Role-playing games (RPGs) began in the 1970s and have since evolved into a global phenomenon. These games introduced a new way to play by focusing on storytelling and character development rather than traditional win-or-lose mechanics. Early RPG communities played a crucial role in shaping and expanding the genre by creating rules, sharing ideas, and forming networks that connected players across regions.
Key takeaways from the article:
- RPG Beginnings: RPGs emerged from wargaming traditions and fantasy literature, with Dungeons & Dragons (1974) pioneering the genre.
- Community Growth: Early fans collaborated through conventions, fanzines, and local clubs to refine incomplete rules and share campaign ideas.
- Challenges and Expansion: The 1980s brought challenges like the "Satanic Panic" but also expanded RPGs into new genres and formats, fostering a sense of shared identity among players.
- Modern Impact: The groundwork laid by these communities continues to influence today's RPG scene, including the rise of indie games and the popularity of actual play series.
RPGs became more than games - they became a shared experience, shaped by collaboration and creativity. The efforts of early communities ensured the hobby’s survival and growth, paving the way for the vibrant RPG landscape we see today.
Evolution of RPG Communities Timeline 1824-1989
The Entire History of RPGs
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Pre-1974: Wargaming and Fantasy Foundations
Before the advent of RPGs, military wargaming and fantasy literature set the stage for collaborative storytelling. These influences not only inspired the first RPGs but also provided the framework and creative language needed for this new form of play.
Wargaming's Influence on RPG Development
Military simulation games played a key role in shaping the rules that early RPGs adopted. One of the earliest examples, the Prussian Kriegsspiel (1824), developed by Lieutenant Georg von Reisswitz Jr., introduced tools like topographical maps and dice to simulate combat scenarios for military training. By the 1960s, hobbyist wargamers had taken these concepts and transformed them into recreational games. A major shift occurred when gameplay moved from commanding entire armies to focusing on "man-to-man" combat, where individual characters became the center of attention.
In 1969, Dave Wesely introduced this concept during a Napoleonic wargame session called Braunstein at the University of Minnesota. Instead of controlling military units, players took on the roles of individual town figures, such as the mayor or the banker, each with their own goals. This marked a turning point: the referee's role expanded from merely managing dice rolls to creating entire fictional environments.
By 1971, the wargame Chainmail codified many mechanics that would later appear in Dungeons & Dragons. Elements like hit points, armor class, and movement rules came directly from wargaming traditions. Even the iconic polyhedral dice - d4, d8, d12, and d20 - originated from wargaming, designed to model probabilities in military scenarios. These mechanics laid the foundation for storytelling to evolve into the heroic adventures that define RPGs.
Fantasy Literature's Impact
While wargaming provided the structural rules, fantasy literature brought the narratives that transformed these games into epic adventures. J.R.R. Tolkien's The Lord of the Rings, especially its 1965-1966 paperback release, introduced a rich fantasy world filled with elves, dwarves, hobbits, and orcs, along with themes of good versus evil. Meanwhile, Robert E. Howard's Conan series added a "swords and sorcery" flavor, focusing on lone heroes braving perilous, monster-filled dungeons in search of treasure.
Gary Gygax himself acknowledged this literary influence:
"Rob Kuntz and I had acquired a large number of 40mm figures, and many of them were so heroic looking that it seemed a good idea to play some games which would reflect the action of the great swords and sorcery yarns".
The Chainmail "Fantasy Supplement" introduced magical elements like wizards, dragons, and elves into wargaming mechanics, forming the basis for D&D's magical combat system. The influence of fantasy literature was so profound that the 1979 Dungeon Master's Guide included "Appendix N", a reading list of 25 authors whose works inspired the game. Even specific terms, like "vorpal" for powerful magic swords, were pulled directly from Lewis Carroll's poem Jabberwocky.
Early Conventions and Social Gatherings
As the hobby grew, conventions became key to connecting players and sharing ideas. The International Federation of Wargaming (IFW) hosted its first multi-game convention in 1967. Despite its success in bringing players together, the event faced financial hurdles.
In 1968, Gary Gygax launched GenCon in Lake Geneva, Wisconsin, as a small regional wargaming convention tied to the IFW. By GenCon VIII in 1975, attendance had surged to 1,500 people, rivaling the first Origins convention held the same year. These gatherings became crucial for testing new rules and discussing how to blend fantasy elements with traditional wargaming.
Specialized groups also began to form. The Castle & Crusade Society (C&CS), established in 1970 as an IFW subgroup, focused on medieval wargaming. Gygax described the society as a hub for medieval-themed gaming and launched the magazine Domesday Book to share ideas. Though its circulation never exceeded 80 copies, the Domesday Book served as a testing ground for Chainmail rules and early campaign maps for Blackmoor and Greyhawk. The first D&D manuscript - around 100 typewritten pages - was playtested by a core group of just 13 gamers in Lake Geneva.
1974-1977: Dungeons & Dragons and First Communities
Dungeons & Dragons Publication
In January 1974, Tactical Studies Rules (TSR) released the first 1,000 copies of Dungeons & Dragons, operating on a tight budget of $2,000 - only $100 of which went toward artwork. The game came in a box containing three digest-sized booklets: Men & Magic, Monsters & Treasure, and The Underworld & Wilderness Adventures.
This marked a major departure from traditional wargaming. Gary Gygax described it as a breakthrough: "This set of rules allowing one figure to represent one 'man' was the breakthrough that led to the creation of the first role-playing game". Instead of directing armies, players controlled individual characters with unique objectives. The rules were famously incomplete, encouraging players to collaborate and interpret them creatively. This collaborative spirit became a defining trait of early role-playing game (RPG) communities. These small playgroups, born out of this creativity, quickly grew into a nationwide phenomenon.
Local Playgroups Form
The limited availability of the original rulebooks and growing interest led to an unusual distribution method: photocopying. Players shared xeroxed versions of the rules with friends, creating a grassroots network that spread faster than TSR could have managed through traditional sales. Early RPG communities often grew out of existing wargaming clubs like the Lake Geneva Tactical Studies Association (LGTSA) and the Midwest Military Simulation Association (MMSA). These groups shifted their focus from historical simulations to fantasy role-playing games.
By the summer of 1974, D&D campaigns were popping up on college campuses and within science fiction fan circles. Since the rules were sparse, Dungeon Masters created their own house rules and unique campaign settings, making each game distinct. A session in Boston might look completely different from one in Los Angeles. Conventions like GenCon became key hubs where players could debate rule interpretations, exchange ideas, and even compete in the first organized D&D tournaments.
Early Publications and Newsletters
As the number of playgroups grew, new ways to connect the community began to emerge. Fanzines and newsletters acted as the "internet" of the 1970s, helping isolated groups share ideas and stay informed. In Spring 1975, TSR introduced The Strategic Review, a quarterly newsletter featuring updates like the introduction of the Mind Flayer and official rule clarifications. By June 1976, this evolved into The Dragon magazine, a 30-page publication with a full-color cover.
Amateur publications also played a critical role. Lee Gold launched Alarums & Excursions (A&E) in 1975, which became a national hub for RPG enthusiasts. The first issue even popularized standard dice notation like "2d12". Around the same time, Paul Jaquays and Mark Hendricks started The Dungeoneer in Jackson, Michigan, focusing specifically on D&D. By the end of its initial run, the zine had around 200 subscribers and printed 500–600 copies per issue.
These publications, made possible by affordable printing technology, served a vital purpose: they helped players refine the incomplete D&D rules into workable campaigns. RPG historian Jon Peterson emphasized their impact:
"Zines were the primordial soup where the ideas that became RPGs bounced around, combined with each other, and eventually merged into something amazing".
These early zines were instrumental in building the foundation of the RPG community, creating communication networks that would support the hobby's growth into larger, more organized groups.
1978-1985: Organized RPG Communities Develop
RPG Clubs and Regional Networks
Between 1978 and 1985, RPG communities began transitioning from casual home-based games to more structured and organized networks. Local libraries and hobby shops, such as Hammonds Toys and Hobbies, became hubs for weekly game sessions, making the hobby more accessible to newcomers outside the original wargaming and science fiction circles.
Major conventions like GenCon played a crucial role by hosting Dungeons & Dragons tournaments, which helped standardize gameplay. Regional events, such as DunDraCon and Pacificon, connected smaller, local groups, fostering collaboration and shared experiences. This rise in organized play coincided with industry growth - TSR Hobbies Inc., for example, reached a workforce of 300 by 1984. Unified systems like Chaosium's Basic Role-Playing (introduced in 1980) allowed clubs to explore a variety of genres, including fantasy, science fiction, and horror, all within a single mechanics framework. Players also exchanged zines at these gatherings, creating links between otherwise isolated groups. As these regional networks strengthened, magazines and media coverage further shaped the RPG community.
Magazines and Media Influence
Dragon Magazine became a cornerstone of RPG culture, evolving from a simple rules supplement into a central voice for the hobby. Wayne Horkan described it as:
"a crucible where gaming culture was shaped, refined, and expanded".
The magazine encouraged interaction through features like Letters to the Editor and fan-submitted content, turning passive readers into active participants in the community. This collaborative approach helped nurture a shared sense of belonging among enthusiasts.
The early 1980s also brought increased media scrutiny due to the rise of the Satanic Panic, which followed high-profile incidents in 1979. In response, RPG magazines emphasized the creative, social, and educational benefits of the hobby. They also promoted unity by covering a variety of games like Traveller, RuneQuest, and Call of Cthulhu. Professional fantasy artwork by creators like Larry Elmore and Jeff Easley gave the genre a recognizable and appealing visual identity, further solidifying its cultural presence.
Shared Identity Among Players
Organized networks and influential media outlets helped players develop a unique cultural identity. Beyond sharing rules, they embraced a subculture defined by shared humor and values. Comic strips like Wormy and What's New with Phil and Dixie captured the spirit of the community, while the 1983 Dungeons & Dragons animated TV series brought the hobby into the mainstream spotlight.
The Satanic Panic also galvanized players, leading to the creation of advocacy groups and educational initiatives to defend the hobby. Some regional networks even integrated RPGs into gifted and talented student programs to counteract negative stereotypes.
This era also saw role-playing concepts extend into other media. The popularity of Choose Your Own Adventure books and early digital platforms like BBSes and ARPANET precursors showed that role-playing was evolving into a broader cultural phenomenon. It developed its own language, aesthetics, and shared values, paving the way for even greater growth in the years ahead.
1986-1989: Mainstream Awareness and Challenges
The Satanic Panic
By the late 1980s, RPG communities found themselves under intense public scrutiny, fueled by groups like Bothered About Dungeons & Dragons (BADD), founded by Patricia Pulling. BADD actively lobbied schools, police, and churches to ban role-playing games, alleging that such games encouraged immoral behavior. Pulling described Dungeons & Dragons as:
"a fantasy role-playing game which uses demonology, witchcraft, murder, and blasphemy."
Adding to the hysteria, Thomas Radecki, president of the National Coalition on TV Violence, publicly linked Dungeons & Dragons to 28 murders and suicides in 1985. That same year, 60 Minutes aired a segment connecting RPGs to violent crimes. The media frenzy continued in 1988 with the Lieth Von Stein murder case, which sensationalized the supposed influence of a "Dungeon Master" on the perpetrators.
In response to the backlash, many players chose to game in secret to avoid being labeled as occultists. TSR, the publisher of Dungeons & Dragons, took steps to reduce controversy by removing references to "demons" and "devils" in the 1989 release of the 2nd Edition of Advanced Dungeons & Dragons. Gary Gygax, co-creator of the game, defended the hobby, stating:
"This is make-believe. No one is martyred, there is no violence there... There is no link, except perhaps in the mind of those people who are looking desperately for any other cause than their own failures as a parent."
Ironically, the controversy brought more attention to RPGs, boosting their visibility. For example, sales of the D&D Basic Set jumped from 5,000 to over 30,000 copies per month after early "steam tunnel" incidents. By 1990, approximately 7.5 million people across the United States, Australia, and Canada were playing RPGs at least once a month.
Diversification of RPGs
The late 1980s marked a period of broadening horizons for RPGs, as new systems emerged to expand beyond traditional fantasy settings. One notable innovation was the introduction of generic systems like GURPS (1986), which allowed players to adapt the rules to virtually any genre, from science fiction to historical adventures. Steve Jackson, the game's creator, designed it to be "flexible enough to be used with any setting and level of play".
Other games, like Ars Magica (1988), shifted the focus toward storytelling and character development. Ars Magica prioritized narrative and characterization over traditional mechanics and combat. Additionally, the rise of "point-buy" systems - introduced by Champions and later adopted by GURPS - gave players more creative control over their characters, moving away from random character generation.
International markets also began to thrive. Warhammer Fantasy Roleplay (1986) gained popularity in the UK, offering a darker fantasy alternative, while Sword World RPG (1989) laid the foundation for a domestic RPG community in Japan. By 1980, at least 12 distinct RPG systems were already available in the United States, setting the stage for the genre's rapid growth during the mid-'80s.
As game mechanics evolved, organized events became a platform to showcase these innovations.
Convention Expansion
The RPGA (Role-Playing Game Association) played a key role in standardizing play through identical modules across different tables. Conventions began to move from private homes to public spaces like libraries and community centers, increasing visibility for the hobby despite lingering stigma.
One notable event took place in 1987 when the RPGA hosted a two-day convention at the Millcreek Library in Salt Lake City, Utah. Organized by Hawke Robinson, the event trained Dungeon Masters to deliver standardized adventure modules. It attracted 60 participants, proving that organized play could thrive in public spaces even during a time of heightened social scrutiny.
These conventions brought together local gaming groups, creating shared campaigns that fostered a sense of community. Standardized Dungeon Master training, often refined through player feedback, ensured consistent and enjoyable experiences. Such efforts helped counter negative perceptions while providing players with a welcoming space to connect and play openly.
Conclusion
How Early Communities Shaped Modern RPGs
Early gaming communities reshaped the landscape of games, shifting from competitive simulations to cooperative storytelling. This evolution laid the groundwork for the collaborative style of modern RPGs, where players work together to create shared narratives. Dave Arneson's Blackmoor campaign was a game-changer, introducing the idea of continuing-story sessions where characters could grow and change over time.
Out of necessity, these communities also embraced collaborative rule-making, crafting their own rules and interpretations. As Steve Darlington observed:
"forced players to invent their own rules and interpretations, and to begin thinking about rules systems and their design. It was here that the future RPG designers were being born".
This grassroots approach didn't just refine gameplay mechanics - it nurtured a spirit of creativity that later fueled indie RPGs and movements like the Old School Renaissance (OSR). These early efforts planted the seeds for the innovative and diverse practices we see in today’s RPG community.
The influence of these pioneers is still felt today. The Open Game License (OGL) of 2000 proved how open, shareable content could breathe new life into the industry. Meanwhile, actual play series like Critical Role, which gained traction starting in 2015, demonstrated the mainstream appeal of collaborative storytelling. By 2021, an estimated 40 million Americans were playing Dungeons & Dragons alone, a testament to the enduring impact of those early communities.
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FAQs
How did wargaming turn into RPGs?
Wargaming took a transformative turn in the 1970s, giving rise to role-playing games (RPGs) by merging elements of historical reenactment, improvisational theater, and fantasy-based wargames. Early titles like Dungeons & Dragons expanded on the tactical foundations of miniature wargaming, introducing storytelling and character progression to shape an entirely new form of entertainment.
Why were early D&D rules so incomplete?
Early D&D rules were somewhat fragmented because they originated from handwritten notes that Gary Gygax and his team fine-tuned during playtesting sessions. Instead of aiming for a fully fleshed-out rulebook, they prioritized building a flexible framework that encouraged creativity. This open-ended approach left room for improvisation, making adaptability a hallmark of early role-playing games.
How did the Satanic Panic change RPG communities?
The 1980s saw the rise of the Satanic Panic, a period of intense moral fear that unjustly tied role-playing games (RPGs) - particularly Dungeons & Dragons - to Satanism and witchcraft. This wave of paranoia deeply affected how the public viewed the hobby, casting a shadow over its popularity and keeping it out of the spotlight for roughly six years. However, RPG communities weathered the storm, and as these false beliefs gradually lost their grip, the hobby not only survived but eventually thrived.