Inherent in the System
Come and see - Rules for Fantastic Medieval Wargames Campaigns Playable with Paper and Pencil and Miniature Figures - the subtitle for the World's First Role-Play Adventure Game describes what the game is about and suggests who might be interested. It is a wargame playable with paper, pencil and miniature figures (figures optional) aimed at people who play wargames. There is no adventure game or role-play game market as no such game has existed until 1974 when newly formed TSR published the White Box rules.
As rules for wargames the 3 LBBs contain quite a lot about combat and hitting things, throwing spells and dying characters and such. The second volume is devoted to monsters and their treasures; the monsters to fight so as to acquire their treasure. To be sure, White Box is also a game of exploration and castle building and space in the rules is given over to these tasks, but combat is never far from the central theme. The underground and wilderness, subject of the third of the LBBs, is a place full of adventure for there lurks monsters and hostile encounters, wizards in their towers and knights who will challenge travelers to a joust.
As I recall, the role-playing gradually grew over time as characters developed and we read articles about the game and eventually encountered the rules to other games. The taking on of the character's role happened gradually. At first we had our character, our guy or playing piece as opposed to the other players' guys and the NPCs, some of which we controlled as hirelings and henchmen. Our guy was just a special playing piece, a ticket into the game and when he died, we were temporarily out of the game. As time passed we eventually made statements like "my guy says this, or does that", thus the beginng of role -play! Generally we made decisions as ourselves...what would we do? It was a bit of a jump to start considering "our guy" as separate from ourselves; not so much an alter ego as a separate and distinct fictional entity, a "role" to play, rather like acting a part.
As the years have gone by and more and more games, both the original and subsequent variations on the theme, have been played the way we play has changed. Roll-play gives way to role-play. Killing the baddies and taking their stuff evolves into let's make a deal. The nature of our adventures now includes investigation and negotiation as often as exploration into the unknown and our characters develop skills other than just for fighting. Most sessions still have violence. It's kinda how we roll.
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