Section 1 · Who gets to say it happened?
Who gets to say it happened?
Every roleplaying system is an answer to one question — how a table shares authority over what is true in the fiction.
Designers at the table.
Fellow travellers in the procedure.
Marks and names as they were given to us.
And with support from
Tabletop roleplaying began as an argument about a wargame. Dave Arneson put single characters into Gary Gygax and Jeff Perren’s Chainmail, and what was published in Lake Geneva in 1974 had no win condition, no board and no fixed number of turns. Everything since is an answer to the same problem.
Four sections. The longest of them is about dice, because the arithmetic is where the argument becomes visible — and because a table that knows its own odds behaves differently from one that does not.
Initiative, the exploration turn and the reaction roll are the parts of a rulebook nobody quotes. They are also what stops a session becoming a conversation with dice in it.


Four evenings that changed what a rule was for
Braunstein
Dave Wesely handed each player one person in a Napoleonic town instead of an army, and spent the evening answering questions the wargame had no rule for. Dave Arneson was in the room.
Lake Geneva
The dungeon campaign that put single characters into a medieval wargame and produced something with no win condition.
Apocalypse World
A system built on moves and player-facing rules that rebuilt the procedural layer around conversation.
The OSR argument
Returning to the 1974 assumptions is itself a design position about where authority should sit.










