While miniature war-gaming has never been able to claim a place in the mainstream, it has influenced almost everything we think of as gaming today. By the middle of the 20th century, war-gaming had not only added new sets of rules for armies of many periods, but it had inspired a new kind of richly complex board game, like Axis & Allies and Blitzkrieg.Entirely novel face-to-face entertainments emerged from the same lineage. The game designer Gary Gygax, in a foreword to a 2004 edition of the book, credits “Little Wars” with influencing his own set of rules for medieval-period miniature wars, Chainmail — which in turn became the basis of a slightly less obscure role-*playing game: Dungeons & Dragons.
[You must be logged in to view images. Log in or Register.]
A fan of table-top role-playing games like Dungeons & Dragons since his days at Mt. Carmel High School in San Diego, Smedley’s vision for EverQuest was to replicate the RPG experience of text-based multi-user dungeons (MUDs) but within an animated 3D world. To do this he recruited Steve Clover, Bill Trost (responsible for Everquest’s mythos and lore), Geoffrey Zatkin (creator of the game’s spell system), Mile D. Cooper (character modelling), and most notably, Brad McQuaid, who was originally taken on as lead designer, and yet would soon be promoted to the role of producer on the project. Clover and McQuaid had come to Smedley’s attention after working together on a shareware role-playing game called WarWizard for the Commodore Amiga, released via the duos own company, Microgenesis in 1993.