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Dungeons & Dragons

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The original Dungeons & Dragons set
The original Dungeons & Dragons set

Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy role-playing game (RPG) published by Gary Gygax and David Arneson in January 1974. It was first published by Gygax's company, Tactical Studies Rules (TSR), and subsequently spawned the RPG industry. D&D is by far the most well-known and best selling RPG game, with an estimated 20 million players and over $1 billion in book and equipment sales as of 2004.

The rights to D&D were sold to Wizards of the Coast in 1997, a company later bought by Hasbro. Owing partially to heavy marketing, products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2002.

Contents

Overview and history

The cover to the game Chainmail, Dungeons & Dragons predecessor.
The cover to the game Chainmail, Dungeons & Dragons predecessor.

Dungeons & Dragons evolved in the early 1970s from the Chainmail system of wargaming rules by Gary Gygax and Jeff Perren; Gygax and Arneson designed D&D to take place in a fantasy setting based upon popular fiction and mythology. It was influenced by The Lord of the Rings, popular Greek and Norse mythology, the pulp fiction stories of Robert E. Howard, Edgar Rice Burroughs, and many of the more contemporary fantasy authors of the 1960s and 1970s, such as Jack Vance, Fritz Leiber and Michael Moorcock. The game developed the RPG concept of a referee (the Dungeon Master) who creates the fictional setting of the game, plays antagonists and supporting characters, and moderates the action of the adventures.

Cover of the D&D Basic Set, 2nd printing
Cover of the D&D Basic Set, 2nd printing

The game evolved from wargames with soldiers, in which onlookers were given characters to play during the battle. Gygax and Arneson were playing an Arthurian Knights version when someone decided they wanted to play Merlin. Later, they decided to hide in a cave and they decided that if Merlin existed, then a monster might be in the cave.

The original D&D game allowed players to play characters in three classes: fighters, magic-users (wizards), and clerics (priests). Players could choose to have their characters be Hobbits, Dwarves, or Elves; later versions termed these three "races" as "demi-humans". The players would embark upon imaginary adventures, where they would battle many kinds of fictional monsters from goblins to dragons to ten foot gelatinous cubes, while gathering treasure and experience points as the game progressed. These character classes, monsters, and fantasy world settings were greatly expanded and improved with further editions of the game.

D&D took the world of wargaming by storm, creating its own niche and giving birth to a multitude of role-playing games, based on every genre imaginable. Science fiction, horror, superheroes, cartoons, westerns, spies and espionage, and many other fictional settings were adapted to role-playing games, with several of these games also being published by TSR. However, "fantasy role-playing" loosely based on the world of D&D, continues to dominate the field of role-playing games as of 2004.

How to play

Dungeons and Dragons can be thought of as a "make-believe" game, but where the player's options and the consequences of their choices are rigidly controlled and measured according to rules. There are quite a lot of rules, governing everything from combat to social interaction; at least three distinct volumes are needed to play the game properly. Thus, beginners face a steep learning curve.

The game is presented by a Dungeon Master (DM). The Dungeon Master acts as narrator, and arbitrates the actions of the players. The game generally is played in a group of about four, called a party. Most games are built around adventures narrated by the DM. These stories can be very diverse, from hunting dragons in remote dungeons or solving mysteries in urban settings. The DM determines the setting, events that occur outside the players' control and the actions of the many non-player characters involved in the story. The DM may describe a crisis that requires the attention of the heroes ("An evil dragon has kidnapped the princess!"), and suggest some possible goals ("Slay the dragon and rescue the princess!"), but because the players can freely choose their own course of action ("Let's ally with the dragon and take over the kingdom instead!"), there are no true criteria for "winning", aside from what the players set for themselves.

At the start of a game, each player (other than the DM) creates his or her character. The player chooses his character's gender, race (elf, dwarf, gnome, half-elf, human, halfling, and many others), his class (paladin, cleric, rogue, ranger, fighter, monk, wizard or sorceror, and many others) and the basic qualities (strength, dexterity, constitution, wisdom, intelligence, and charisma, referred to in the game as "ability scores"). These choices determine what the character can do, and how well. He also decides his character's personality, motivation and biography. Example: "An ambitious but absent-minded gnome wizard who adventures in order to seek out esoteric magical secrets."

Many actions that a character can perform are done to the roll of dice. These dice, coupled with the character's various skills, determine whether or not he succeeds at a particular action (e.g. hitting an opponent with a weapon or picking a lock), and/or how well he has done it (e.g. how severe an injury he inflicted). Most binary success/failure actions are determined with the roll of a twenty-sided die (d20): the player rolls the die and adds certain "modifiers" to the result; these modifiers are determined by, among other things, his skill in that type of action, the quality of his tools or whatever magical enchantments he is blessed or cursed with. If the sum is higher or equal than the given Difficulty Class value of the action (e.g. how tough the opponent's armor is, or how complex the lock is), then he has successfully performed the action. By carefully choosing what class to play, what skills to develop and what tools to carry, a player can significantly improve his chances of success in particular areas of expertise, cementing his role in the group. The system encourages a well-balanced group of specialised characters.

When a character defeats an enemy or accomplishes a difficult task, an appropriate number of experience points (xp) are awarded to him by the DM. When a character accumulates enough experience points, he is considered to have advanced to the next level of proficiency, and so his abilities increase. Some of these improvements are predetermined according to the class he has chosen (e.g. all fighters will see a significant improvement in their general weapon skills), whilst others can be chosen by the player, allowing a certain degree of customization (such as developing particular skill with a longbow). The changing of those values on the Player's Character Sheet that are affected by the change in level is referred to as "Levelling Up".

Editions

D&D Expert Set
D&D Expert Set
D&D Basic Set
D&D Basic Set

D&D has gone through several revisions. The first edition (1974) featured just a few character classes and monsters. Supplements published in the next two years (Greyhawk, Blackmoor, and Eldritch Wizardry) greatly expanded the character classes, monsters and spells. Advanced Dungeons & Dragons (AD&D) was published between 1977 and 1979, collecting rules from the original version and the supplements into three volumes, and extensively revising the system. In 1980, the Dungeons & Dragons name was used for a simplified version of the game that was incompatible with the more mainstream AD&D.

In 1989, AD&D Second Edition was published, which revised the rules again, consolidating some character classes ("magic-users" were renamed "mages"), disposing of some fan favorites, and revising the combat system slightly. It was during this time that the current owners of TSR (Gygax and Arneson had earlier left) angered many fans with several extreme practices intended to make up for declining sales, such as inflating prices, excessive split pricing of individual game products, and relentless copyright infringement lawsuits. A long decline in popularity followed into the 1990s, resulting in TSR filing for bankruptcy in 1998; TSR never emerged from bankruptcy, and was in the end purchased by former competitor Wizards of the Coast.

In 2000, a third revision, called Dungeons & Dragons Third Edition (or 3E for short), was published by Wizards of the Coast. It is the basis of a broader role-playing system designed around 20-sided dice, called the d20 system. The edition removed old arbitrary restrictions on class and race combinations, and included skills and feats to allow players to customize their characters. It also rationalized movement and combat, though some thought these latter changes complicated matters by adding tortuous rules regarding "attacks of opportunity" and putting all movement on a square grid. "Mages" were renamed wizards, and a new class was introduced: the sorceror.

The introduction of the d20 system made it possible for authors to write new games and game supplements without the need to develop a unique rules system and, more importantly, without the need for approval from Wizards of the Coast. The d20 system is an open source version of the D&D core rules that was made available under the Open Gaming License. This makes it easier to market D&D-compatible content under a broadly recognizable commercial license. Many other companies have produced content for the d20 system, such as White Wolf, AEG, and Malhavoc Press.

Many purist fans of the first two editions of the game did not like the changes made by Wizards of the Coast in the 3rd edition. Some have subsequently engaged in boycotts of any attempt to play the game using these rules.

In July 2003, a revised version of the 3rd edition D&D rules (termed version 3.5) was released that incorporated numerous minor rule changes.

Manuals

Several manuals are required for D&D. The first edition of Advanced Dungeons & Dragons required three core rule books - the Players Handbook, the Dungeon Masters Guide, and the Monster Manual. The popularity of these first three rule books encouraged TSR to publish more and more books; by the time the second edition of the game was released, there were over a dozen hardbound books:

  • Monster Manual (1977) – references for monsters in the game, with descriptions and game statistics.
  • Players Handbook (1978) – references, tables, and rules for players
  • Dungeon Masters Guide (1979) – references, tables, and rules for game masters
  • Deities & Demigods (1980) – a tome of numerous pagan gods and goddesses from myth and fiction. Several pantheons were dropped from the third and subsequent printings—the fictional mythoi of H.P. Lovecraft and Michael Moorcock's Elric of Melniboné. Because of this the first and second printings are considered more valuable. Later printings of it were renamed Legends and Lore, and this title remained until the re-release of Deities & Demigods for 3rd Edition in 2002.
  • Fiend Folio (1981) – containing more monsters for adventures (mostly from the UK)
  • Monster Manual II (1983) – even more monsters
  • Oriental Adventures (1985) – containing monsters, characters, and background materials with an east Asian flavor
  • Unearthed Arcana (1985) – supplementary player's handbook material, including barbarian, cavalier, and thief acrobat classes, and many addtional spells.
  • Dungeoneer's Survival Guide (1986) – Additional material pertaining to underground adventuring.
  • Wilderness Survival Guide (1986) – Additional material pertaining to aboveground adventuring.
  • Dragonlance Adventures (1987) – Based on the adventures and best-selling DragonLance novels first published in 1984.
  • Manual of the Planes (1987) – A description of planes of existence in the DnD cosmos, including Hell, the Abyss, and Limbo.
  • Greyhawk Adventures (1988) – Gygax's own world, formerly available only in softcover form.
  • Expanded Psionics Handbook (2003) – rules for psionics, an alternative to magic where characters manifest supernatural effects through the power of their mind. It introduced four new core classes: the psion, the wilder, the psychic warrior and the soulknife.

The second edition expanded the number of books, including accessories for each individual class and race.

The third and 3.5 editions greatly clarified and streamlined the rules, and clearly labeled the Players Handbook, Dungeon Masters Guide and Monster Manual as the three core rulebooks. These editions provided constant and consistent rules for different monster types, effects (invisibility, fatigue, etc.) and spells, whose effects have always been the subject of lively debate amongst players. More significant was the release of most of these rules as open source, in the form of a System Reference Document that could be used by third party game companies to create their own products compatible with Dungeons & Dragons.

The first and second editions of the books, though no longer official, are highly-prized by collectors. Examples in good condition (which is rare since these books got a lot of use from players) can fetch prices many times their cover value.

The pen-and-ink illustrations within these volumes, especially the Monster Manual, is uneven—some artwork is amateurish (as was all D&D art in the early days), while some show skillful use of lines and media. Despite their uneven quality, some fans regard these illustrations as the best in the series.

Modules

S1: Tomb of Horrors module
S1: Tomb of Horrors module

See List of Dungeons & Dragons modules

TSR produced numerous "modules" for AD&D. These modules were pre-made adventures for users to play and use. They contained a backstory, maps and one or more objectives for the players to achieve. While they still needed to be moderated by a Dungeon Master, these modules allowed players to experience adventures without the effort of creating and testing adventure content. Many modules were play-tested at conventions such as Gen Con prior to publishing, so were fairly refined and balanced.

Many modules were produced over the years and some popular ones went through several printings.

Campaign settings

TSR created many fantasy realms called campaign settings in which D&D games can be based, although product development has ceased for most of them. These fantasy worlds include:

  • Greyhawk: Gary Gygax's original campaign, expanded into an official game supplement and greatly exanded upon; along with Dave Arneson's Blackmoor, it is probably the longest-running campaign in existence.
  • Forgotten Realms: created by author and game designer Ed Greenwood as his own personal campaign and detailed in a long series of articles in Dragon, this campaign became the setting most popular with D&D gamers in the 1990s.
  • Dragonlance: the first fictional world to be intentionally produced and marketed as an RPG supplement, with product tie-ins (novels, role-playing modules, figurines, etc.) prepared and manufactured when it was first released. The success of the Dragonlance series encouraged role-playing game producers to invent and market additional fictional game worlds. Often attributed to Tracy Hickman and Margaret Weis, the writers of the original novels, but actually created by Tracy Hickman and his wife.
  • Dark Sun: a discontinued campaign setting based on the harsh world of Athas, which was once a life-teeming ocean blue planet, but which has since been stripped of its fertility by uncontrolled use of defiling magic, although a small offshot of magicians called preservers tends to maintain life and ultimately restore the primeval lushness. The world is dominated by psionic powers rather than magic, giving it a unique flavour among campaign settings.
  • Ravenloft: A "gothic" horror setting originally created for an adventure module, Ravenloft, then expanded into an entire series and full campaign setting. This campaign world is currently being developed by White Wolf under its Sword & Sorcery label.
  • Birthright: was designed as campaign setting to allow players to rule entire kingdoms with divine right. It was not very successful.
  • Mystara: A campaign setting that evolved from Dave Arneson's Blackmoor setting.
  • Savage Coast: TSR published this entire setting online for free in an attempt to exploit the Internet. The setting revolved around a magical curse and magical red steel. The setting also performed poorly.
  • Planescape: A campaign setting that closely involves many different "planes of existence," as developed for the D&D game and outlined in the gaming manual entitled Manual of the Planes.
  • Spelljammer: A D&D supplement that moves that world of fantasy role-playing into an "outer space" setting.
  • Kara-Tur: An oriental setting based loosely on mythical Japan and China.
  • Eberron: The newest official D&D setting. Wizards of the Coast decided that they needed a new setting to set novels in and issue game products for, much like Dragonlance and Forgotten Realms in the past. A massive contest was held to reward the most creative entry with its own campaign setting. Eberron was the winner, created largely by Keith Baker. The setting introduces new races such as the warforged and the new class of artificer, and takes place in a world where the inhabitants can make use of magic as technology in the manner of steampunk.

Dice

The use of polyhedral dice, like this set of dice (in order d4, d6, d8, d12, d20), is an integral part of the D&D experience
The use of polyhedral dice, like this set of dice (in order d4, d6, d8, d12, d20), is an integral part of the D&D experience

Dungeons & Dragons is noted for introducing the use of polyhedral dice. While the game uses traditional six-sided dice from time to time, many other types of dice are used more frequently. D&D's popularity prompted its competitors to adopt the use of many-sided dice, though this trend has been reversed with the introduction of "third generation" role playing games.

The 10-sided die is the only one of the basic dice that is not a regular polyhedron.
The 10-sided die is the only one of the basic dice that is not a regular polyhedron.

The dice used, and what they are used for are:

  • d2 – generally a coin flipped for small amounts of damage (e.g. daggers).
  • d3 – generally printed on a cube with two sets of numbers (two 1s, two 2s, two 3s).
  • d4 – is 4-sided. Used for weapon damage and the hit points of a weak creature, this is the average health of a level 1 Wizard.
  • d6 – is 6-sided. A d6 is a standard die found in many board games, and is what most non-roleplay gamers think of when they think of dice. Used like a d4, this is the average health of a level 1 Thief.
  • d8 – is 8-sided. Used like a d4, this is the average health of a level 1 Cleric.
  • d10 – is 10-sided, with a unique top-like shape. Used like a d4, this is the average health of a level 1 Fighter.
  • d12 – is 12-sided. Used rarely as a hit or damage die, this is the average health of a level 1 Barbarian.
This 20-sided die is an important part of the new d20 system.
This 20-sided die is an important part of the new d20 system.
  • d20 – is 20-sided. The most-used die, is used for most checks of ability, (e.g. trying to open a stuck door, attack rolls, or attempting to barter for a low price). These are the most common rolls in the d20 System, hence its name.
  • d30 – is 30-sided. It is almost never used, but is still useful to own nonetheless.
  • d100 – is 100-sided or two 10-sided (one d10 for tens and another for units). Usually referred to as a "Percentile die", 00 is generally read as 100% but in some cases is 0%. Primarily used for random generation from large charts and to check percentage chances (e.g. wearing light armour gives a 5% chance of failure when casting a spell)

The new d20 System bases most rolls around a 20-sided die, which allows for more nuances than a six-sided die.

Some role-playing gamers also use tops to augment dice in generating randomized results.

Miniature figures

Dungeons & Dragons continued the use of miniature figures in the much the same way they were used in its direct precursor, Chainmail, and other miniature-based wargame systems. These miniature figures represent characters -- fighters, mages, dwarves, and so on -- and monsters, adding to the immersiveness of the game.

In the 1980s, numerous companies sprung up offering miniature figures for D&D and related role-playing games. Some of the most respected were Ral Partha and Citadel, noted for their high-quality and attention to detail. TSR even partnered itself with one miniature manufacturer, Grenadier, and released their figures under the D&D brand. Despite this clever marketing partnership, Grenadier figures were usually derided for poor quality and unrealistic proportions.

Miniatures were used in a variety of ways. Often they were placed on acetate-covered graph paper with walls and other entities drawn with grease pencils. As the adventurers advanced, the grease pencil markings could be wiped off and a new area drawn. Some players would build entire floor tiles and walls sets from wood or cardboard and would invest in large inventories of trees and other location objects to make the gaming even more immersive.

As with dice, many players became attached to certain figures in their collection. Many players spent hours carefully painting their figures with exacting detail. This attachment still exists today and, even though pre-painted figures are now readily available, the hobby of miniature figure painting is still very popular.

Over time, Dungeons & Dragons (and other role-playing games) evolved beyond the need for miniatures as an aid to line-of-sight resolution and combat. Challenges within the game began to require interaction, association, and problem solving. Gameplay became rather more portable as players and referees discovered that miniatures weren't essential. Although they are still heavily used and heavily promoted even in the 3.5 edition.

Eventually, Dungeons & Dragons returned to its wargaming roots with the development of rules systems for miniatures-based wargaming. Supplements such as Swords and Spells and Battle System provided rules systems to depict battles between armies of men, goblins, elves, perhaps one or more dragons and giants, etc. Individual figures would (once again) represent 10 or 20 man-sized combatants, though one dragon miniature would represent one dragon.

As of 2003, however, Wizards of the Coast created the Dungeons and Dragons Miniatures Game, which involved plastic, randomly assorted, prepainted figurines, which could be used with either the Role-Playing Game or the new miniatures game. Currently four different 'sets' for the game are available (Harbinger, Dragoneye, Archfiends and Giants of Legend). In the miniatures game, there is a one miniature: one character ratio.

Films & Animations

A movie, Dungeons & Dragons, very loosely based on the gaming conventions, was released in 2000. It was a box office bomb. Despite this, filming was completed in 2004 for a sequel, Dungeons & Dragons 2: The Elemental Might.

A much more popular Dungeons & Dragons Animated Series preceded this in the 1980s, which involved comparatively rich plots, engaging ethical storylines, human character flaws, etc.

In 2003, a computer animated motion picture entitled Scourge of Worlds was produced for DVD, featuring iconic characters created for the Third Edition. In keeping with the spirit of the game, this is an interactive movie that asks viewers to decide what actions the heroes should take at crucial points in the story, allowing hundreds of different story-telling combinations.

While not technically a D&D product, the anime Record of the Lodoss War is closely related to D&D and strongly influenced by it.

Computer and video games

A number of D&D and AD&D licensed computer and video games have been released. Most, but not all, are computer role-playing games using rules derived from some version of the D&D rules. D&D-based games released for video game consoles tend to focus on action rather than on character development. Most console role-playing games are based on rigidly structured plots involving pre-generated protagonists, and are lighter on statistics than the average D&D game.

Fifty-three computer RPGs, ten console video games and two arcade games had been released and sold under the D&D license as of October 2004. Most use licensed D&D rules, while a few others use the more recent open-source d20 system, for game mechanics as well as trademarks which are licensed from Wizards of the Coast/Hasbro.

In these computer games, the rules are usually modified to enhance PC-based game play. Some players go so far as to say that computerized versions are so different from pen-and-paper games that they really are different experiences, and shouldn't be lumped together. Neverwinter Nights was developed such that the ruleset can be faithfully implemented, while providing computer users the convenience to convene over a network with a digitally-enhanced visualization of the exploration areas.

Recently, Turbine Entertainment has secured the rights to produce a MMORPG, Dungeons & Dragons Online, based in the Eberron campaign world. It is scheduled for release in 2005.

While the game is not officially licensed, the popular 1980s arcade game Gauntlet is also seen as being influenced by the D&D game. Many other CRPGs, such as the numerous Roguelike games, are directly or indirectly based on the D&D game.

Handheld digital media, such as the Game Boy, have also seen a share of the D&D digitial games. Four games as of 2004 can be found on handheld devices. A version of Neverwinter Nights (2002) was ported to a wireless handheld communications device, or mobile phone. This ported game was affectionately named Neverwinter Nights: Mobile, released in 2004.

For a full list of D&D-derived computer games and video games, see list of Dungeons & Dragons computer and video games.

Board games

Seven board games were also sold under the D&D license. One of them, Dungeons & Dragons Computer Labyrinth Game in 1980 was the original board game which was a computer/board game hybrid and the first D&D licensed game that contained digital electronics.

Magazines

Magazines devoted to supporting Dungeons & Dragons include Dungeon Magazine and Dragon Magazine.

Novels

A great many original novels -- more than 100 -- have been published based upon the many worlds of Dungeons and Dragons and its spin-offs such as Forgotten Realms and Dragonlance. In 2002-2004 a series of novels based upon the iconic characters created for the Third Edition was published.

Controversies

The game's commercial success led to lawsuits between Arneson and Gygax starting in 1979, over issues of royalties, particularly for AD&D for which Arneson was not given credit by TSR. Those suits were settled out of court by 1981.

Beyond lawsuits, greater controversies have surrounded D&D due to allegations of its connections to devil worship, as well as claims that RPGs in general lead to suicide. These allegations were popularized in a novel called Mazes and Monsters by Rona Jaffe. The book was turned into a TV movie featuring a young Tom Hanks in the key role of a mentally unstable collegian who experiences psychotic episodes and loses himself in the game world. It should be noted that the allegations in the book and movie were based on false information. A detective believed a depressed young man, Dallas Egbert, had killed himself because of D&D when in fact he had simply dropped out of college for reasons unrelated to D&D. [1]

Chick Publications produced a miniature comic book called "Dark Dungeons"[2] about a girl who got involved in witchcraft through a role-playing game, and cast a spell on her father to make him buy her buy books and miniatures.

Such negative portrayals of role-players, ironically, may have originated from an initial inability of some outside observers to properly differentiate between reality and the immersive role-playing aspects of game play. Perception, or rather misperception, has been the major prejudice that role-players have had to face over the years. For instance religious fundamentalists have found the fact that roleplaying characters, for all that they existed solely in imaginary fantasy worlds, were given the "ability" to cast "spells" and use "magic" to be anathema and anti-God. Such accusations continued well beyond the 1980s and into the 1990s. There have been numerous studies exploring this allegation that have generally concluded that not only does it not seem to encourage suicide, but players of this kind of game are in fact less prone to take their own lives. For example, studies conducted by Michael Stackpole show that the suicide rate is actually lower among gamers than non-gamers.

Often this connection is pointed out when young people are indicted for crimes, such as a 2001 murder of Robert M. Schwartz, a prominent scientist in Loudoun County, Virginia. The connection was also made during the investigation of the Stephanie Crowe murder in San Diego, where Stephanie's teenage brother and two friends were accused of the killing because prosecutors said that the killing reflected a brother's hatred of his sister and the three boys' interest in role-playing fantasy games. The three youths maintain they are innocent and a transient named Richard Tuite was later arrested, charged, and convicted of manslaughter. [3]

The Swedish National Board for Youth Affairs has published a report on "Roleplaying as a hobby." The report describes roleplaying as a stimulating hobby that promotes creativity. [4]

The controversy involving occult influences on Dungeons & Dragons led TSR to remove lengthy references to demons, devils, and other supernatural monsters commonly associated with "sorcery" from the Second Edition of the game. Players and fans of the game reacted to the move with complaints and ridicule, seeing this as a move towards political correctness on the part of the publishers. These popular supernatural monsters were returned to the core rules of the game with the release of the Third Edition. A few Third Edition products have gone into even further detail on the activities of demons and demon worshippers than those of previous editions, such as the Book of Vile Darkness, which bears a "For Mature Audiences Only" label.

Legacy

The publication of the first Dungeons & Dragons game in 1970 marked the dawn of modern role-playing games, and was the first dice-based system, establishing many of the conventions that have dominated the genre: character record sheets, progressive character development, combat-centred game mechanics, and game-master-centred story development. While many of the ingredients of D&D were in the air at that time (character-based role-play (historical reenactment and improvisational theatre), game world simulations (wargaming), and for-gaming fantasy milieus (Glorantha's board games, and to a lesser extent Tekumel)), the subsequent development of dice-based roleplaying underlines the debt owed to the original creation of Gygax and Arneson. Other game developers expanded on and improved aspects of the Dungeons & Dragons game. A staggering number of mainstream and independent RPGs offer alternatives to D&D.

Through the 1970s, '80s, and '90s, new RPG writers and publishers released new role-playing games. The first arrivals to achieve lasting influence were the Gloranthan RuneQuest, released by Chaosium in 1976, and the science fiction role-playing game Traveller, released by Game Designers Workshop in 1978. Some of the later systems include Chaosium's Call of Cthulhu, Champions by Hero Games, GURPS by Steve Jackson Games and Vampire: The Masquerade by White Wolf Game Studio. New types of meta-games were developed too, such as miniatures combat strategy games like Battletech and Warhammer 40,000. On some level, collectible card games (CCGs) like Magic: The Gathering owe a respectful nod to the original D&D.

In 1997, Wizards of the Coast acquired TSR and gained ownership of Dungeons & Dragons. Afterwards, Wizards made available the d20 System under the Open Gaming License (OGL). Under this license, authors are free to use the d20 System when writing their own games and game supplements. A strong fanbase loyal to the d20 System has encouraged the growth and rejuvenation of the pencil and paper role-playing game industry. The OGL is also responsible for resurrecting out-of-print games like Call of Cthulhu using the new system.

See also

External links



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