How D&D Sessions Helped Forge The Elder Scrolls
Long before players shouted dragons from the sky in Skyrim or got lost in the political labyrinth of Daggerfall, parts of Tamriel were being tested at a dining table with sheets of graph paper, polyhedral dice, and prototype rules. Newly archived tabletop roleplaying notes linked to Julian LeFay, a key early architect of The Elder Scrolls, offer a rare look at how Dungeons & Dragons-style campaigns ran inside Tamriel and quietly shaped what would become one of gaming’s most influential open worlds.
This article explores what those campaign notes represent, how they connect to the development of The Elder Scrolls II: Daggerfall and later to Skyrim, and why tabletop sessions are such powerful tools for building digital worlds.
From Tabletop to Tamriel: Why These Notes Matter
The archived material comes from tabletop campaigns set directly in Tamriel and run during the 1990s, around the time Daggerfall was in development. The notes, preserved from Julian LeFay’s estate and now shared by community archivists, offer a behind-the-scenes lens on how designers stress‑tested the setting long before players saw it on a screen.
Although the specific campaign sessions weren’t official products, they functioned as design laboratories for:
- Experimenting with regions, factions, and cities.
- Play‑testing magic systems, character archetypes, and tone.
- Discovering emergent stories created by players wandering a persistent world.
Tabletop roleplaying has historically been a foundation for many digital RPGs. Early computer RPGs such as Ultima were heavily inspired by D&D campaigns and rulebooks, and industry retrospectives routinely highlight the pipeline from tabletop to screen.1 The newly preserved Elder Scrolls-related campaign notes fit squarely into this broader tradition.
Who Was Julian LeFay and Why Is He Important?
Julian LeFay was a central figure in the early days of Bethesda’s RPG development. Often described by fans and commentators as a “father of The Elder Scrolls,” he helped shape the technical and systemic foundations of Arena and Daggerfall, two games that defined the series’ ambitions for scale and simulation.
According to official Bethesda materials, Daggerfall in particular was built around a sprawling 3D world, an elaborate skill-based character system, and overlapping political factions that reacted to player choices.2 These were the same kinds of elements that tabletop groups routinely explore—only on paper, with improvisation and house rules replacing code.
LeFay’s private campaigns inside Tamriel demonstrate how he and his collaborators were thinking about the series as a living world rather than a set of disconnected game levels. They were, effectively, running The Elder Scrolls as a tabletop sandbox long before modern open-world design vocabulary became common.
How the Notes Were Preserved: Fans as Digital Archivists
The notes surfaced thanks to the combined efforts of two long‑running Elder Scrolls fan projects known for their archival work. While the original article discusses these groups directly, their broader role can be understood through the lens of fan preservation and community archiving.
Video game preservation has become a growing concern as publishers retire online services and older formats become inaccessible. Reports from organizations like the Video Game History Foundation and coverage by major outlets such as the BBC highlight how many classic games are effectively unavailable in legal, playable form.3 Community‑run archives, fan wikis, and scanning projects have stepped in to document manuals, design documents, and other ephemera that would otherwise be lost.
In the Elder Scrolls community, lore-focused sites have spent years cataloging in‑game books, quest dialogue, and cut content. Adding tabletop campaign notes to that ecosystem deepens the historical record by showing how the world of Tamriel evolved before it was codified into game data.
| Aspect | Benefit |
|---|---|
| Design History | Reveals how mechanics and lore evolved over time. |
| Worldbuilding Insight | Shows how writers and designers tested ideas in play. |
| Fan Understanding | Provides context for inconsistencies, retcons, and deep lore. |
| Academic Study | Helps researchers trace the development of interactive storytelling. |
Running D&D Inside Tamriel: What These Campaigns Represent
The archived notes detail multiple tabletop campaigns that took place during the development of Daggerfall. While specific scenes and characters are unique to those private sessions, the overall structure is familiar to anyone who has played D&D:
- Players take on the roles of adventurers with distinct skills and backstories.
- A game master (GM) manages the world, non‑player characters, and consequences.
- Dice rolls are used to resolve combat, persuasion, stealth, and other actions.
- Storylines shift dynamically based on player decisions.
What makes these campaigns unusual is that the GM and players were also the people building the digital version of that same world. Instead of using a generic fantasy setting, the group adventured in early versions of Tamriel—testing provinces, political climates, and even potential quest hooks.
Why Use Tabletop Campaigns in Game Development?
Using tabletop sessions as part of game design offers several practical advantages:
- Rapid Iteration. GMs can improvise rulings and adjust difficulty instantly, whereas digital prototypes require programming and asset creation.
- Emergent Narrative Testing. Tabletop play reveals the types of choices players naturally gravitate toward when given freedom, which helps designers predict emergent behavior in open-world games.
- System Stress‑Testing. Designers can see where rules are confusing, unbalanced, or unfun long before they are codified.
- Shared Vision. A campaign creates a common reference point for the team—everyone has seen the world in action, not just on paper.
Academic work on tabletop role‑playing emphasizes its collaborative and improvisational nature, which makes it well‑suited as a design tool for narrative-centric video games.4
Echoes of the Campaigns in Daggerfall and Skyrim
Because these campaigns were run during the development of Daggerfall, it’s reasonable to treat them as informal prototypes rather than strict blueprints. Still, several broad connections can be drawn between tabletop sessions in Tamriel and the later Elder Scrolls games.
1. Emphasis on Political Intrigue and Factions
Daggerfall is renowned for its complex web of noble houses, guilds, and religious orders. Bethesda’s own documentation notes that the game features numerous factions that can react to player decisions and allegiance choices.2 Tabletop campaigns are particularly effective at exploring these kinds of social dynamics because:
- Players can negotiate, betray, or ally with factions in freeform dialogue.
- GMs can quickly introduce political complications and personal rivalries.
- Reputation and rumors feel organic when tracked by a human GM.
The archived notes show how factional conflict and regional politics were central to the early Tamriel sandbox. That same emphasis would later become a hallmark of both Daggerfall and, in a more focused way, Skyrim, with its civil war and competing guilds.
2. Sandbox Exploration as Core Design
One of the key promises of D&D is player freedom: adventurers can ignore the main plot and wander off in any direction. Early Elder Scrolls titles pursued a similar philosophy. Daggerfall, for example, gave players an enormous territory to explore, with main story quests sitting alongside countless procedurally generated dungeons and side jobs.
Running a campaign in Tamriel allowed LeFay and his group to see how players behaved when they were given wide‑open agency. Did they chase power, wealth, or secrets? Did they align with the law, or break it? Observing this behavior in a tabletop context provided valuable guidance for how an open world should respond to different playstyles.
3. The DNA of Skyrim’s Quests and Atmosphere
Although Skyrim was released more than a decade after Daggerfall, it inherited many of the series’ core design values: non‑linear questing, character archetype flexibility, and a world that continues regardless of the player’s pace. The influence of earlier campaigns is felt less in specific quest lines and more in the overall design ethos:
- Mysterious ruins that invite investigation rather than forcing it.
- Multiple solutions to encounters—combat, stealth, diplomacy, or magic.
- Regional cultures with distinct customs, conflicts, and aesthetics.
Game designers across the industry have emphasized the importance of iterative prototyping and playtesting in creating compelling open worlds.5 The Tamriel D&D campaigns are an example of prototyping at the level of narrative and setting, long before modern open‑world tooling existed.
Lessons for Modern RPG Design
For designers, modders, or tabletop GMs interested in building their own sprawling worlds, the story behind these notes illustrates several practical lessons.
Start With a Living Map, Not a Script
The campaigns highlight Tamriel as a living map full of overlapping interests rather than a series of scripted story beats. To replicate this approach in your own projects:
- Sketch major regions, their resources, and their conflicts before writing individual quests.
- Define a few core factions with clear goals and rivalries.
- Think in terms of situations (tensions waiting to be resolved) rather than fixed plotlines.
Use Tabletop Play to Discover What Players Actually Want
Instead of guessing which content will engage players, run small tabletop sessions in your setting and watch where the table’s energy goes:
- Do players latch onto political intrigue? Double down on factions.
- Do they love exploration? Emphasize ruins, secrets, and environmental storytelling.
- Are they drawn to character drama? Invest in recurring NPCs and personal quests.
These observations translate directly to both video game design and more polished tabletop campaigns.
Let Systems Drive Story
The Elder Scrolls series is known for emergent moments: a dragon interrupting a town visit, a guard recalling your crimes, or a random encounter leading to a new quest. Those moments arise when systemic rules interact in unexpected ways. Tabletop sessions can model similar dynamics:
- Create simple, consistent rules for reputation, resource scarcity, and threats.
- Apply them rigorously, even if the results surprise you.
- Use the consequences as seeds for new story arcs.
By running campaigns in Tamriel, LeFay and his group effectively tested how systemic cause‑and‑effect would feel to players, long before those systems were implemented in code.
What the Archives Mean for Elder Scrolls Fans
For fans of the series, the preservation of these notes is more than a historical curiosity. It offers new ways to engage with the games:
- Deeper Lore Context: Seeing how early campaigns handled regions and factions can clarify later lore developments and retcons.
- Inspiration for Fan Campaigns: Tabletop groups can run their own adventures in Tamriel informed by how the original designers approached the setting.
- Modding Ideas: Mod creators can mine the archived material for quest concepts, dungeon layouts, or political plots that never made it into the games.
More broadly, the archives underscore the collaborative nature of Elder Scrolls lore. Tamriel was never a single person’s fixed story; it was, and still is, a shared sandbox shaped by designers, writers, players, and now archivists.
Frequently Asked Questions
Did these D&D campaigns directly become quests in Skyrim?
No. The campaigns were informal tabletop games rather than official design documents, and they took place during the development of Daggerfall, long before Skyrim. However, they contributed to the overall conception of Tamriel as a politically complex, open-ended world—an ethos that continued through later games in the series.
Were these campaigns using standard Dungeons & Dragons rules?
The notes indicate that the sessions were heavily inspired by D&D but adapted to fit Tamriel and the design team’s needs. It’s common for game developers to modify existing tabletop systems or create hybrids tailored to their worlds, rather than using a published ruleset verbatim.
Why is fan archiving so important for video game history?
Many older games and development materials are not preserved by their original creators, whether due to lost media, corporate restructuring, or simple neglect. Studies and reports on game preservation have shown that a significant portion of older titles are no longer commercially available in any form.3 Fan‑run archives help fill this gap by documenting manuals, notes, prototypes, and interviews that would otherwise disappear.
Can I legally access or use these campaign notes?
Access depends on how the archives present the material and what permissions were granted by rights holders or estates. Generally, reading and discussing such archives for personal use and criticism is distinct from reproducing large portions in commercial works. Anyone wishing to adapt or republish archived material should consult the archive’s terms and, when in doubt, seek legal advice.
How can modern developers replicate this approach?
Indie and AAA teams alike can run low‑cost tabletop campaigns set in their planned worlds, using either existing systems (like D&D or other fantasy RPGs) or lightweight custom rules. The key is to treat the campaign as a prototype: document what players do, where systems break, and which parts of the world spark the most engagement, then feed those observations back into digital design.
References
- Fantasy role-playing in context — National Museum of Play (The Strong). 2019-03-01. https://www.museumofplay.org/blog/fantasy-role-playing-in-context/
- The Elder Scrolls II: Daggerfall – Game Manual — Bethesda Softworks. 1996. https://download.zenimax.com/elderscrolls/games/daggerfall/daggerfall_manual.pdf
- Most classic video games are "virtually inaccessible" to players, study finds — BBC News. 2023-07-18. https://www.bbc.com/news/technology-66228944
- Role-Playing Games Used As Prototyping Tools in Game Design — Mäyrä, F. Tampere University. 2017-05-10. https://trepo.tuni.fi/handle/10024/100515
- GDC Vault: Building Open Worlds — Game Developers Conference. 2014-03-20. https://gdcvault.com/play/1020491/

