DM: Well, I think we played it three or four times but then the prototype went to Gary Gygax in Lake Geneva. I invented Dungeon! in October, 1972 and visited Gary (with David Arneson) in December, 1972. Gary liked the game a lot and was willing to try to peddle it to [Don] Lowry [of Guidon Games, the original publisher of Chainmail]. I left the prototype with him at that point. I had not made a copy of anything, so this was a very trusting activity. Ultimately I got the board back and the cards but the hand drawn rule booklet was lost. Anyway, the Lake Geneva crowd did more playtesting than the Blackmoor crowd.
Gary made some changes to the board, insisting that there was an imbalance in the movement on the fourth level, but by and large the game has remained essentially as I designed it. Gary did request player-to-player attack rules which I supplied but I insisted they be optional rules. He added a few more optional rules like wandering monsters, but I viewed these as complications to the basic play: Ma and Pa America was going to have enough work to understand the basic rules let alone learn how to fight each other. Arneson and Gygax were both into complicated, lengthy rules in all their games; it took a lot of effort on my part to keep it simple.
• After hearing an aggravating interview in which the manager of the Parisian trade fair Kidexpo presented "facts" about board games that were "appalling, inconsistent, obsolete and malinformed", game designer Bruno Faidutti responded by writing about five truisms that people hold about games and why they're not true. One of those truisms and Faidutti's response:
Unlike work, which needs some detachment and ought not to be taken too seriously, games need to be played with the utmost seriousness and dedication. Always trying to be a winner in real life is a very bad idea, since it brings disappointment and often makes you look ridiculous. In a game, if all players are not trying to win, the game simply falls flat and becomes pointless and boring. The reason is that victory is its only point, when no one has the slightest idea what the point of real life is.
This doesn't mean games can't be fun. I like fun games, and I think I design fun games, but fun is no more a necessary feature of games than it is of novels or movies. They can be fun, they don't have to. There's not the slightest fun in Chess, Ticket to Ride or Settlers of Catan, but this doesn't mean one can't have fun playing them. That's what Blaise Pascal has explained in his theory of diversion, and that's what Freud later said: the opposite of play is not seriousness, it's reality.