How did Dungeons & Dragons begin, and what did it change?

D&D grew out of Midwestern wargaming in the late 1960s and early 1970s, created by Gary Gygax and Dave Arneson in 1974. It set conventions for role-playing and video games.

AI-drafted from web search results, then checked by a second, independent AI that read 5 of its 6 cited pages in full and found the thread supported. No person has reviewed it.

0 views
A white-haired man in a pinstriped suit and red tie speaks at a white podium in front of a black curtain, with a conference lanyard around his neck.
Dungeons & Dragons co-creator Dave Arneson speaks at a podium in 2008. Image: Carlos A Smith, CC BY-SA 2.0, via Wikimedia Commons. Chosen automatically; not checked by a person.
Sourced

The short answer

Dungeons & Dragons came out of the American wargaming hobby. Gary Gygax in Wisconsin and Dave Arneson in Minnesota, both wargamers, co-created the fantasy role-playing game, which appeared in 1974. It is described as the first modern role-playing game, and its mechanics and group structure shaped tabletop role-playing games and many computer games. [1] [2]

Or ask in your own AI
Sourced

Wargaming roots

In the late 1960s the Gygax home in Lake Geneva, Wisconsin, was a focal point for wargamers. Gygax helped found the International Federation of Wargamers and in 1968 set up its annual Gen Con event. People then played board wargames such as Gettysburg and Stalingrad, or miniature wargames with models on large tabletop maps. Both tried to simulate historical battles using dense rules. Gygax met his local group, the Lake Geneva Tactical Studies Association, in his cellar every weekend to play and to plan their own rule variations. [3]

About 300 miles away, University of Minnesota student Dave Arneson was part of a similarly experimental group, the Midwest Military Simulation Association, which was already modifying games such as Diplomacy. [3]

Or ask in your own AI
Sourced

From idea to product

Smithsonian Magazine describes the pair's approach as novel: instead of setting player against player, the game had participants work their way together through a fantasy realm, sometimes as friends and sometimes as foes, under the watch of a referee. The setting drew on fantasy such as The Lord of the Rings, with its elves and orcs. [4]

After a wargame publisher turned the game down, Gygax and a childhood friend formed a company, Tactical Studies Rules, to market what he and Arneson had invented, and they printed 1,000 copies at first. The result was published in 1974. [5] [1]

Or ask in your own AI
Sourced

Influence on other tabletop games

D&D established conventions that have dominated the genre: dice as a game mechanic, character record sheets, numerical attributes, and group play centered on a gamemaster. Within months, other writers and publishers released their own role-playing games, mostly fantasy, including Tunnels & Trolls (1975), Empire of the Petal Throne (1975) and Chivalry & Sorcery (1976). Later games followed, including Traveller (1977), RuneQuest (1978), Call of Cthulhu (1981), GURPS (1986) and Vampire: The Masquerade (1991). The influence also looped back to miniatures wargaming through games such as Warhammer Fantasy Battles. [2]

Or ask in your own AI
Sourced

Influence on video games

Many players of the late 1970s and early 1980s were also programmers, and they built computer versions of the game. Commercial examples include Ultima (1981), The Demon's Forge (1981), Telengard (1982) and Might & Magic (1986). The Museum of Play's author argues that D&D also supplied the basic mechanics of many later games: hit points, experience points and levels, character races and classes, collecting armor and weapons, and fighting ever fiercer monsters. Because the rules were statistical, they suited computers that could generate random numbers and calculate hit probabilities quickly. The same source says numerical measures such as health in Doom or hunger and hygiene in The Sims descend from D&D's mechanics, even in games with no swords or sorcerers. [6]

Or ask in your own AI

Timeline

  1. 1968Gygax sets up the annual Gen Con event for the International Federation of Wargamers.
  2. 1974Dungeons & Dragons is published, created by Gygax and Arneson.
  3. 1975Tunnels & Trolls and Empire of the Petal Throne are released as other role-playing games.
  4. 1981Ultima and The Demon's Forge appear as early computer versions of role-playing games.

Drawn from the dates given in this thread.

Where this is

Lake Geneva, Wisconsin, USA. Gygax's home here was a focal point for wargamers in the late 1960s. Open in Google Maps. Map tiles © Esri and its data providers. Location chosen automatically; not checked by a person.

Sources

  1. How Gary Gygax's Dungeons and Dragons changed fantasy forever | WIRED (wired.com) Found by source search. Not checked by a person.
  2. Dungeons & Dragons (en.wikipedia.org) Found by source search. Not checked by a person.
  3. It crawled from below 50 years ago: how the global Dungeons & Dragons empire began in a basement | Games | The Guardian (theguardian.com) Found by source search. Not checked by a person.
  4. How Dungeons & Dragons Sparked a Revolution in How We Play Just About Everything (smithsonianmag.com) Found by source search. Not checked by a person.
  5. Wisconsin 101 (wi101.wisc.edu) Found by source search. Not checked by a person.
  6. The Influence of Dungeons and Dragons on Video Games (museumofplay.org) Found by source search. Not checked by a person.

Questions to follow next

  • What was Dave Arneson's Blackmoor campaign and how did it shape the rules?
    Or ask in your own AI
  • Why did Gygax and Arneson's partnership end in disputes?
    Or ask in your own AI
  • How did early computer RPGs like Ultima and Telengard adapt D&D?
    Or ask in your own AI

Keep going