself with no involvement from

Playing Pre-Published Adventures Solo Part 1 - a Solo D&D Tutorial

I’ve been asked on several occasions how I play pre-published adventures solo. I’m going to explain some of the rules I use here. The key to running pre-published adventures is to master the art of switching perspectives. I covered this in more detail in Tales of Mystara - The Palace of Evendur - Episode 2, and also in a previous article. In summary, sometimes in your solo game you will want to switch from being the player to being the Dungeon Master. This will aid you in the task of running pre-published adventures without ruining the element of surprise. The main goal when doing this, is to try to avoid meta gaming wherever possible. Playing Pre-Published Adventures Solo Part 1 - a Solo D&D Tutorial The Basics A really basic example of avoiding metagaming is deciding which direction the party will take when several options are presented by selecting the direction randomly. A simple roll of a die can be used with each side representing a different cardinal direction. F

Avoiding Meta Gaming with Character Actions - A Solo D&D Tutorial

In the first Episode of Season 2 of Tales of Mystara, I discussed some of my solo role playing mechanics, in an effort to help listeners better understand how I run my solo games. This is something I will try to do regularly in Season 2 and I figured it would make sense to include these short tips in this blog. I have been asked on several occasions how I stop myself from meta gaming, especially when running a pre-published adventure solo. This is actually a pretty easy thing to achieve, if you approach the problem of solo gaming in a certain way... Avoiding Meta Gaming with Character Actions - A Solo D&D Tutorial I've always approached the concept of playing D&D or other tabletop role playing games solo as a design problem that needs to be solved. For me, the problem is handled from three angles: The first angle is to emulate the role of the Dungeon Master, so I can experience the game from the perspective of a player. The second angle is to emulate player