Category Archives: Role-playing game history

The Arduin Grimoire: The “Coolest RPG Book Ever,” also the Book Gygax Mocked As Costing Readers 1 Int and 2 Wis

When creators dream up imaginary worlds, they can go in two directions. They can build their world from a curated set of ideas, and then fit these pieces together into a logical and consistent manner. In a fantasy gaming, these … Continue reading

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5 Ways Magic the Gathering Changed the Rules of D&D

Magic the Gathering designer Richard Garfield rates Dungeons & Dragons as the most innovative game of all time. Nonetheless, in any ranking of influential games, Magic’s revolutionary design surely vies for a top spot. You might suppose that a card … Continue reading

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4 Pop-Culture Assumptions That Dungeons & Dragons Destroyed

The media keeps telling us how we, the geeks, have won popular culture. A show with dragons became prestige television, and networks keep aiming to produce  the next Game of Thrones. A minister I know boasted that she was a … Continue reading

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XP Started as One of D&D’s Breakthrough Ideas. Now the Designers Don’t See the Point

When Dave Arneson ran a session of his Blackmoor dungeon for his Dungeons & Dragons co-creator, Gary Gygax’s biggest impression came from two innovations: (1) the dungeon expedition and (2) how characters improved with experience. In Playing at the World, … Continue reading

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How Character Death Lands D&D in a Tug-of-War Between Game and Story

Character death has always torn Dungeons & Dragons between game and story. The threat of death makes the game exciting, but actual death brings a character’s story to an unsatisfying end that can disrupt a campaign. Without characters facing the … Continue reading

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8 Fast Facts About D&D’s Magic Missile Spell

1. Dungeons & Dragons co-creator Gary Gygax introduced the Magic Missile spell in the original game’s first supplement, Greyhawk (1975). “This is a conjured missile equivalent to a magic arrow, and it does full damage (2-7 points) to any creature … Continue reading

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How Dungeons & Dragons Got Its Ability Scores

The earliest character sheet for the game that inspired Dungeons & Dragons includes 8 character traits: Brains, Looks, Credibility, Sex, Health, Strength, Courage, and Cunning. The character comes from Dave Arneson’s Blackmoor campaign, which launched in 1971. See A History … Continue reading

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The Media Furor that Introduced the “Bizarre Intellectual Game” of Dungeons & Dragons to America

Today, the number 1 rule imposed by Gen Con 17 in 1984 seems ridiculous. “Live action events are not allowed.” Today, that would forbid an entire track of live-action roleplaying, any sparring with foam swords, and the immensely popular True … Continue reading

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A Butcher, a Baker, and Naughty Nannies in D&D’s First Setting Book: City State of the Invincible Overlord

In December of 1975, TSR had yet to publish any Dungeons & Dragons setting information other than the hints published in the Grayhawk and Blackmoor supplements. Blackmoor’s Temple of the Frog qualified as the only published adventure, although the armies … Continue reading

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Queen of the Demonweb Pits Opened Dungeons & Dragons to the Planes

In Dragon magazine issue 8, published July 1977, Gary Gygax proposed the Dungeons & Dragons cosmology, a great wheel of planes surrounding the prime material. The existence of infinite planes “will vastly expand the potential of all campaigns which adopt … Continue reading

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