Glen Rahman's design notes concerning Divine Right, which will be DevGame Project #6.
Divine Right was
originally published in 1979 and went out of print after two editions, in 1982.The game had been very popular, but its designers, my
brother Kenneth and myself, expected that DR would simply pass out of
sight and out of mind like so many other games before it.
To our surprise and
gratification, it kept appearing at conventions as a tournament game
long after it had become unavailable and every now and then we were
contacted by persons asking if it was ever going to be reissued.
Then, more recently, the word "classic" began being applied
to Divine Right and the designers dared to hope that we had perhaps
managed to create something enduring.
Kenneth and I were
already avid game-experimenters using mostly the Parker Brother's
Risk system when we encountered a copy of Avalon Hill's Tactics II in
the early 'seventies. Unfortunately, while there were things to learn
from Tactics II, it had to be rated very lowly in the excitement
category. But the appearance of Tactics II was our alert that some
interesting things were happening in the gaming scene.
In the fall of 1974
this writer encountered a large Avalon Hill selection in a
Minneapolis department store and bought Third Reich on the spot and,
the next year, subscribed to SPI's Strategy & Tactics. Those were
salad days, when even games as wretchedly-conceived as Oil War and
Revolt in the East got thorough and repeated playing. Soon the
designers were gaming regularly with friends. By 1977 we realized
that we had learned enough to leave Risk behind and start designing
in the state of the art.
The first serious
effort carried all the way to conclusion was a fantasy game which we
called Your Excellency. Divine Right players would promptly recognize
Your Excellency as the prototype of DR. Some of the names, the
CRT-less combat system, the diplomacy system, and the identity cards
were all present. Believe it or not, as early as YE we had
personality cards. I had been a frequent short story writer for the
semi-pros and understood the strength that good characterization
gives to a story. One night while Ken and I were play-testing Your
Excellency on the kitchen table, it suddenly occurred to me to ask:
Why couldn't a board game have characterization, too? The Personality
card idea fell easily into place and it worked even better than
expected.
From that moment on,
we knew we had a good thing going. But the differences between the
prototype and the eventually published game by TSR, Inc. were huge.
The map looked nothing the same, being rather austere in the manner
of an SPI release. There was a Elven and a Trollish kingdom true, but
we had provided no magic. None. Further, we had only six special
mercenaries, namely Juulute, Schardenzar, the Black Knight, Urmoff,
Ogsbogg, and Hamahara. The Barbarian element was represented by
nothing more than a small kingdom.
The prototype was
dispatched to Metagaming of Austin, Texas. During its long evaluation
period, Kenneth and I continued to sample the new bounty of the
gaming world. Kenneth experimented with a different map, but we never
got around to actually using it in any play test. In the interim, we
discovered the Chaosium game of White Bear, Red Moon. This game was
something new in our experience - a game of heroic fantasy.
A few dull spaceship
battle games existed already and Excalibre had pioneered imaginative
fantasy with Atlantis, while SPI had the execrable Sorcerer and there
was a fantasy-tactical game called Dungeon from TSR. For some reason
we had not bothered to examine the rest of the field - such as Fact &
Fantasy's Helm's Deep or TSR's Battle of the Five Armies. So, within
our frame of reference, we addressed the innovations of WBRM with
great interest.
There was much in it
we liked, though there was much which we couldn't relate to. For
instance, WBRM seemed to have no clear line demarcating the world of
the gods and the world of men. As a reader of mythology I could
understand this - sort of. The world order in Stafford's Glorantha
resembled that of The Kalevala or numerous primitive mythologies,
including the American Indians,' where characters grade from hero to
sorcerer to god with hardly any warning were one ended and the other
began.
But Kenneth was a
J.R.R. Tolkien enthusiast and my own fantasy tastes leaned toward
Robert E. Howard, H.P. Lovecraft, and Clark Ashton Smith. In all
these authors' writings there was a difference between gods and men;
fantastic things were possible, but an understandable barrier
remained between the different states of reality. Further, as far as
the conventions of WBRM went, it was hard for us to identify with
heroes who could, like the Irish champion Cuchulain, or the Indian
hero Arjuna, take on whole armies single-handedly. To our mind, a
Julius Caesar might make the deciding difference in a battle with the
Gauls, but could J.C. have faced the host of Vercingetorix all by his
lonesome? Never! A man is as man and an army is an army.
Nonetheless, WBRM
had something we needed to learn - the manner in which magic might be
fitted into the world of military affairs.
The Metagaming copy
of Your Excellency finally came back rejected in 1978. Like most
creative people, we decided that the editors involved just didn't
appreciate quality and innovation. Nonetheless, months had already
passed and we had some new ideas which we wanted to include into the
game. Kenneth set energetically to work redesigning the map and
before long he confronted me with an entirely new map done in a
jolly-looking antique style, one which would be recognizable as the
rough draft of the published classic. It had a colorful and richly
satiric quality that would inspire much of the subsequent design, as
well as much of the writing for the yet-to-be created Minarian
mythos.
Kenneth had added
most of the place names written in by the time I first saw the map,
and it was only left for me to help with the details and the
polishing. "The Crater of the Punishing Star" was mine, as
was the "Altars of Greystaff." I also contributed the names
of Zorn, Pon, Minaria, and the Invisible School of Thaumaturgy. Zorn
came out of a phone book, and Pon was the name of a mountain kingdom
created in a story cycle of mine, only two episodes of which ever saw
light of day in amateur publication. "Minaria" had been the
name of a kingdom I used in an earlier bit of fictional juvenalia. I
think, unconsciously, that I was echoing "Mnar," an arcane
land mentioned by Lovecraft, or maybe even Minnesota, my home state.
Kenneth and I
already had a sound movement-combat-diplomacy system in the original
Your Excellency. What the new version required from us was magic,
chrome, and detail. The gadgety devices of the Eaters of Wisdom were
worked out quickly, and we took inspiration from the corpse-loving
mages of Clark Ashton Smith's short stories to create the Black Hand.
Working out the new
Your Excellency was amazingly easy. The new game world seemed to leap
spontaneously into life. Juulute, the Black Knight, Schardenzar,
Urmoff, Hamahara, and Ogsbogg were preserved, but their abilities and
powers were expanded and fleshed out. Bilge Rat and several special
mercenary combat units were added also. Just before we were really to
finalize the rules, we came up with the Wandering People, based, of
course, on Hollywood's take on the Gypsies.
We sent the finished
prototype to TSR, Inc. of Lake Geneva, Wisconsin. Within a reasonably
short time, TSR's new products chief informed us that his staff liked
Your Excellency and he was authorized to make us an offer of
publication. Once the development staff began to work on Your Excellency in earnest, Kenneth and I received word that the title would be changed to Divine Right. We were fond of Your Excellency, but soon grew fonder still of DR.
Further, we had originally called all the monarchs kings and now were asked to come up with a wider variety of titles (aided by a kindly developer who had enclosed a long list of possibilities). We also were asked to provide some background material for the world - such as short descriptions of the kingdoms and the scenic hexes. As the seasoned fictioneer on the team, it fell to me to define Minaria.
Although the game world was created without a real background story, the out-line of Minarian society came easily enough. As a fan of the theories of Immanuel Velikovsky, and the parallel idea of Robert E. Howard's Hyboria, I divided Minarian history into periods before and after the "great Cataclysm." Before the Cataclysm, the Minarian continent had enjoyed a kind of Pax Romanum, ruled by a proud, overbearing, but basically benign species of high elf which I called the Lloroi. The Cataclysm that followed took much of Minaria back to the Stone Age, but enough culture survived to allow a fairly rapid restoration of civilization. By about 500 A.C. (after the Cataclysm) Minaria had achieved about the same level of culture as Europe had possessed in 500 A.D. (though Europe had fallen to a nadir at that time, while Minaria had fallen much lower and had managed to climb back).
The developing the nonhuman races which fantasy fans known so well from Tolkien called for a special measure of care. Rather than treat the Goblins and Trolls as evil creatures befitting their origin in the mythology of the Underworld, I addressed them as alien races, different from men, of course, and rivals, but not metaphysically evil. The Elves and Dwarves came in for a little satire, to set them apart from the stereotypes already abroad in the gaming culture. I used hillbillies and gold miners to inspire the Dwarves, and a combination of Imperial China and the Third Reich to flesh out the Elves. The background material seemed to fit the bill as far as TSR was concerned and it was published with the game in 1979, as an appendix to the rule book.