
HolmesandWatson |

This is the first of a new series of interviews with Rob Kuntz.
Dave Arneson and Gary Gygax are no longer with us. I don't know what some people who were there have to say about Rob's comments.
But if you are interested in the origins/early days of D&D, this looks to be quite a fascinating series.

R_Chance |

Entertaining and interesting. Thanks. I don't think Rob is thinking "AP" with his current direction :) It really makes me reflect on the lack of rules in the original game and how much of that was inexperience / incidental (most I think) vs. conceptual. There was always that exhortation to "go wild" with it...

HolmesandWatson |

I get the sense it was like throwing spaghetti up against the wall and seeing what stuck (who actually does that, anyways?). They tried anything they liked and if it seemed to work, wrote it down. If it didn't work, they tossed it out and moved on.
Judges Guild's Wilderlands setting and the hex crawl system seemed more "go wild with it" as well. Huge areas, short descriptions of a few things and the GM's imagination. They gave you a blank map and some crayons and said, "Go color it as you will."
Things seemed to get a lot more "tightened up" with AD&D.