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Dungeons & Dragons

Dungeons & Dragons (commonly abbreviated as D&D or DnD)[2] is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson.[3][4][5] The game was first published in 1974 by Tactical Studies Rules, Inc. (TSR).[5] It has been published by Wizards of the Coast (now a subsidiary of Hasbro) since 1997. The game was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system.[4][6] D&D's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry,[5][7] and also deeply influenced video games, especially the role-playing video game genre.[8][9][10]

Dungeons & Dragons
Logo used for the 5th edition
An elaborate D&D game in progress. Among the gaming aids here are dice, a variety of miniatures and a dungeon diorama.
DesignersGary Gygax
Dave Arneson
PublishersTSR (1974–1997), Wizards of the Coast (1997–present)
Publication
Years active1974–present
GenresFantasy
SystemsDungeons & Dragons
d20 System (3rd Edition)
Playing timeVaries
ChanceDice rolling
SkillsRole-playing, improvisation, tactics, arithmetic
Websitednd.wizards.com

D&D departs from traditional wargaming by allowing each player to create their own character to play instead of a military formation. These characters embark upon adventures within a fantasy setting. A Dungeon Master (DM) serves as the game's referee and storyteller, while maintaining the setting in which the adventures occur, and playing the role of the inhabitants of the game world, also referred to as non-player characters (NPCs). The characters form a party and they interact with the setting's inhabitants and each other. Together they solve dilemmas, engage in battles, explore, and gather treasure and knowledge. In the process, the characters earn experience points (XP) to rise in levels, and become increasingly powerful over a series of separate gaming sessions.[3][7][11]

The early success of D&D led to a proliferation of similar game systems. Despite the competition, D&D has remained the market leader in the role-playing game industry.[12][13] In 1977, the game was split into two branches: the relatively rules-light game system of basic Dungeons & Dragons, and the more structured, rules-heavy game system of Advanced Dungeons & Dragons (abbreviated as AD&D).[14][15][16] AD&D 2nd Edition was published in 1989. In 2000, a new system was released as D&D 3rd edition, continuing the edition numbering from AD&D; a revised version 3.5 was released in June 2003. These 3rd edition rules formed the basis of the d20 System, which is available under the Open Game License (OGL) for use by other publishers. D&D 4th edition was released in June 2008.[17] The 5th edition of D&D, the most recent, was released during the second half of 2014.[13]

In 2004, D&D remained the best-known,[18] and best-selling,[19] role-playing game in the US, with an estimated 20 million people having played the game and more than US$1 billion in book and equipment sales worldwide.[3] The year 2017 had "the most number of players in its history—12 million to 15 million in North America alone".[20] D&D 5th edition sales "were up 41 percent in 2017 from the year before, and soared another 52 percent in 2018, the game's biggest sales year yet".[13] The game has been supplemented by many pre-made adventures, as well as commercial campaign settings suitable for use by regular gaming groups.[21] D&D is known beyond the game itself for other D&D-branded products, references in popular culture, and some of the controversies that have surrounded it, particularly a moral panic in the 1980s falsely linking it to Satanism and suicide.[3][22][23] The game has won multiple awards and has been translated into many languages.

Play overview

Dungeons & Dragons is a structured yet open-ended role-playing game. It is normally played indoors with the participants seated around a tabletop. Typically, one player takes on the role of Dungeon Master (DM) while the others each control a single character, representing an individual in a fictional setting.[24] When working together as a group, the player characters (PCs) are often described as a "party" of adventurers, with each member often having their own area of specialty which contributes to the success of the whole.[25][26] During the course of play, each player directs the actions of their character and their interactions with other characters in the game.[7] This activity is performed through the verbal impersonation of the characters by the players, while employing a variety of social and other useful cognitive skills, such as logic, basic mathematics and imagination.[27] A game often continues over a series of meetings to complete a single adventure, and longer into a series of related gaming adventures, called a "campaign".[7][28][29]

The results of the party's choices and the overall story line for the game are determined by the DM according to the rules of the game and the DM's interpretation of those rules.[29][30] The DM selects and describes the various non-player characters (NPCs) that the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the players' choices and actions.[7][25] Encounters often take the form of battles with "monsters" – a generic term used in D&D to describe potentially hostile beings such as animals, aberrant beings, or mythical creatures.[29] The game's extensive rules – which cover diverse subjects such as social interactions,[30] magic use,[31] combat,[30] and the effect of the environment on PCs[32] – help the DM to make these decisions. The DM may choose to deviate from the published rules[30] or make up new ones if they feel it is necessary.[33]

The most recent versions of the game's rules are detailed in three core rulebooks: The Player's Handbook, the Dungeon Master's Guide and the Monster Manual.[21]

The only items required to play the game are the rulebooks, a character sheet for each player, and a number of polyhedral dice. Many players also use miniature figures on a grid map as a visual aid if desired, particularly during combat. Some editions of the game presume such usage. Many optional accessories are available to enhance the game, such as expansion rulebooks, pre-designed adventures and various campaign settings.[21][25]

Game mechanics

 
D&D uses polyhedral dice to resolve in-game events. These are abbreviated by a 'd' followed by the number of sides. Shown from left to right are a d20, a d12, a d%, a d10, a d8, a d6, and a d4. A d% and a d10 can be rolled together to produce a number between 1 and 100.

Before the game begins, each player creates their player character and records the details (described below) on a character sheet. First, a player determines their character's ability scores, which consist of Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma. Each edition of the game has offered differing methods of determining these scores.[34] The player then chooses a race (species) such as human or elf, a character class (occupation) such as fighter or wizard, an alignment (a moral and ethical outlook), and other features to round out the character's abilities and backstory, which have varied in nature through differing editions.

During the game, players describe their PCs' intended actions, such as punching an opponent or picking a lock, and converse with the DM, who then describes the result or response.[35] Trivial actions, such as picking up a letter or opening an unlocked door, are usually automatically successful. The outcomes of more complex or risky actions are determined by rolling dice.[36] Different polyhedral dice are used for different actions, such as a twenty-sided die to see whether a hit was made in combat, but an eight-sided die to determine how much damage was dealt.[37] Factors contributing to the outcome include the character's ability scores, skills and the difficulty of the task.[38] In circumstances where a character does not have control of an event, such as when a trap or magical effect is triggered or a spell is cast, a saving throw can be used to determine whether the resulting damage is reduced or avoided.[39][40] In this case the odds of success are influenced by the character's class, levels and ability scores.[39][41]

As the game is played, each PC changes over time and generally increases in capability. Characters gain (or sometimes lose) experience, skills[42] and wealth, and may even alter their alignment[43] or gain additional character classes.[44] The key way characters progress is by earning experience points (XP), which happens when they defeat an enemy or accomplish a difficult task.[45] Acquiring enough XP allows a PC to advance a level, which grants the character improved class features, abilities and skills.[46] XP can be lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain magical powers that come with an XP cost.[47]

Hit points (HP) are a measure of a character's vitality and health and are determined by the class, level and constitution of each character. They can be temporarily lost when a character sustains wounds in combat or otherwise comes to harm, and loss of HP is the most common way for a character to die in the game.[48] Death can also result from the loss of key ability scores[49] or character levels.[50] When a PC dies, it is often possible for the dead character to be resurrected through magic, although some penalties may be imposed as a result. If resurrection is not possible or not desired, the player may instead create a new PC to resume playing the game.[51]

Adventures and campaigns

 
A Dungeon Master's notebook with a custom design adventure

A typical Dungeons & Dragons game consists of an "adventure", which is roughly equivalent to a single story.[52] The DM can either design an original adventure, or follow one of the many pre-made adventures (also known as "modules") that have been published throughout the history of Dungeons & Dragons. Published adventures typically include a background story, illustrations, maps and goals for PCs to achieve. Some include location descriptions and handouts. Although a small adventure entitled "Temple of the Frog" was included in the Blackmoor rules supplement in 1975, the first stand-alone D&D module published by TSR was 1978's Steading of the Hill Giant Chief, written by Gygax.

A linked series of adventures is commonly referred to as a "campaign".[53] The locations where these adventures occur, such as a city, country, planet or an entire fictional universe, are referred to as "campaign settings" or "world".[54] D&D settings are based in various fantasy genres and feature different levels and types of magic and technology.[55] Popular commercially published campaign settings for Dungeons & Dragons include Greyhawk, Dragonlance, Forgotten Realms, Mystara, Spelljammer, Ravenloft, Dark Sun, Planescape, Birthright, and Eberron.

In addition to first-party campaigns and modules, two campaigns based on popular culture have been created. The first, based on Stranger Things, was released in May 2019.[56][57] A campaign based on the Rick and Morty vs. Dungeons and Dragons comic book series was later released in November 2019.[58][59]

Alternatively, DMs may develop their own fictional worlds to use as campaign settings.

Miniature figures

 
Dungeons & Dragons miniature figures. The grid mat underneath uses one-inch squares.

The wargames from which Dungeons & Dragons evolved used miniature figures to represent combatants. D&D initially continued the use of miniatures in a fashion similar to its direct precursors. The original D&D set of 1974 required the use of the Chainmail miniatures game for combat resolution.[60] By the publication of the 1977 game editions, combat was mostly resolved verbally. Thus miniatures were no longer required for game play, although some players continued to use them as a visual reference.[61]

In the 1970s, numerous companies began to sell miniature figures specifically for Dungeons & Dragons and similar games. Licensed miniature manufacturers who produced official figures include Grenadier Miniatures (1980–1983),[62] Citadel Miniatures (1984–1986),[63] Ral Partha,[64] and TSR itself.[65] Most of these miniatures used the 25 mm scale.

Periodically, Dungeons & Dragons has returned to its wargaming roots with supplementary rules systems for miniatures-based wargaming. Supplements such as Battlesystem (1985 and 1989) and a new edition of Chainmail (2001)[66] provided rule systems to handle battles between armies by using miniatures.

Development history

Sources and influences

An immediate predecessor of Dungeons & Dragons was a set of medieval miniature rules written by Jeff Perren. These were expanded by Gary Gygax, whose additions included a fantasy supplement, before the game was published as Chainmail. When Dave Wesely entered the Army in 1970, his friend and fellow Napoleonics wargamer Dave Arneson began a medieval variation of Wesely's Braunstein games, where players control individuals instead of armies.[67] Arneson used Chainmail to resolve combat.[6] As play progressed, Arneson added such innovations as character classes, experience points, level advancement, armor class, and others.[67] Having partnered previously with Gygax on Don't Give Up the Ship!, Arneson introduced Gygax to his Blackmoor game and the two then collaborated on developing "The Fantasy Game", the game that became Dungeons & Dragons, with the final writing and preparation of the text being done by Gygax.[68][69][70] The name was chosen by Gygax's two-year-old daughter Cindy; upon being presented with a number of choices of possible names, she exclaimed, "Oh Daddy, I like Dungeons & Dragons best!", although less prevalent versions of the story gave credit to his then wife Mary Jo.[71]: 101 

Many Dungeons & Dragons elements appear in hobbies of the mid-to-late 20th century. For example, character-based role playing can be seen in improvisational theater.[72] Game-world simulations were well developed in wargaming. Fantasy milieux specifically designed for gaming could be seen in Glorantha's board games, among others.[73] Ultimately, however, Dungeons & Dragons represents a unique blending of these elements.

The world of D&D was influenced by world mythology, history, pulp fiction, and contemporary fantasy novels. The importance of J. R. R. Tolkien's The Lord of the Rings and The Hobbit as an influence on D&D is controversial. The presence in the game of halflings, elves, half-elves, dwarves, orcs, rangers, and the like, as well as the convention of diverse adventurers forming a group,[74] draw comparisons to these works. The resemblance was even closer before the threat of copyright action from Tolkien Enterprises prompted the name changes of hobbit to 'halfling', ent to 'treant', and balrog to 'balor'. For many years, Gygax played down the influence of Tolkien on the development of the game.[75][76][77] However, in an interview in 2000, he acknowledged that Tolkien's work had a "strong impact" though he also said that the list of other influential authors was long.[78]

The D&D magic system, in which wizards memorize spells that are used up once cast and must be re-memorized the next day, was heavily influenced by the Dying Earth stories and novels of Jack Vance.[79] The original alignment system (which grouped all characters and creatures into 'Law', 'Neutrality' and 'Chaos') was derived from the novel Three Hearts and Three Lions by Poul Anderson.[80] A troll described in this work influenced the D&D definition of that monster.[76]

Other influences include the works of Robert E. Howard, Edgar Rice Burroughs, A. Merritt, H. P. Lovecraft, Fritz Leiber, L. Sprague de Camp, Fletcher Pratt, Roger Zelazny, and Michael Moorcock.[81] Monsters, spells, and magic items used in the game have been inspired by hundreds of individual works such as A. E. van Vogt's "Black Destroyer", Coeurl (the Displacer Beast), Lewis Carroll's "Jabberwocky" (vorpal sword) and the Book of Genesis (the clerical spell 'Blade Barrier' was inspired by the "flaming sword which turned every way" at the gates of Eden).[80]

Edition history

Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming practices can make it difficult to distinguish between the different editions.

Original game

The original Dungeons & Dragons, now referred to as OD&D,[82] was a small box set of three booklets published in 1974. With a very limited production budget of only $2000—with only $100 budgeted for artwork[83]: 26 —it was amateurish in production and assumed the player was familiar with wargaming. Nevertheless, it grew rapidly in popularity, first among wargamers and then expanding to a more general audience of college and high school students. Roughly 1,000 copies of the game were sold in the first year followed by 3,000 in 1975, and many more in the following years.[84] This first set went through many printings and was supplemented with several official additions, such as the original Greyhawk and Blackmoor supplements (both 1975),[85] as well as magazine articles in TSR's official publications and many fanzines.

Two-pronged strategy

In early 1977, TSR created the first element of a two-pronged strategy that would divide D&D for nearly two decades. A Dungeons & Dragons Basic Set boxed edition was introduced that cleaned up the presentation of the essential rules, made the system understandable to the general public, and was sold in a package that could be stocked in toy stores.[70] Later in 1977, the first part of Advanced Dungeons & Dragons (AD&D) was published,[70] which brought together the various published rules, options and corrections, then expanded them into a definitive, unified game for hobbyist gamers. TSR marketed them as an introductory game for new players and a more complex game for experienced ones; the Basic Set directed players who exhausted the possibilities of that game to switch to the advanced rules.

As a result of this parallel development, the basic game included many rules and concepts which contradicted comparable ones in AD&D. John Eric Holmes, the editor of the basic game, preferred a lighter tone with more room for personal improvisation. AD&D, on the other hand, was designed to create a tighter, more structured game system than the loose framework of the original game.[14] Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: the Player's Handbook (PHB), the Dungeon Master's Guide (DMG), and the Monster Manual (MM). Several supplementary books were published throughout the 1980s, notably Unearthed Arcana (1985) that included a large number of new rules.[70] Confusing matters further, the original D&D boxed set remained in publication until 1979, since it remained a healthy seller for TSR.[73]

Revised editions

In the 1980s, the rules for Advanced Dungeons & Dragons and "basic" Dungeons & Dragons remained separate, each developing along different paths.

In 1981, the basic version of Dungeons & Dragons was revised by Tom Moldvay to make it even more novice-friendly. It was promoted as a continuation of the original D&D tone, whereas AD&D was promoted as advancement of the mechanics.[14] An accompanying Expert Set, originally written by David "Zeb" Cook, allowed players to continue using the simpler ruleset beyond the early levels of play. In 1983, revisions of those sets by Frank Mentzer were released, revising the presentation of the rules to a more tutorial format. These were followed by Companion (1983), Master (1985), and Immortals (1986) sets.[86][87] Each set covered game play for more powerful characters than the previous.[88] The first four sets were compiled in 1991 as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia, which was released alongside a new introductory boxed set.

Advanced Dungeons & Dragons 2nd Edition was published in 1989,[70] again as three core rulebooks; the primary designer was David "Zeb" Cook. The Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder that was subsequently replaced by the hardcover Monstrous Manual in 1993. In 1995, the core rulebooks were slightly revised, although still referred to by TSR as the 2nd Edition,[89] and a series of Player's Option manuals were released as optional rulebooks.[70]

The release of AD&D 2nd Edition deliberately excluded some aspects of the game that had attracted negative publicity. References to demons and devils, sexually suggestive artwork, and playable, evil-aligned character types – such as assassins and half-orcs – were removed.[90] The edition moved away from a theme of 1960s and 1970s "sword and sorcery" fantasy fiction to a mixture of medieval history and mythology.[91] The rules underwent minor changes, including the addition of non-weapon proficiencies – skill-like abilities that originally appeared in 1st Edition supplements. The game's magic spells were divided into schools and spheres.[68] A major difference was the promotion of various game settings beyond that of traditional fantasy. This included blending fantasy with other genres, such as horror (Ravenloft), science fiction (Spelljammer), and apocalyptic (Dark Sun), as well as alternative historical and non-European mythological settings.[92]

Wizards of the Coast

In 1997, a near-bankrupt TSR was purchased by Wizards of the Coast.[93] Following three years of development, Dungeons & Dragons 3rd edition was released in 2000.[94] The new release folded the Basic and Advanced lines back into a single unified game. It was the largest revision of the D&D rules to date, and served as the basis for a multi-genre role-playing system designed around 20-sided dice, called the d20 System.[95] The 3rd Edition rules were designed to be internally consistent and less restrictive than previous editions of the game, allowing players more flexibility to create the characters they wanted to play.[96] Skills and feats were introduced into the core rules to encourage further customization of characters.[97] The new rules standardized the mechanics of action resolution and combat.[98] In 2003, Dungeons & Dragons v.3.5 was released as a revision of the 3rd Edition rules. This release incorporated hundreds of rule changes, mostly minor, and expanded the core rulebooks.[98]

In early 2005, Wizards of the Coast's R&D team started to develop Dungeons & Dragons 4th Edition, prompted mainly by the feedback obtained from the D&D playing community and a desire to make the game faster, more intuitive, and with a better play experience than under the 3rd Edition. The new game was developed through a number of design phases spanning from May 2005 until its release.[99] Dungeons & Dragons 4th Edition was announced at Gen Con in August 2007, and the initial three core books were released June 6, 2008.[100] 4th Edition streamlined the game into a simplified form and introduced numerous rules changes. Many character abilities were restructured into "Powers". These altered the spell-using classes by adding abilities that could be used at will, per encounter, or per day. Likewise, non-magic-using classes were provided with parallel sets of options. Software tools, including player character and monster building programs, became a major part of the game.[101] This edition added the D&D Encounters program; a weekly event held at local stores designed to draw players back to the game by giving "the busy gamer the chance to play D&D once a week as their schedules allow. In the past, D&D games could take months, even years, and players generally had to attend every session so that the story flow wasn't interrupted. With Encounters, players can come and go as they choose and new players can easily be integrated into the story continuity".[102]

5th Edition

On January 9, 2012, Wizards of the Coast announced that it was working on a 5th edition of the game.[103] The company planned to take suggestions from players and let them playtest the rules.[104][105] Public playtesting began on May 24, 2012.[106] At Gen Con 2012 in August, Mike Mearls, lead developer for 5th Edition, said that Wizards of the Coast had received feedback from more than 75,000 playtesters, but that the entire development process would take two years, adding, "I can't emphasize this enough ... we're very serious about taking the time we need to get this right."[107] The release of the 5th Edition, coinciding with D&D's 40th anniversary, occurred in the second half of 2014.[108]

Since the release of 5th edition, dozens of Dungeon & Dragons books have been published including new rulebooks, campaign guides and adventure modules.[109] 2017 had "the most number of players in its history—12 million to 15 million in North America alone".[20] Mary Pilon, for Bloomberg, reported that sales of 5th edition Dungeon & Dragons "were up 41 percent in 2017 from the year before, and soared another 52 percent in 2018, the game’s biggest sales year yet. [...] In 2017, 9 million people watched others play D&D on Twitch, immersing themselves in the world of the game without ever having to pick up a die or cast a spell".[110] In 2018, Wizards of the Coast organized a massive live-stream event, the Stream of Many Eyes, where ten live-streamed sessions of Dungeons & Dragons were performed on Twitch over three days.[111][112] This event won the Content Marketing Institute's 2019 award for best "In-Person (Event) Content Marketing Strategy".[113] Dungeons & Dragons continued to have a strong presence on Twitch throughout 2019; this included a growing number of celebrity players and dungeon masters, such as Joe Manganiello, Deborah Ann Woll and Stephen Colbert.[114] Wizards of the Coast has created, produced and sponsored multiple web series featuring Dungeons & Dragons. These shows have typically aired on the official Dungeons & Dragons Twitch and YouTube channels.[115][116][111][117]

In 2020, Wizards of the Coast announced that Dungeons & Dragons had its 6th annual year of growth in 2019 with a "300 percent increase in sales of their introductory box sets, as well as a 65% increase on sales in Europe, a rate which has more than quadrupled since 2014".[118] In terms of player demographics in 2019, 39% of identified as female and 61% identified as male. 40% of players are considered Gen Z (24 years old or younger), 34% of players are in the age range of 25–34 and 26% of players are aged 35+.[118] In January 2021, the Los Angeles Times reported that according to Liz Schuh, head of publishing and licensing for Dungeons & Dragons, "revenue was up 35% in 2020 compared with 2019, the seventh consecutive year of growth," and in 2020, during the COVID-19 pandemic, "virtual play rose 86% [...] aided by online platforms such as Roll20 and Fantasy Grounds".[119] Sarah Parvini, for the Los Angeles Times, wrote, "players and scholars attribute the game’s resurgent popularity not only to the longueurs of the pandemic, but also to its reemergence in pop culture—on the Netflix series Stranger Things, whose main characters play D&D in a basement; on the sitcom The Big Bang Theory; or via the host of celebrities who display their love for the game online".[119]

In September 2021, it was announced that a backwards compatible "evolution" of 5th edition would be released in 2024 to mark the 50th anniversary of the game.[120][121] In August 2022, Wizards announced that the next phase of major changes for Dungeons & Dragons would occur under the One D&D initiative which includes a public playtest of the next version of Dungeons & Dragons and an upcoming virtual tabletop simulator with 3D environments developed with the Unreal Engine.[122][123][124] Revised editions of the Player's Handbook, Monster Manual, and Dungeon Master's Guide are scheduled to be released in 2024.[124][125]

Following an apology issued by Wizards of the Coast for offensive and racist material included in Spelljammer: Adventures in Space and the announced revisions to the product in September 2022, Christopher Perkins – Wizards' game design architect – announced a new inclusion review process for the Dungeons & Dragons studio in November 2022.[126][127][128] This process will now require "every word, illustration, and map" to be reviewed at several steps in development "by multiple outside cultural consultants prior to publication".[129] The previous process only included cultural consultants at the discretion of the product lead for a project. All products being reprinted will also go through this new review process and be updated as needed.[130][127][129]

Licensing

Early in the game's history, TSR took no action against small publishers' production of D&D compatible material, and even licensed Judges Guild to produce D&D materials for several years, such as City State of the Invincible Overlord.[131] This attitude changed in the mid-1980s when TSR took legal action to try to prevent others from publishing compatible material. This angered many fans and led to resentment by the other gaming companies.[73] Although TSR took legal action against several publishers in an attempt to restrict third-party usage, it never brought any court cases to completion, instead settling out of court in every instance.[132] TSR itself ran afoul of intellectual property law in several cases.[133]

With the launch of Dungeons & Dragons's 3rd Edition, Wizards of the Coast made the d20 System available under the Open Game License (OGL) and d20 System trademark license. Under these licenses, authors were free to use the d20 System when writing games and game supplements.[134] The OGL and d20 Trademark License made possible new games, some based on licensed products like Star Wars, and new versions of older games, such as Call of Cthulhu.

With the release of the fourth edition, Wizards of the Coast introduced its Game System License, which represented a significant restriction compared to the very open policies embodied by the OGL. In part as a response to this, some publishers (such as Paizo Publishing with its Pathfinder Roleplaying Game) who previously produced materials in support of the D&D product line, decided to continue supporting the 3rd Edition rules, thereby competing directly with Wizards of the Coast. Others, such as Kenzer & Company, are returning to the practice of publishing unlicensed supplements and arguing that copyright law does not allow Wizards of the Coast to restrict third-party usage.[135]

During the 2000s, there has been a trend towards reviving and recreating older editions of D&D, known as the Old School Revival. This in turn inspired the creation of "retro-clones", games which more closely recreate the original rule sets, using material placed under the OGL along with non-copyrightable mechanical aspects of the older rules to create a new presentation of the games.

Alongside the publication of the 5th Edition, Wizards of the Coast established a two-pronged licensing approach. The core of the 5th Edition rules have been made available under the OGL, while publishers and independent creators have also been given the opportunity to create licensed materials directly for Dungeons & Dragons and associated properties like the Forgotten Realms under a program called the DM's Guild.[136] The DM's Guild does not function under the OGL, but uses a community agreement intended to foster liberal cooperation among content creators.[136]

Wizards of the Coast has started to release 5th Edition products that tie into other intellectual properties—such as Magic: The Gathering with the Guildmasters' Guide to Ravnica (2018) and Mythic Odysseys of Theros (2020) source books.[137][138] Two 5th Edition starter box sets based on TV shows, Stranger Things and Rick and Morty, were released in 2019.[139][140] Source books based on Dungeons & Dragons live play series have also been released: Acquisitions Incorporated (2019) and Explorer's Guide to Wildemount (2020).[141]

Reception

Eric Goldberg reviewed Dungeons & Dragons in Ares Magazine #1 (March 1980), rating it a 6 out of 9, and commented that "Dungeons and Dragons is an impressive achievement based on the concept alone, and also must be credited with cementing the marriage between the fantasy genre and gaming."[142] Eric Goldberg again reviewed Dungeons & Dragons in Ares Magazine #3 and commented that "D&D is the FRP game played most often in most places."[143]

The game had more than three million players around the world by 1981,[144] and copies of the rules were selling at a rate of about 750,000 per year by 1984.[145] Beginning with a French language edition in 1982, Dungeons & Dragons has been translated into many languages beyond the original English.[68][70] By 1992, the game had been translated into 14 languages and sold over 2 million copies in 44 countries worldwide.[146] By 2004, consumers had spent more than $1 billion on Dungeons & Dragons products and the game had been played by more than 20 million people.[147] As many as six million people played the game in 2007.[101]

Later editions would lead to inevitable comparisons between the game series. Griffin McElroy, for Polygon in 2014, wrote: "The game has shifted in the past four decades, bouncing between different rules sets, philosophies and methods of play. Role-playing, character customization and real-life improvisational storytelling has always been at the game's core, but how those ideas are interpreted by the game system has changed drastically edition-to-edition".[148] Dieter Bohn, for The Verge in 2014, wrote: "Every few years there’s been a new version of D&D that tries to address the shortcomings of the previous version and also make itself more palatable to its age. [...] The third edition got a reputation (which it didn’t necessarily deserve) for being too complex and rules-focused. The fourth edition got a reputation (which it didn’t necessarily deserve) for being too focused on miniatures and grids, too mechanical. Meanwhile, the company that owns D&D had released a bunch of its old material for free as a service to fans, and some of that was built up into a competing game called Pathfinder. Pathfinder ultimately became more popular, by some metrics, than D&D itself". Bohn highlighted that the 5th Edition was "designed for one purpose: to bring D&D back to its roots and win back everybody who left during the edition wars".[149] Henry Glasheen, for SLUG Magazine in 2015, highlighted that after jumping ship during the 4th Edition era he was drawn back to Dungeons & Dragons with 5th Edition[150] and he considers it "the new gold standard for D20-based tabletop RPGs".[151] Glasheen wrote "Fifth Edition is a compelling reason to get excited about D&D again" and "while some will welcome the simplicity, I fully expect that plenty of people will stick to whatever system suits them best. However, this edition is easily my favorite, ranking even higher than D&D 3.5, my first love in D&D".[150]

Curtis D. Carbonell, in the 2019 book Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic, wrote: "Negative association with earlier niche 'nerd' culture have reversed. 5e has become inclusive in its reach of players, after years of focusing on a white, male demographic. [...] At its simplest, the game system now encourages different types of persons to form a party not just to combat evil [...] but to engage in any number of adventure scenarios".[152]: 82–83  Christian Hoffer, for ComicBook.com in 2022, highlighted the continuing fan debate on Dungeons & Dragons and Pathfinder's current editions which centers on Dungeons & Dragons 5th Edition's market dominance. Hoffer wrote, "the reality is that Dungeons & Dragons Fifth Edition is likely the most popular tabletop roleplaying game ever made, even more so than previous editions of the games. 5E has brought millions of new players to tabletop roleplaying games. Many of those newer players have never heard of other roleplaying games, even popular ones like Vampire: The Masquerade or Cyberpunk or Pathfinder. [...] Many content creators and publishers see 5E as their main path to survival and relevance even if it's not their preferred gaming system".[153]

David M. Ewalt, in his book Of Dice and Men, praised that the game allows for a personal fantastical experience, and stated that "even though it's make-believe, the catharsis is real."[154]

Acclaim

The various editions of Dungeons & Dragons have won many Origins Awards, including All Time Best Roleplaying Rules of 1977, Best Roleplaying Rules of 1989, Best Roleplaying Game of 2000 and Best Role Playing Game and Best Role Playing Supplement of 2014 for the flagship editions of the game.[155] Both Dungeons & Dragons and Advanced Dungeons & Dragons are Origins Hall of Fame Games inductees as they were deemed sufficiently distinct to merit separate inclusion on different occasions.[156][157] The independent Games magazine placed Dungeons & Dragons on their Games 100 list from 1980 through 1983, then entered the game into the magazine's Hall of Fame in 1984.[158][159] Advanced Dungeons & Dragons was ranked 2nd in the 1996 reader poll of Arcane magazine to determine the 50 most popular roleplaying games of all time.[160] Dungeons & Dragons was inducted into the National Toy Hall of Fame in 2016 and into the Science Fiction and Fantasy Hall of Fame in 2017.[161][162]

Legacy and influence

Dungeons & Dragons was the first modern role-playing game and it established many of the conventions that have dominated the genre.[163] Particularly notable are the use of dice as a game mechanic, character record sheets, use of numerical attributes and gamemaster-centered group dynamics.[164] Within months of Dungeons & Dragons's release, new role-playing game writers and publishers began releasing their own role-playing games, with most of these being in the fantasy genre. Some of the earliest other role-playing games inspired by D&D include Tunnels & Trolls (1975),[165] Empire of the Petal Throne (1975), and Chivalry & Sorcery (1976).[166] The game's commercial success was a factor that led to lawsuits regarding distribution of royalties between original creators Gygax and Arneson.[167][168] Gygax later became embroiled in a political struggle for control of TSR which culminated in a court battle and Gygax's decision to sell his ownership interest in the company in 1985.[169]

The role-playing movement initiated by D&D would lead to release of the science fiction game Traveller (1977), the fantasy game RuneQuest (1978), and subsequent game systems such as Chaosium's Call of Cthulhu (1981), Champions (1982), GURPS (1986),[170] and Vampire: The Masquerade (1991).[73][171] Dungeons & Dragons and the games it influenced fed back into the genre's origin – miniatures wargames – with combat strategy games like Warhammer Fantasy Battles.[172] D&D also had a large impact on modern video games.[173]

Director Jon Favreau credits Dungeons & Dragons with giving him "... a really strong background in imagination, storytelling, understanding how to create tone and a sense of balance."[174] ND Stevenson and the crew of She-Ra and the Princesses of Power were strongly influenced by Dungeons & Dragons, with Stevenson calling it basically a D&D campaign, with Adora, Glimmer, and Bow falling into "specific classes in D&D".[175]

History of criticism

At various times in its history, Dungeons & Dragons has received negative publicity, in particular from some Christian groups, for alleged promotion of such practices as devil worship, witchcraft, suicide, and murder, and for the presence of naked breasts in drawings of female humanoids in the original AD&D manuals (mainly monsters such as harpies, succubi, etc.).[22][176] These controversies led TSR to remove many potentially controversial references and artwork when releasing the 2nd Edition of AD&D.[90] Many of these references, including the use of the names "devils" and "demons", were reintroduced in the 3rd edition.[177] The moral panic over the game led to problems for fans of D&D who faced social ostracism, unfair treatment, and false association with the occult and Satanism, regardless of an individual fan's actual religious affiliation and beliefs.[178]

Dungeons & Dragons has been the subject of rumors regarding players having difficulty separating fantasy from reality, even leading to psychotic episodes.[179] The most notable of these was the saga of James Dallas Egbert III,[180] the facts of which were fictionalized in the novel Mazes and Monsters and later made into a TV movie in 1982 starring Tom Hanks.[176][181] William Dear, the private investigator hired by the Egbert family to find their son when he went missing at college, wrote a book titled The Dungeon Master refuting any connection with D&D and Egbert's personal issues. The game was blamed for some of the actions of Chris Pritchard, who was convicted in 1990 of murdering his stepfather. Research by various psychologists,[182] starting with Armando Simon, has concluded that no harmful effects are related to the playing of D&D.[183] Dungeons & Dragons has also been cited as encouraging people to socialize weekly or biweekly,[184] teaching problem solving skills which can be beneficial in adult life, and teaching positive moral decisions.[185]

D&D has been compared unfavorably to other role-playing games of its time. Writing for Slate in 2008, Erik Sofge makes unfavorable comparisons between the violent incentives of D&D and the more versatile role-playing experience of GURPS. He claims that "for decades, gamers have argued that since D&D came first, its lame, morally repulsive experience system can be forgiven. But the damage is still being done: New generations of players are introduced to RPGs as little more than a collective fantasy of massacre."[186] This criticism generated backlash from D&D fans. Writing for Ars Technica, Ben Kuchera responded that Sofge had experienced a "small-minded Dungeon Master who only wanted to kill things", and that better game experiences are possible.[187]

In 2020, Polygon reported that "the D&D team announced that it would be making changes to portions of its 5th edition product line that fans have called out for being insensitive".[188] Sebastian Modak, for The Washington Post, reported that the tabletop community has widely approved these changes. Modak wrote that "in its statement addressing mistakes around portrayals of different peoples in the D&D universe, Wizards of the Coast highlighted its recent efforts in bringing in more diverse voices to craft the new D&D source books coming out in 2021. [...] These conversations—around depictions of race and alleged treatment of employees of marginalized backgrounds and identities—have encouraged players to seek out other tabletop roleplaying experiences".[189] Matthew Gault, for Wired, reported positively on the roundtable discussions Wizards of the Coast has hosted with fans and community leaders on diversity and inclusion. However, Gault also highlighted that other efforts, such as revisions to old material and the release of new material, have been less great and at times minimal. Gault wrote, "WotC appears to be trying to change things, but it keeps stumbling, and it’s often the fans who pick up the pieces. [...] WotC is trying to make changes, but it often feels like lip service. [...] The loudest voices criticizing D&D right now are doing it out of love. They don’t want to see it destroyed, they want it to change with the times".[190] However, in 2022, academic Christopher Ferguson stated that the game "was not associated with greater ethnocentrism (one facet of racism) attitudes" after he conducted a survey study of 308 adults (38.2% non-White, and 17% Dungeons and Dragons players). Ferguson concluded that Wizards of the Coast may be responding to a moral panic similar to that surrounding Satanism in the 1990s.[191]

Related products

D&D's commercial success has led to many other related products, including Dragon and Dungeon magazines,[192] an animated television series,[193] a film series,[194][195] an official role-playing soundtrack,[196] novels,[197][198] both ongoing and limited series licensed comics,[199] and numerous computer and video games.[200][201][202] Hobby and toy stores sell dice, miniatures, adventures, and other game aids related to D&D and its game offspring.[203][204]

In popular culture

D&D grew in popularity through the late 1970s and 1980s. Numerous games, films, and cultural references based on D&D or D&D-like fantasies, characters or adventures have been ubiquitous since the end of the 1970s. D&D players are (sometimes pejoratively) portrayed as the epitome of geekdom,[205] and have become the basis of much geek and gamer humor and satire.[206][207] "In 2017, 9 million people watched others play D&D on Twitch, immersing themselves in the world of the game without ever having to pick up a die or cast a spell".[13] Since the release of 5th edition, these D&D shows have only grown in popularity. Critical Role, one of the most popular D&D shows, brings in an average of 21,978 viewers per week. [208] The Adventure Zone maintains roughly 640,000 listeners.[209] Dimension 20 holds nearly 554,000 subscribers with an average view count of 111,333 on YouTube which is only a secondary source of their content.[210]

Famous D&D players include Pulitzer Prize-winning author Junot Díaz, professional basketball player Tim Duncan, comedian Stephen Colbert, and actors Vin Diesel and Robin Williams.[211][212][213][214][215] D&D and its fans have been the subject of spoof films, including The Gamers: Dorkness Rising.[216]

See also

Notes

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  2. ^ "D&D: The 'What does that stand for?' list". Geek Native. February 18, 2019. Retrieved February 25, 2020.
  3. ^ a b c d Waters, Darren (April 26, 2004). "What happened to Dungeons and Dragons?". BBC News. Retrieved February 25, 2020.
  4. ^ a b D'Anastasio, Cecilia (August 26, 2019). "Dungeons & Deceptions: The First D&D Players Push Back On The Legend Of Gary Gygax". Kotaku. Retrieved February 25, 2020.
  5. ^ a b c Michaud, Jon (November 2, 2015). "The Tangled Cultural Roots of Dungeons & Dragons". The New Yorker. Retrieved February 25, 2020.
  6. ^ a b Birnbaum 2004
  7. ^ a b c d e J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler (2006). Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. Jefferson, N.C.: McFarland & Company. pp. 1–14, 27. ISBN 0-7864-2436-2. OCLC 63122794.
  8. ^ Kogod, Theo (September 30, 2020). "11 Ways Dungeons & Dragons Influenced Video Games". TheGamer. Retrieved August 6, 2022.
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  10. ^ "The Influence of Dungeons and Dragons on Video Games". The Strong National Museum of Play. May 6, 2011. Retrieved August 6, 2022.
  11. ^ Jahromi, Neima (October 24, 2017). "The Uncanny Resurrection of Dungeons & Dragons". The New Yorker. Retrieved February 25, 2020.
  12. ^ "Frankly, the difference in sales between Wizards and all other producers of roleplaying games is so staggering that even saying there is an 'RPG industry' at all may be generous." Cook, Monte. . Archived from the original on March 28, 2006. Retrieved May 28, 2019.
  13. ^ a b c d Pilon, Mary (July 8, 2019). "The Rise of the Professional Dungeon Master". Bloomberg Businessweek. from the original on July 10, 2019. Retrieved February 25, 2020.
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  17. ^ Harold Johnson; Steve Winter; Peter Adkison; Ed Stark; Peter Archer (2004). 30 Years of Adventure: A Celebration of Dungeons & Dragons. Renton, WA: Wizards of the Coast. p. 253. ISBN 0-7869-3498-0. OCLC 56961559.
  18. ^ According to a 1999 survey in the United States, 6% of 12- to 35-year-olds have played role-playing games. Of those who play regularly, two thirds play D&D. (Dancey; Adventure Game Industry Market Research Summary)
  19. ^ Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2005. (Hite; State of the Industry 2005)
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  44. ^ Tweet, Cook, Williams; Player's Handbook v3.5, p. 59
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  54. ^ "It is important to distinguish between a campaign and a world, since the terms often seem to be used interchangeably ... A world is a fictional place in which a campaign is set. It's also often called a campaign setting." (Cook, Williams, Tweet; Dungeon Master's Guide v3.5., p. 129)
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Further reading

  • Barrowcliffe, Mark (2008). The Elfish Gene: Dungeons, Dragons and Growing Up Strange. Soho Press. ISBN 978-1-56947-601-7.
  • Bebergal, Peter (November 15, 2004). "How 'Dungeons' Changed the World". The Boston Globe. The New York Times Company. Retrieved January 4, 2008.
  • Edwards, Ron. "A Hard Look at Dungeons and Dragons". The Forge. Retrieved February 23, 2007. An essay on the early history of the D&D hobby.
  • Ewalt, David M. (2013). Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. New York: Scribner. ISBN 978-1-4516-4050-2. OCLC 800031925. Includes a suggested reading list on pages 255–256.
  • Fannon, Sean Patrick. The Fantasy Roleplaying Gamer's Bible, 2nd Edition. Obsidian Studios, 1999. ISBN 0-9674429-0-7
  • Garfield, Richard (2007). "Dungeons & Dragons". In Lowder, James (ed.). Hobby Games: The 100 Best. Green Ronin Publishing. pp. 86–89. ISBN 978-1-932442-96-0.
  • Gilsdorf, Ethan (2009). Fantasy Freaks and Gaming Geeks. Lyons Press. ISBN 978-1-59921-480-1.
  • Gygax, Gary. Roleplaying Mastery. New York: Perigee, 1987. ISBN 0-399-51293-4.
  • Gygax, Gary. Master of the Game. New York: Perigee, 1989. ISBN 0-399-51533-X.
  • Miller, John J. , National Review Online, October 15, 2004.
  • Miller, John J. "Dungeons & Dragons In a Digital World", The Wall Street Journal, July 1, 2008.
  • Mitchell-Smith, Ilan (June 16, 2009). "Chapter 11: Racial Determinism in the Interlocking Economies of Power and Violence in Dungeons & Dragons". In Carley, Robert (ed.). Coopting Culture. Lexington/Rowman & Littlefield Books. pp. 207–224. ISBN 978-0739125977.
  • Mona, Erik. "From the Basement to the Basic Set: The Early Years of Dungeons & Dragons". The MIT Press. Retrieved May 6, 2009.
  • Peterson, Jon. Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games. San Diego: Unreason, 2012. ISBN 978-0-615-64204-8.
  • Pulsipher, Lew (1983). "Introduction to Dungeons & Dragons, Parts I–V". The Best of White Dwarf. Games Workshop (Articles Volume II): 10–18.
  • Slavicsek, Bill; Baker, Richard (2006). Dungeon Master for Dummies. Wiley Publishing. ISBN 0-471-78330-7.
  • Wagner, James (March 29, 2000). . Salon. Archived from the original on March 12, 2005. An article about the conflict over the proprietary or open-source nature of Dungeons & Dragons.
  • Studies about fantasy roleplaying games – a list of academic articles about RPGs
  • Gamespy's 30th Anniversary of Dungeons & Dragons special

External links

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  • Official website  
  • Dungeons & Dragons at Curlie
  • Off Book (June 20, 2013). "Dungeons & Dragons and the Influence of Tabletop RPGs". PBS.

dungeons, dragons, this, article, about, role, playing, game, other, uses, disambiguation, redirect, here, other, uses, disambiguation, disambiguation, commonly, abbreviated, fantasy, tabletop, role, playing, game, originally, designed, gary, gygax, dave, arne. This article is about the role playing game For other uses see Dungeons amp Dragons disambiguation D amp D and DnD redirect here For other uses see D amp D disambiguation and DND disambiguation Dungeons amp Dragons commonly abbreviated as D amp D or DnD 2 is a fantasy tabletop role playing game RPG originally designed by Gary Gygax and Dave Arneson 3 4 5 The game was first published in 1974 by Tactical Studies Rules Inc TSR 5 It has been published by Wizards of the Coast now a subsidiary of Hasbro since 1997 The game was derived from miniature wargames with a variation of the 1971 game Chainmail serving as the initial rule system 4 6 D amp D s publication is commonly recognized as the beginning of modern role playing games and the role playing game industry 5 7 and also deeply influenced video games especially the role playing video game genre 8 9 10 Dungeons amp DragonsLogo used for the 5th editionAn elaborate D amp D game in progress Among the gaming aids here are dice a variety of miniatures and a dungeon diorama DesignersGary GygaxDave ArnesonPublishersTSR 1974 1997 Wizards of the Coast 1997 present Publication1974 original 1977 Basic Set 1st ver 1 1977 Advanced D amp D 1981 Basic Set 2nd ver 1983 Basic Set 3rd ver 1989 AD amp D 2nd Edition 1991 Rules Cyclopedia 2000 3rd edition 2003 v3 5 2008 4th edition 2014 5th edition Years active1974 presentGenresFantasySystemsDungeons amp Dragonsd20 System 3rd Edition Playing timeVariesChanceDice rollingSkillsRole playing improvisation tactics arithmeticWebsitednd wbr wizards wbr comD amp D departs from traditional wargaming by allowing each player to create their own character to play instead of a military formation These characters embark upon adventures within a fantasy setting A Dungeon Master DM serves as the game s referee and storyteller while maintaining the setting in which the adventures occur and playing the role of the inhabitants of the game world also referred to as non player characters NPCs The characters form a party and they interact with the setting s inhabitants and each other Together they solve dilemmas engage in battles explore and gather treasure and knowledge In the process the characters earn experience points XP to rise in levels and become increasingly powerful over a series of separate gaming sessions 3 7 11 The early success of D amp D led to a proliferation of similar game systems Despite the competition D amp D has remained the market leader in the role playing game industry 12 13 In 1977 the game was split into two branches the relatively rules light game system of basic Dungeons amp Dragons and the more structured rules heavy game system of Advanced Dungeons amp Dragons abbreviated as AD amp D 14 15 16 AD amp D 2nd Edition was published in 1989 In 2000 a new system was released as D amp D 3rd edition continuing the edition numbering from AD amp D a revised version 3 5 was released in June 2003 These 3rd edition rules formed the basis of the d20 System which is available under the Open Game License OGL for use by other publishers D amp D 4th edition was released in June 2008 17 The 5th edition of D amp D the most recent was released during the second half of 2014 13 In 2004 D amp D remained the best known 18 and best selling 19 role playing game in the US with an estimated 20 million people having played the game and more than US 1 billion in book and equipment sales worldwide 3 The year 2017 had the most number of players in its history 12 million to 15 million in North America alone 20 D amp D 5th edition sales were up 41 percent in 2017 from the year before and soared another 52 percent in 2018 the game s biggest sales year yet 13 The game has been supplemented by many pre made adventures as well as commercial campaign settings suitable for use by regular gaming groups 21 D amp D is known beyond the game itself for other D amp D branded products references in popular culture and some of the controversies that have surrounded it particularly a moral panic in the 1980s falsely linking it to Satanism and suicide 3 22 23 The game has won multiple awards and has been translated into many languages Contents 1 Play overview 1 1 Game mechanics 1 2 Adventures and campaigns 1 3 Miniature figures 2 Development history 2 1 Sources and influences 2 2 Edition history 2 2 1 Original game 2 2 2 Two pronged strategy 2 2 3 Revised editions 2 2 4 Wizards of the Coast 2 2 4 1 5th Edition 2 3 Licensing 3 Reception 3 1 Acclaim 3 2 Legacy and influence 3 3 History of criticism 4 Related products 5 In popular culture 6 See also 7 Notes 8 References 9 Further reading 10 External linksPlay overview EditDungeons amp Dragons is a structured yet open ended role playing game It is normally played indoors with the participants seated around a tabletop Typically one player takes on the role of Dungeon Master DM while the others each control a single character representing an individual in a fictional setting 24 When working together as a group the player characters PCs are often described as a party of adventurers with each member often having their own area of specialty which contributes to the success of the whole 25 26 During the course of play each player directs the actions of their character and their interactions with other characters in the game 7 This activity is performed through the verbal impersonation of the characters by the players while employing a variety of social and other useful cognitive skills such as logic basic mathematics and imagination 27 A game often continues over a series of meetings to complete a single adventure and longer into a series of related gaming adventures called a campaign 7 28 29 The results of the party s choices and the overall story line for the game are determined by the DM according to the rules of the game and the DM s interpretation of those rules 29 30 The DM selects and describes the various non player characters NPCs that the party encounters the settings in which these interactions occur and the outcomes of those encounters based on the players choices and actions 7 25 Encounters often take the form of battles with monsters a generic term used in D amp D to describe potentially hostile beings such as animals aberrant beings or mythical creatures 29 The game s extensive rules which cover diverse subjects such as social interactions 30 magic use 31 combat 30 and the effect of the environment on PCs 32 help the DM to make these decisions The DM may choose to deviate from the published rules 30 or make up new ones if they feel it is necessary 33 The most recent versions of the game s rules are detailed in three core rulebooks The Player s Handbook the Dungeon Master s Guide and the Monster Manual 21 The only items required to play the game are the rulebooks a character sheet for each player and a number of polyhedral dice Many players also use miniature figures on a grid map as a visual aid if desired particularly during combat Some editions of the game presume such usage Many optional accessories are available to enhance the game such as expansion rulebooks pre designed adventures and various campaign settings 21 25 Game mechanics Edit Main articles Dungeons amp Dragons gameplay and Character class Dungeons amp Dragons D amp D uses polyhedral dice to resolve in game events These are abbreviated by a d followed by the number of sides Shown from left to right are a d20 a d12 a d a d10 a d8 a d6 and a d4 A d and a d10 can be rolled together to produce a number between 1 and 100 Before the game begins each player creates their player character and records the details described below on a character sheet First a player determines their character s ability scores which consist of Strength Constitution Dexterity Intelligence Wisdom and Charisma Each edition of the game has offered differing methods of determining these scores 34 The player then chooses a race species such as human or elf a character class occupation such as fighter or wizard an alignment a moral and ethical outlook and other features to round out the character s abilities and backstory which have varied in nature through differing editions During the game players describe their PCs intended actions such as punching an opponent or picking a lock and converse with the DM who then describes the result or response 35 Trivial actions such as picking up a letter or opening an unlocked door are usually automatically successful The outcomes of more complex or risky actions are determined by rolling dice 36 Different polyhedral dice are used for different actions such as a twenty sided die to see whether a hit was made in combat but an eight sided die to determine how much damage was dealt 37 Factors contributing to the outcome include the character s ability scores skills and the difficulty of the task 38 In circumstances where a character does not have control of an event such as when a trap or magical effect is triggered or a spell is cast a saving throw can be used to determine whether the resulting damage is reduced or avoided 39 40 In this case the odds of success are influenced by the character s class levels and ability scores 39 41 As the game is played each PC changes over time and generally increases in capability Characters gain or sometimes lose experience skills 42 and wealth and may even alter their alignment 43 or gain additional character classes 44 The key way characters progress is by earning experience points XP which happens when they defeat an enemy or accomplish a difficult task 45 Acquiring enough XP allows a PC to advance a level which grants the character improved class features abilities and skills 46 XP can be lost in some circumstances such as encounters with creatures that drain life energy or by use of certain magical powers that come with an XP cost 47 Hit points HP are a measure of a character s vitality and health and are determined by the class level and constitution of each character They can be temporarily lost when a character sustains wounds in combat or otherwise comes to harm and loss of HP is the most common way for a character to die in the game 48 Death can also result from the loss of key ability scores 49 or character levels 50 When a PC dies it is often possible for the dead character to be resurrected through magic although some penalties may be imposed as a result If resurrection is not possible or not desired the player may instead create a new PC to resume playing the game 51 Adventures and campaigns Edit Main articles Adventure Dungeons amp Dragons and Dungeons amp Dragons campaign settings A Dungeon Master s notebook with a custom design adventure A typical Dungeons amp Dragons game consists of an adventure which is roughly equivalent to a single story 52 The DM can either design an original adventure or follow one of the many pre made adventures also known as modules that have been published throughout the history of Dungeons amp Dragons Published adventures typically include a background story illustrations maps and goals for PCs to achieve Some include location descriptions and handouts Although a small adventure entitled Temple of the Frog was included in the Blackmoor rules supplement in 1975 the first stand alone D amp D module published by TSR was 1978 s Steading of the Hill Giant Chief written by Gygax A linked series of adventures is commonly referred to as a campaign 53 The locations where these adventures occur such as a city country planet or an entire fictional universe are referred to as campaign settings or world 54 D amp D settings are based in various fantasy genres and feature different levels and types of magic and technology 55 Popular commercially published campaign settings for Dungeons amp Dragons include Greyhawk Dragonlance Forgotten Realms Mystara Spelljammer Ravenloft Dark Sun Planescape Birthright and Eberron In addition to first party campaigns and modules two campaigns based on popular culture have been created The first based on Stranger Things was released in May 2019 56 57 A campaign based on the Rick and Morty vs Dungeons and Dragons comic book series was later released in November 2019 58 59 Alternatively DMs may develop their own fictional worlds to use as campaign settings Miniature figures Edit Main article Miniature figure gaming Dungeons amp Dragons miniature figures The grid mat underneath uses one inch squares The wargames from which Dungeons amp Dragons evolved used miniature figures to represent combatants D amp D initially continued the use of miniatures in a fashion similar to its direct precursors The original D amp D set of 1974 required the use of the Chainmail miniatures game for combat resolution 60 By the publication of the 1977 game editions combat was mostly resolved verbally Thus miniatures were no longer required for game play although some players continued to use them as a visual reference 61 In the 1970s numerous companies began to sell miniature figures specifically for Dungeons amp Dragons and similar games Licensed miniature manufacturers who produced official figures include Grenadier Miniatures 1980 1983 62 Citadel Miniatures 1984 1986 63 Ral Partha 64 and TSR itself 65 Most of these miniatures used the 25 mm scale Periodically Dungeons amp Dragons has returned to its wargaming roots with supplementary rules systems for miniatures based wargaming Supplements such as Battlesystem 1985 and 1989 and a new edition of Chainmail 2001 66 provided rule systems to handle battles between armies by using miniatures Development history EditSources and influences Edit An immediate predecessor of Dungeons amp Dragons was a set of medieval miniature rules written by Jeff Perren These were expanded by Gary Gygax whose additions included a fantasy supplement before the game was published as Chainmail When Dave Wesely entered the Army in 1970 his friend and fellow Napoleonics wargamer Dave Arneson began a medieval variation of Wesely s Braunstein games where players control individuals instead of armies 67 Arneson used Chainmail to resolve combat 6 As play progressed Arneson added such innovations as character classes experience points level advancement armor class and others 67 Having partnered previously with Gygax on Don t Give Up the Ship Arneson introduced Gygax to his Blackmoor game and the two then collaborated on developing The Fantasy Game the game that became Dungeons amp Dragons with the final writing and preparation of the text being done by Gygax 68 69 70 The name was chosen by Gygax s two year old daughter Cindy upon being presented with a number of choices of possible names she exclaimed Oh Daddy I like Dungeons amp Dragons best although less prevalent versions of the story gave credit to his then wife Mary Jo 71 101 Many Dungeons amp Dragons elements appear in hobbies of the mid to late 20th century For example character based role playing can be seen in improvisational theater 72 Game world simulations were well developed in wargaming Fantasy milieux specifically designed for gaming could be seen in Glorantha s board games among others 73 Ultimately however Dungeons amp Dragons represents a unique blending of these elements The world of D amp D was influenced by world mythology history pulp fiction and contemporary fantasy novels The importance of J R R Tolkien s The Lord of the Rings and The Hobbit as an influence on D amp D is controversial The presence in the game of halflings elves half elves dwarves orcs rangers and the like as well as the convention of diverse adventurers forming a group 74 draw comparisons to these works The resemblance was even closer before the threat of copyright action from Tolkien Enterprises prompted the name changes of hobbit to halfling ent to treant and balrog to balor For many years Gygax played down the influence of Tolkien on the development of the game 75 76 77 However in an interview in 2000 he acknowledged that Tolkien s work had a strong impact though he also said that the list of other influential authors was long 78 The D amp D magic system in which wizards memorize spells that are used up once cast and must be re memorized the next day was heavily influenced by the Dying Earth stories and novels of Jack Vance 79 The original alignment system which grouped all characters and creatures into Law Neutrality and Chaos was derived from the novel Three Hearts and Three Lions by Poul Anderson 80 A troll described in this work influenced the D amp D definition of that monster 76 Other influences include the works of Robert E Howard Edgar Rice Burroughs A Merritt H P Lovecraft Fritz Leiber L Sprague de Camp Fletcher Pratt Roger Zelazny and Michael Moorcock 81 Monsters spells and magic items used in the game have been inspired by hundreds of individual works such as A E van Vogt s Black Destroyer Coeurl the Displacer Beast Lewis Carroll s Jabberwocky vorpal sword and the Book of Genesis the clerical spell Blade Barrier was inspired by the flaming sword which turned every way at the gates of Eden 80 Edition history Edit Main article Editions of Dungeons amp Dragons Dungeons amp Dragons has gone through several revisions Parallel versions and inconsistent naming practices can make it difficult to distinguish between the different editions Original game Edit The original Dungeons amp Dragons now referred to as OD amp D 82 was a small box set of three booklets published in 1974 With a very limited production budget of only 2000 with only 100 budgeted for artwork 83 26 it was amateurish in production and assumed the player was familiar with wargaming Nevertheless it grew rapidly in popularity first among wargamers and then expanding to a more general audience of college and high school students Roughly 1 000 copies of the game were sold in the first year followed by 3 000 in 1975 and many more in the following years 84 This first set went through many printings and was supplemented with several official additions such as the original Greyhawk and Blackmoor supplements both 1975 85 as well as magazine articles in TSR s official publications and many fanzines Two pronged strategy Edit In early 1977 TSR created the first element of a two pronged strategy that would divide D amp D for nearly two decades A Dungeons amp Dragons Basic Set boxed edition was introduced that cleaned up the presentation of the essential rules made the system understandable to the general public and was sold in a package that could be stocked in toy stores 70 Later in 1977 the first part of Advanced Dungeons amp Dragons AD amp D was published 70 which brought together the various published rules options and corrections then expanded them into a definitive unified game for hobbyist gamers TSR marketed them as an introductory game for new players and a more complex game for experienced ones the Basic Set directed players who exhausted the possibilities of that game to switch to the advanced rules As a result of this parallel development the basic game included many rules and concepts which contradicted comparable ones in AD amp D John Eric Holmes the editor of the basic game preferred a lighter tone with more room for personal improvisation AD amp D on the other hand was designed to create a tighter more structured game system than the loose framework of the original game 14 Between 1977 and 1979 three hardcover rulebooks commonly referred to as the core rulebooks were released the Player s Handbook PHB the Dungeon Master s Guide DMG and the Monster Manual MM Several supplementary books were published throughout the 1980s notably Unearthed Arcana 1985 that included a large number of new rules 70 Confusing matters further the original D amp D boxed set remained in publication until 1979 since it remained a healthy seller for TSR 73 Revised editions Edit In the 1980s the rules for Advanced Dungeons amp Dragons and basic Dungeons amp Dragons remained separate each developing along different paths In 1981 the basic version of Dungeons amp Dragons was revised by Tom Moldvay to make it even more novice friendly It was promoted as a continuation of the original D amp D tone whereas AD amp D was promoted as advancement of the mechanics 14 An accompanying Expert Set originally written by David Zeb Cook allowed players to continue using the simpler ruleset beyond the early levels of play In 1983 revisions of those sets by Frank Mentzer were released revising the presentation of the rules to a more tutorial format These were followed by Companion 1983 Master 1985 and Immortals 1986 sets 86 87 Each set covered game play for more powerful characters than the previous 88 The first four sets were compiled in 1991 as a single hardcover book the Dungeons amp Dragons Rules Cyclopedia which was released alongside a new introductory boxed set Advanced Dungeons amp Dragons 2nd Edition was published in 1989 70 again as three core rulebooks the primary designer was David Zeb Cook The Monster Manual was replaced by the Monstrous Compendium a loose leaf binder that was subsequently replaced by the hardcover Monstrous Manual in 1993 In 1995 the core rulebooks were slightly revised although still referred to by TSR as the 2nd Edition 89 and a series of Player s Option manuals were released as optional rulebooks 70 The release of AD amp D 2nd Edition deliberately excluded some aspects of the game that had attracted negative publicity References to demons and devils sexually suggestive artwork and playable evil aligned character types such as assassins and half orcs were removed 90 The edition moved away from a theme of 1960s and 1970s sword and sorcery fantasy fiction to a mixture of medieval history and mythology 91 The rules underwent minor changes including the addition of non weapon proficiencies skill like abilities that originally appeared in 1st Edition supplements The game s magic spells were divided into schools and spheres 68 A major difference was the promotion of various game settings beyond that of traditional fantasy This included blending fantasy with other genres such as horror Ravenloft science fiction Spelljammer and apocalyptic Dark Sun as well as alternative historical and non European mythological settings 92 Wizards of the Coast Edit In 1997 a near bankrupt TSR was purchased by Wizards of the Coast 93 Following three years of development Dungeons amp Dragons 3rd edition was released in 2000 94 The new release folded the Basic and Advanced lines back into a single unified game It was the largest revision of the D amp D rules to date and served as the basis for a multi genre role playing system designed around 20 sided dice called the d20 System 95 The 3rd Edition rules were designed to be internally consistent and less restrictive than previous editions of the game allowing players more flexibility to create the characters they wanted to play 96 Skills and feats were introduced into the core rules to encourage further customization of characters 97 The new rules standardized the mechanics of action resolution and combat 98 In 2003 Dungeons amp Dragons v 3 5 was released as a revision of the 3rd Edition rules This release incorporated hundreds of rule changes mostly minor and expanded the core rulebooks 98 In early 2005 Wizards of the Coast s R amp D team started to develop Dungeons amp Dragons 4th Edition prompted mainly by the feedback obtained from the D amp D playing community and a desire to make the game faster more intuitive and with a better play experience than under the 3rd Edition The new game was developed through a number of design phases spanning from May 2005 until its release 99 Dungeons amp Dragons 4th Edition was announced at Gen Con in August 2007 and the initial three core books were released June 6 2008 100 4th Edition streamlined the game into a simplified form and introduced numerous rules changes Many character abilities were restructured into Powers These altered the spell using classes by adding abilities that could be used at will per encounter or per day Likewise non magic using classes were provided with parallel sets of options Software tools including player character and monster building programs became a major part of the game 101 This edition added the D amp D Encounters program a weekly event held at local stores designed to draw players back to the game by giving the busy gamer the chance to play D amp D once a week as their schedules allow In the past D amp D games could take months even years and players generally had to attend every session so that the story flow wasn t interrupted With Encounters players can come and go as they choose and new players can easily be integrated into the story continuity 102 5th Edition Edit On January 9 2012 Wizards of the Coast announced that it was working on a 5th edition of the game 103 The company planned to take suggestions from players and let them playtest the rules 104 105 Public playtesting began on May 24 2012 106 At Gen Con 2012 in August Mike Mearls lead developer for 5th Edition said that Wizards of the Coast had received feedback from more than 75 000 playtesters but that the entire development process would take two years adding I can t emphasize this enough we re very serious about taking the time we need to get this right 107 The release of the 5th Edition coinciding with D amp D s 40th anniversary occurred in the second half of 2014 108 Since the release of 5th edition dozens of Dungeon amp Dragons books have been published including new rulebooks campaign guides and adventure modules 109 2017 had the most number of players in its history 12 million to 15 million in North America alone 20 Mary Pilon for Bloomberg reported that sales of 5th edition Dungeon amp Dragons were up 41 percent in 2017 from the year before and soared another 52 percent in 2018 the game s biggest sales year yet In 2017 9 million people watched others play D amp D on Twitch immersing themselves in the world of the game without ever having to pick up a die or cast a spell 110 In 2018 Wizards of the Coast organized a massive live stream event the Stream of Many Eyes where ten live streamed sessions of Dungeons amp Dragons were performed on Twitch over three days 111 112 This event won the Content Marketing Institute s 2019 award for best In Person Event Content Marketing Strategy 113 Dungeons amp Dragons continued to have a strong presence on Twitch throughout 2019 this included a growing number of celebrity players and dungeon masters such as Joe Manganiello Deborah Ann Woll and Stephen Colbert 114 Wizards of the Coast has created produced and sponsored multiple web series featuring Dungeons amp Dragons These shows have typically aired on the official Dungeons amp Dragons Twitch and YouTube channels 115 116 111 117 In 2020 Wizards of the Coast announced that Dungeons amp Dragons had its 6th annual year of growth in 2019 with a 300 percent increase in sales of their introductory box sets as well as a 65 increase on sales in Europe a rate which has more than quadrupled since 2014 118 In terms of player demographics in 2019 39 of identified as female and 61 identified as male 40 of players are considered Gen Z 24 years old or younger 34 of players are in the age range of 25 34 and 26 of players are aged 35 118 In January 2021 the Los Angeles Times reported that according to Liz Schuh head of publishing and licensing for Dungeons amp Dragons revenue was up 35 in 2020 compared with 2019 the seventh consecutive year of growth and in 2020 during the COVID 19 pandemic virtual play rose 86 aided by online platforms such as Roll20 and Fantasy Grounds 119 Sarah Parvini for the Los Angeles Times wrote players and scholars attribute the game s resurgent popularity not only to the longueurs of the pandemic but also to its reemergence in pop culture on the Netflix series Stranger Things whose main characters play D amp D in a basement on the sitcom The Big Bang Theory or via the host of celebrities who display their love for the game online 119 In September 2021 it was announced that a backwards compatible evolution of 5th edition would be released in 2024 to mark the 50th anniversary of the game 120 121 In August 2022 Wizards announced that the next phase of major changes for Dungeons amp Dragons would occur under the One D amp D initiative which includes a public playtest of the next version of Dungeons amp Dragons and an upcoming virtual tabletop simulator with 3D environments developed with the Unreal Engine 122 123 124 Revised editions of the Player s Handbook Monster Manual and Dungeon Master s Guide are scheduled to be released in 2024 124 125 Following an apology issued by Wizards of the Coast for offensive and racist material included in Spelljammer Adventures in Space and the announced revisions to the product in September 2022 Christopher Perkins Wizards game design architect announced a new inclusion review process for the Dungeons amp Dragons studio in November 2022 126 127 128 This process will now require every word illustration and map to be reviewed at several steps in development by multiple outside cultural consultants prior to publication 129 The previous process only included cultural consultants at the discretion of the product lead for a project All products being reprinted will also go through this new review process and be updated as needed 130 127 129 Licensing Edit Early in the game s history TSR took no action against small publishers production of D amp D compatible material and even licensed Judges Guild to produce D amp D materials for several years such as City State of the Invincible Overlord 131 This attitude changed in the mid 1980s when TSR took legal action to try to prevent others from publishing compatible material This angered many fans and led to resentment by the other gaming companies 73 Although TSR took legal action against several publishers in an attempt to restrict third party usage it never brought any court cases to completion instead settling out of court in every instance 132 TSR itself ran afoul of intellectual property law in several cases 133 With the launch of Dungeons amp Dragons s 3rd Edition Wizards of the Coast made the d20 System available under the Open Game License OGL and d20 System trademark license Under these licenses authors were free to use the d20 System when writing games and game supplements 134 The OGL and d20 Trademark License made possible new games some based on licensed products like Star Wars and new versions of older games such as Call of Cthulhu With the release of the fourth edition Wizards of the Coast introduced its Game System License which represented a significant restriction compared to the very open policies embodied by the OGL In part as a response to this some publishers such as Paizo Publishing with its Pathfinder Roleplaying Game who previously produced materials in support of the D amp D product line decided to continue supporting the 3rd Edition rules thereby competing directly with Wizards of the Coast Others such as Kenzer amp Company are returning to the practice of publishing unlicensed supplements and arguing that copyright law does not allow Wizards of the Coast to restrict third party usage 135 During the 2000s there has been a trend towards reviving and recreating older editions of D amp D known as the Old School Revival This in turn inspired the creation of retro clones games which more closely recreate the original rule sets using material placed under the OGL along with non copyrightable mechanical aspects of the older rules to create a new presentation of the games Alongside the publication of the 5th Edition Wizards of the Coast established a two pronged licensing approach The core of the 5th Edition rules have been made available under the OGL while publishers and independent creators have also been given the opportunity to create licensed materials directly for Dungeons amp Dragons and associated properties like the Forgotten Realms under a program called the DM s Guild 136 The DM s Guild does not function under the OGL but uses a community agreement intended to foster liberal cooperation among content creators 136 Wizards of the Coast has started to release 5th Edition products that tie into other intellectual properties such as Magic The Gathering with the Guildmasters Guide to Ravnica 2018 and Mythic Odysseys of Theros 2020 source books 137 138 Two 5th Edition starter box sets based on TV shows Stranger Things and Rick and Morty were released in 2019 139 140 Source books based on Dungeons amp Dragons live play series have also been released Acquisitions Incorporated 2019 and Explorer s Guide to Wildemount 2020 141 Reception EditEric Goldberg reviewed Dungeons amp Dragons in Ares Magazine 1 March 1980 rating it a 6 out of 9 and commented that Dungeons and Dragons is an impressive achievement based on the concept alone and also must be credited with cementing the marriage between the fantasy genre and gaming 142 Eric Goldberg again reviewed Dungeons amp Dragons in Ares Magazine 3 and commented that D amp D is the FRP game played most often in most places 143 The game had more than three million players around the world by 1981 144 and copies of the rules were selling at a rate of about 750 000 per year by 1984 145 Beginning with a French language edition in 1982 Dungeons amp Dragons has been translated into many languages beyond the original English 68 70 By 1992 the game had been translated into 14 languages and sold over 2 million copies in 44 countries worldwide 146 By 2004 consumers had spent more than 1 billion on Dungeons amp Dragons products and the game had been played by more than 20 million people 147 As many as six million people played the game in 2007 101 Later editions would lead to inevitable comparisons between the game series Griffin McElroy for Polygon in 2014 wrote The game has shifted in the past four decades bouncing between different rules sets philosophies and methods of play Role playing character customization and real life improvisational storytelling has always been at the game s core but how those ideas are interpreted by the game system has changed drastically edition to edition 148 Dieter Bohn for The Verge in 2014 wrote Every few years there s been a new version of D amp D that tries to address the shortcomings of the previous version and also make itself more palatable to its age The third edition got a reputation which it didn t necessarily deserve for being too complex and rules focused The fourth edition got a reputation which it didn t necessarily deserve for being too focused on miniatures and grids too mechanical Meanwhile the company that owns D amp D had released a bunch of its old material for free as a service to fans and some of that was built up into a competing game called Pathfinder Pathfinder ultimately became more popular by some metrics than D amp D itself Bohn highlighted that the 5th Edition was designed for one purpose to bring D amp D back to its roots and win back everybody who left during the edition wars 149 Henry Glasheen for SLUG Magazine in 2015 highlighted that after jumping ship during the 4th Edition era he was drawn back to Dungeons amp Dragons with 5th Edition 150 and he considers it the new gold standard for D20 based tabletop RPGs 151 Glasheen wrote Fifth Edition is a compelling reason to get excited about D amp D again and while some will welcome the simplicity I fully expect that plenty of people will stick to whatever system suits them best However this edition is easily my favorite ranking even higher than D amp D 3 5 my first love in D amp D 150 Curtis D Carbonell in the 2019 book Dread Trident Tabletop Role Playing Games and the Modern Fantastic wrote Negative association with earlier niche nerd culture have reversed 5e has become inclusive in its reach of players after years of focusing on a white male demographic At its simplest the game system now encourages different types of persons to form a party not just to combat evil but to engage in any number of adventure scenarios 152 82 83 Christian Hoffer for ComicBook com in 2022 highlighted the continuing fan debate on Dungeons amp Dragons and Pathfinder s current editions which centers on Dungeons amp Dragons 5th Edition s market dominance Hoffer wrote the reality is that Dungeons amp Dragons Fifth Edition is likely the most popular tabletop roleplaying game ever made even more so than previous editions of the games 5E has brought millions of new players to tabletop roleplaying games Many of those newer players have never heard of other roleplaying games even popular ones like Vampire The Masquerade or Cyberpunk or Pathfinder Many content creators and publishers see 5E as their main path to survival and relevance even if it s not their preferred gaming system 153 David M Ewalt in his book Of Dice and Men praised that the game allows for a personal fantastical experience and stated that even though it s make believe the catharsis is real 154 Acclaim Edit The various editions of Dungeons amp Dragons have won many Origins Awards including All Time Best Roleplaying Rules of 1977 Best Roleplaying Rules of 1989 Best Roleplaying Game of 2000 and Best Role Playing Game and Best Role Playing Supplement of 2014 for the flagship editions of the game 155 Both Dungeons amp Dragons and Advanced Dungeons amp Dragons are Origins Hall of Fame Games inductees as they were deemed sufficiently distinct to merit separate inclusion on different occasions 156 157 The independent Games magazine placed Dungeons amp Dragons on their Games 100 list from 1980 through 1983 then entered the game into the magazine s Hall of Fame in 1984 158 159 Advanced Dungeons amp Dragons was ranked 2nd in the 1996 reader poll of Arcane magazine to determine the 50 most popular roleplaying games of all time 160 Dungeons amp Dragons was inducted into the National Toy Hall of Fame in 2016 and into the Science Fiction and Fantasy Hall of Fame in 2017 161 162 Legacy and influence Edit Dungeons amp Dragons was the first modern role playing game and it established many of the conventions that have dominated the genre 163 Particularly notable are the use of dice as a game mechanic character record sheets use of numerical attributes and gamemaster centered group dynamics 164 Within months of Dungeons amp Dragons s release new role playing game writers and publishers began releasing their own role playing games with most of these being in the fantasy genre Some of the earliest other role playing games inspired by D amp D include Tunnels amp Trolls 1975 165 Empire of the Petal Throne 1975 and Chivalry amp Sorcery 1976 166 The game s commercial success was a factor that led to lawsuits regarding distribution of royalties between original creators Gygax and Arneson 167 168 Gygax later became embroiled in a political struggle for control of TSR which culminated in a court battle and Gygax s decision to sell his ownership interest in the company in 1985 169 The role playing movement initiated by D amp D would lead to release of the science fiction game Traveller 1977 the fantasy game RuneQuest 1978 and subsequent game systems such as Chaosium s Call of Cthulhu 1981 Champions 1982 GURPS 1986 170 and Vampire The Masquerade 1991 73 171 Dungeons amp Dragons and the games it influenced fed back into the genre s origin miniatures wargames with combat strategy games like Warhammer Fantasy Battles 172 D amp D also had a large impact on modern video games 173 Director Jon Favreau credits Dungeons amp Dragons with giving him a really strong background in imagination storytelling understanding how to create tone and a sense of balance 174 ND Stevenson and the crew of She Ra and the Princesses of Power were strongly influenced by Dungeons amp Dragons with Stevenson calling it basically a D amp D campaign with Adora Glimmer and Bow falling into specific classes in D amp D 175 History of criticism Edit Main article Dungeons amp Dragons controversies At various times in its history Dungeons amp Dragons has received negative publicity in particular from some Christian groups for alleged promotion of such practices as devil worship witchcraft suicide and murder and for the presence of naked breasts in drawings of female humanoids in the original AD amp D manuals mainly monsters such as harpies succubi etc 22 176 These controversies led TSR to remove many potentially controversial references and artwork when releasing the 2nd Edition of AD amp D 90 Many of these references including the use of the names devils and demons were reintroduced in the 3rd edition 177 The moral panic over the game led to problems for fans of D amp D who faced social ostracism unfair treatment and false association with the occult and Satanism regardless of an individual fan s actual religious affiliation and beliefs 178 Dungeons amp Dragons has been the subject of rumors regarding players having difficulty separating fantasy from reality even leading to psychotic episodes 179 The most notable of these was the saga of James Dallas Egbert III 180 the facts of which were fictionalized in the novel Mazes and Monsters and later made into a TV movie in 1982 starring Tom Hanks 176 181 William Dear the private investigator hired by the Egbert family to find their son when he went missing at college wrote a book titled The Dungeon Master refuting any connection with D amp D and Egbert s personal issues The game was blamed for some of the actions of Chris Pritchard who was convicted in 1990 of murdering his stepfather Research by various psychologists 182 starting with Armando Simon has concluded that no harmful effects are related to the playing of D amp D 183 Dungeons amp Dragons has also been cited as encouraging people to socialize weekly or biweekly 184 teaching problem solving skills which can be beneficial in adult life and teaching positive moral decisions 185 D amp D has been compared unfavorably to other role playing games of its time Writing for Slate in 2008 Erik Sofge makes unfavorable comparisons between the violent incentives of D amp D and the more versatile role playing experience of GURPS He claims that for decades gamers have argued that since D amp D came first its lame morally repulsive experience system can be forgiven But the damage is still being done New generations of players are introduced to RPGs as little more than a collective fantasy of massacre 186 This criticism generated backlash from D amp D fans Writing for Ars Technica Ben Kuchera responded that Sofge had experienced a small minded Dungeon Master who only wanted to kill things and that better game experiences are possible 187 In 2020 Polygon reported that the D amp D team announced that it would be making changes to portions of its 5th edition product line that fans have called out for being insensitive 188 Sebastian Modak for The Washington Post reported that the tabletop community has widely approved these changes Modak wrote that in its statement addressing mistakes around portrayals of different peoples in the D amp D universe Wizards of the Coast highlighted its recent efforts in bringing in more diverse voices to craft the new D amp D source books coming out in 2021 These conversations around depictions of race and alleged treatment of employees of marginalized backgrounds and identities have encouraged players to seek out other tabletop roleplaying experiences 189 Matthew Gault for Wired reported positively on the roundtable discussions Wizards of the Coast has hosted with fans and community leaders on diversity and inclusion However Gault also highlighted that other efforts such as revisions to old material and the release of new material have been less great and at times minimal Gault wrote WotC appears to be trying to change things but it keeps stumbling and it s often the fans who pick up the pieces WotC is trying to make changes but it often feels like lip service The loudest voices criticizing D amp D right now are doing it out of love They don t want to see it destroyed they want it to change with the times 190 However in 2022 academic Christopher Ferguson stated that the game was not associated with greater ethnocentrism one facet of racism attitudes after he conducted a survey study of 308 adults 38 2 non White and 17 Dungeons and Dragons players Ferguson concluded that Wizards of the Coast may be responding to a moral panic similar to that surrounding Satanism in the 1990s 191 Related products EditMain article Dungeons amp Dragons related products D amp D s commercial success has led to many other related products including Dragon and Dungeon magazines 192 an animated television series 193 a film series 194 195 an official role playing soundtrack 196 novels 197 198 both ongoing and limited series licensed comics 199 and numerous computer and video games 200 201 202 Hobby and toy stores sell dice miniatures adventures and other game aids related to D amp D and its game offspring 203 204 In popular culture EditMain article Dungeons amp Dragons in popular culture D amp D grew in popularity through the late 1970s and 1980s Numerous games films and cultural references based on D amp D or D amp D like fantasies characters or adventures have been ubiquitous since the end of the 1970s D amp D players are sometimes pejoratively portrayed as the epitome of geekdom 205 and have become the basis of much geek and gamer humor and satire 206 207 In 2017 9 million people watched others play D amp D on Twitch immersing themselves in the world of the game without ever having to pick up a die or cast a spell 13 Since the release of 5th edition these D amp D shows have only grown in popularity Critical Role one of the most popular D amp D shows brings in an average of 21 978 viewers per week 208 The Adventure Zone maintains roughly 640 000 listeners 209 Dimension 20 holds nearly 554 000 subscribers with an average view count of 111 333 on YouTube which is only a secondary source of their content 210 Famous D amp D players include Pulitzer Prize winning author Junot Diaz professional basketball player Tim Duncan comedian Stephen Colbert and actors Vin Diesel and Robin Williams 211 212 213 214 215 D amp D and its fans have been the subject of spoof films including The Gamers Dorkness Rising 216 See also Edit Dungeons amp Dragons portalD amp D Championship SeriesNotes Edit D amp D Basic Set Rulebooks and Sets acaeum com Archived from the original on June 24 2011 Retrieved May 16 2013 D amp D The What does that stand for list Geek Native February 18 2019 Retrieved February 25 2020 a b c d Waters Darren April 26 2004 What happened to Dungeons and Dragons BBC News Retrieved February 25 2020 a b D Anastasio Cecilia August 26 2019 Dungeons amp Deceptions The First D amp D Players Push Back On The Legend Of Gary Gygax Kotaku Retrieved February 25 2020 a b c Michaud Jon November 2 2015 The Tangled Cultural Roots of Dungeons amp Dragons The New Yorker Retrieved February 25 2020 a b Birnbaum 2004 a b c d e J Patrick Williams Sean Q Hendricks W Keith Winkler 2006 Gaming as Culture Essays on Reality Identity and Experience in Fantasy Games Jefferson N C McFarland amp Company pp 1 14 27 ISBN 0 7864 2436 2 OCLC 63122794 Kogod Theo September 30 2020 11 Ways Dungeons amp Dragons Influenced Video Games TheGamer Retrieved August 6 2022 The influence of role playing in video games www gametopiastudios com Retrieved August 6 2022 The Influence of Dungeons and Dragons on Video Games The Strong National Museum of Play May 6 2011 Retrieved August 6 2022 Jahromi Neima October 24 2017 The Uncanny Resurrection of Dungeons amp Dragons The New Yorker Retrieved February 25 2020 Frankly the difference in sales between Wizards and all other producers of roleplaying games is so staggering that even saying there is an RPG industry at all may be generous Cook Monte The Open Game License as I See It Part II Archived from the original on March 28 2006 Retrieved May 28 2019 a b c d Pilon Mary July 8 2019 The Rise of the Professional Dungeon Master Bloomberg Businessweek Archived from the original on July 10 2019 Retrieved February 25 2020 a b c Gygax From the Sorcerer s Scroll in The Dragon 26 Vehovec Doug August 23 2018 Is There a Best Edition of D amp D Absolutely Nerdarchy Retrieved February 25 2020 Appelcline Shannon Players Handbook 1e Product History Dungeon Masters Guild Retrieved February 25 2020 Harold Johnson Steve Winter Peter Adkison Ed Stark Peter Archer 2004 30 Years of Adventure A Celebration of Dungeons amp Dragons Renton WA Wizards of the Coast p 253 ISBN 0 7869 3498 0 OCLC 56961559 According to a 1999 survey in the United States 6 of 12 to 35 year olds have played role playing games Of those who play regularly two thirds play D amp D Dancey Adventure Game Industry Market Research Summary Products branded Dungeons amp Dragons made up over fifty percent of the RPG products sold in 2005 Hite State of the Industry 2005 a b Brodeur Nicole May 4 2018 Behind the scenes of the making of Dungeons amp Dragons The Seattle Times Archived from the original on May 13 2018 Retrieved February 25 2020 a b c Heller Emily May 26 2018 A beginner s guide to playing Dungeons and Dragons Polygon Retrieved February 25 2020 a b Waldron David 2005 Role Playing Games and the Christian Right Community Formation in Response to a Moral Panic The Journal of Religion and Popular Culture University of Toronto Press Inc UTPress 9 1 3 doi 10 3138 jrpc 9 1 003 hdl 1959 17 44257 ISSN 1703 289X McMartin Preschool Anatomy of a Panic Retro Report The New York Times Retrieved July 31 2018 Waskul Dennis Lust Matt 2004 Role Playing and Playing Roles The Person Player and Persona in Fantasy Role Playing Symbolic Interaction 27 3 333 356 doi 10 1525 si 2004 27 3 333 ISSN 1533 8665 a b c Slavicsek Bill Baker Richard W 2005 Dungeons and Dragons for Dummies Hoboken N J Wiley pp 268 293 363 ISBN 0 7645 8459 6 OCLC 57574631 Bethke Erik 2003 Game development and production Wordware Game Developer s Library Wordware Publishing Inc p 12 ISBN 1 55622 951 8 Spade Joan Z Ballantine Jeanne H 2011 Meso Level Agents of Gender Socialization Schools and Society A Sociological Approach to Education 4 ed Pine Forge Press p 294 ISBN 978 1 4129 7924 5 Encounters are to adventures what adventures are to campaigns Cook Williams Tweet Dungeon Master s Guide v3 5 p 129 a b c Rouchart Sandy Aylett Ruth 2003 Solving the Narrative Paradox in VEs Lessons from RPGs Intelligent Virtual Agents 4th International Workshop Berlin Springer pp 245 246 ISBN 978 3 540 39396 2 OCLC 166468859 a b c d Cook Monte Tweet Jonathan Williams Skip 2005 Dungeon Master s Guide Core Rulebook II 3 5 Renton WA Wizards of the Coast pp 4 98 114 ISBN 0 7869 1551 X OCLC 45052801 Gygax Gary 1979 Dungeon Masters Guide Lake Geneva WI TSR p 114 ISBN 0 935696 02 4 OCLC 13642005 Mohan Kim 1986 Wilderness Survival Guide TSR ISBN 0 88038 291 0 OCLC 14766400 Tweet Jonathan 2004 Dungeons amp Dragons Basic Game Renton WA Wizards of the Coast p 32 ISBN 0 7869 3409 3 OCLC 63137737 The original game used 3d6 in the order rolled Gygax Arneson Dungeons amp Dragons Variants have since been included Gygax Dungeon Masters Guide p 11 and the standard for more recent editions is rolling four six sided dice ignoring the lowest die and totaling the other three Tweet Cook Williams Player s Handbook 3 0 p 4 arranging the results in any order desired Recent editions also allow for a point buy system Tweet Dungeons amp Dragons Basic Game p 24 Williams Hendricks amp Winkler 2006 The Role Playing Game and the Game of Role Playing Dungeons amp Dragons Dice gmdice com Retrieved August 20 2019 Tweet Cook Williams Player s Handbook v3 5 p 62 a b Tweet Cook Williams Player s Handbook v3 5 p 136 Generally when you are subject to an unusual or magical attack you get a saving throw to avoid or reduce the effect There is identical language in sections titled Saving Throws in Tweet 2000 119 Tweet Cook Williams Player s Handbook 3 0 pp 119 120 Cook Williams Tweet Dungeon Master s Guide v3 5 p 197 Early editions did not allow or had severe penalties for changing alignment Gygax Dungeon Masters Guide p 24 but more recent versions are more allowing of change Cook Williams Tweet Dungeon Master s Guide v3 5 p 134 Tweet Cook Williams Player s Handbook v3 5 p 59 Gygax Dungeon Masters Guide p 84 Tweet Cook Williams Player s Handbook v3 5 p 58 Cook Williams Tweet Dungeon Master s Guide v3 5 p 46 Tweet Cook Williams Player s Handbook v3 5 p 145 Cook Williams Tweet Dungeon Master s Guide v3 5 p 289 Cook Williams Tweet Dungeon Master s Guide v3 5 p 296 Cook Williams Tweet Dungeon Master s Guide v3 5 p 41 Cook Williams Tweet Dungeon Master s Guide v3 5 p 43 A D amp D campaign is an organized framework to provide a realistic setting for a series of fantastic adventures Allston Rules Cyclopedia p 256 It is important to distinguish between a campaign and a world since the terms often seem to be used interchangeably A world is a fictional place in which a campaign is set It s also often called a campaign setting Cook Williams Tweet Dungeon Master s Guide v3 5 p 129 Williams Dungeon Master Option High Level Campaigns p 45 Stranger Things D amp D Roleplaying Game Starter Set Dungeons amp Dragons dnd wizards com Retrieved January 7 2020 Hall Charlie April 22 2019 Stranger Things D amp D Starter Set is a surprisingly good introduction to the game Polygon Retrieved January 7 2020 Dungeons amp Dragons vs Rick and Morty RPG Is Stupid Irreverent Fun Especially for DMs io9 November 14 2019 Retrieved January 7 2020 We Played a D amp D VS RICK AND MORTY Adventure Nerdist Retrieved January 7 2020 Johnson et al 30 Years of Adventure p 23 The first Dungeon Masters Guide gave only a quarter of a page out of a total 240 pages to discussing the option use of miniatures Gygax Dungeon Masters Guide p 10 Pope Grenadier Models Scott Otherworld Pope Ral Partha Pope TSR Academy of Adventure Gaming Arts amp Design List of Winners 2002 a b Arneson My Life and Role Playing in Different Worlds 3 a b c Mead Malcomson Dungeons amp Dragons FAQ Kushner Dungeon Master The Life and Legacy of Gary Gygax a b c d e f g Wizards of the Coast The History of TSR Witwer Michael 2015 Empire of the Imagination Gary Gygax and the Birth of Dungeons amp Dragons New York Bloomsbury Publishing ISBN 978 1 63286 279 2 Grigg Albert Goes Narrative Contracting a b c d Schick Heroic Worlds pp 17 34 Ewalt David M 2013 Of Dice and Men The Story of Dungeons amp Dragons and the People Who Play It New York Scribner pp 103 104 ISBN 978 1 4516 4050 2 OCLC 800031925 Kuntz Tolkien in Dungeons amp Dragons in Dragon 13 a b Gygax On the Influence of J R R Tolkien on the D amp D and AD amp D games in Dragon 95 Drout J R R Tolkien Encyclopedia p 229 Gary Gygax Creator of Dungeons amp Dragons TheOneRing Archived from the original on December 6 2013 Retrieved January 10 2014 Gygax The Dungeons and Dragons Magic System in The Strategic Review Vol 2 No 2 a b DeVarque Literary Sources of D amp D The first seven listed here are the most immediate influences Gygax Dungeon Masters Guide p 224 Carroll Bart Winter Steve February 6 2009 Name Level Dragon No 372 Wizards of the Coast Archived from the original on April 15 2012 Witwer Michael Newman Kyle Witwer Sam 2018 Dungeons amp Dragons Art amp Arcana A Visual History Ten Speed Press ISBN 9780399580949 Peterson Jon 2012 Playing at the World Unreason p 496 ISBN 978 0 615 64204 8 Schick Heroic Worlds pp 132 153 Basic set Acaeum com Archived from the original on June 24 2011 Schick Heroic Worlds p 133 Gygax Dungeons amp Dragons What Is It and Where Is It Going in The Dragon 21 This is not AD amp D 3rd edition Winter Steven in the forward to Cook Player s Handbook a b Ward The Games Wizards Angry Mothers From Heck And what we do about them in Dragon 154 Cook Player s Handbook 1989 pp 25 41 Pryor Herring Tweet Richie Creative Campaigning Appelcline Shannon August 3 2006 Wizards of the Coast 1990 present A Brief History of Game RPGnet Archived from the original on August 24 2006 Retrieved September 1 2006 After the idea of acquiring TSR began to swim in my mind it took me maybe thirty seconds to decide We ve got to do a third edition of Dungeons amp Dragons Adkison Peter in Johnson et al 30 Years of Adventure p 250 Johnson et al 30 Years of Adventure p 273 Johnson et al 30 Years of Adventure pp 255 263 Countdown to 3rd Edition Feats and Fighters in Dragon 270 a b Tweet Cook Williams Player s Handbook v3 5 p 4 Carter et al Wizards Presents Races and Classes pp 6 9 Slavicsek Ampersand Exciting News a b Svensson Dungeons amp Dragons reborn Dungeons amp Dragons tries to lure back players CNN com CNN June 8 2010 Archived from the original on June 11 2010 Retrieved February 26 2021 Harnish MJ January 9 2012 5th Edition D amp D Is in Development Should We Care Wired Archived from the original on May 31 2014 Retrieved January 9 2012 Gilsdorf Ethan January 9 2012 Players Roll the Dice for Dungeons amp Dragons Remake The New York Times p 2 Archived from the original on January 10 2012 Retrieved January 9 2012 Mearls Mike January 9 2012 Charting the Course for D amp D Your Voice Your Game Wizards of the Coast Archived from the original on December 25 2012 Retrieved January 9 2012 Dungeons amp Dragons Roleplaying Game Official Home Page Article News on D amp D Next Archived from the original on July 20 2014 Ewalt David M August 20 2012 What s Next With Dungeons And Dragons Forbes Archived from the original on August 25 2012 Retrieved August 26 2012 Frum Larry May 19 2014 40 years later Dungeons amp Dragons still inspiring gamers CNN Archived from the original on February 14 2018 Retrieved February 13 2018 Books Wizards of the Coast Penguin Random House Canada Retrieved July 8 2019 Pilon Mary July 8 2019 The Rise of the Professional Dungeon Master Bloomberg Retrieved July 9 2019 a b Gramuglia Anthony May 4 2020 Stream of Many Eyes D amp D s Most Ambitious and Fun Event Explained CBR Retrieved November 2 2020 Stream of Many Eyes Dungeons amp Dragons dnd wizards com Retrieved November 2 2020 2019 Finalists and Winners Content Marketing Awards Retrieved November 2 2020 Rios Joshua July 31 2019 How Dungeons amp Dragons Is Finding New Life on Twitch and Beyond Adweek Retrieved November 2 2020 Hall Charlie July 9 2018 Actual play RPG experiences like Critical Role Adventure Zone are having a moment Polygon Retrieved July 8 2021 Rivals of Waterdeep is Dungeons amp Dragons Flagship Show ComicBook com July 21 2020 Archived from the original on June 21 2020 Retrieved July 7 2021 Learning The Shape Of Dungeons amp Dragons in 2019 at A Livestream Event pastemagazine com June 3 2019 Retrieved July 8 2021 a b 2019 Was D amp D s Best Year Ever ScreenRant April 22 2020 Retrieved April 26 2020 a b Parvini Sarah January 13 2021 Turning to Dungeons amp Dragons to escape a real life monster COVID 19 Los Angeles Times Archived from the original on January 13 2021 Retrieved February 10 2021 Dungeons amp Dragons Announces Next Evolution of Game Coming in 2024 ComicBook com September 26 2021 Archived from the original on September 26 2021 Retrieved September 27 2021 D amp D 5th Edition Rules Being Upgraded For 50th Anniversary ScreenRant September 27 2021 Retrieved September 27 2021 Johnson Xavier August 18 2022 Dungeons and Dragons brings huge changes to fifth edition rules under One D amp D initiative Dot Esports Retrieved August 18 2022 Nelson Samantha August 18 2022 One D amp D includes a new virtual tabletop and digital book bundles Polygon Retrieved August 18 2022 a b Plante Corey August 18 2022 One D amp D is so much more than Dungeons amp Dragons 6th Edition Inverse Retrieved August 18 2022 Dungeons amp Dragons One D amp D Reveal Trailer IGN August 18 2022 Retrieved August 18 2022 Hall Charlie November 10 2022 D amp D will use cultural consultants to prevent racist content in all of its books Polygon Retrieved November 11 2022 a b Dungeons amp Dragons implements new cultural review following Spelljammer s racist inclusions Dicebreaker November 11 2022 Retrieved November 11 2022 Murray Sean November 10 2022 Dungeons amp Dragons To Require Cultural Consultants For Every Release Following Spelljammer Hadozee Controversy TheGamer Retrieved November 11 2022 a b Perkins Christopher November 10 2022 Leveling Up Our Creative Process Learnings From Spelljammer D amp D Beyond Press release Archived from the original on November 11 2022 Retrieved November 11 2022 Hoffer Christian November 10 2022 Dungeons amp Dragons Announces New Inclusivity Processes After Spelljammer Revisions ComicBook com Retrieved November 11 2022 Sacco Ciro Alessandro The Ultimate Interview with Gary Gygax thekyngdoms com Archived from the original on December 23 2011 Retrieved September 2 2014 Appelcline Shannon July 16 2008 Games amp The Law Part Seven The D amp D Dilemma Archived from the original on May 4 2009 Retrieved July 7 2009 Copyright conflicts with Tolkien Enterprises led to removal of references to Hobbits Ents and others Hallford Hallford Swords amp Circuitry Wizards of the Coast The d20 System Anonymous July 9 2008 Kenzer amp Co D amp D and Trademarks Robertson Games Archived from the original on January 18 2010 Retrieved July 7 2009 a b Montgomery Jeff Ownership and License OGL Questions Dungeon Masters Guild Archived from the original on February 15 2018 Retrieved February 13 2018 Hall Charlie July 23 2018 Dungeons amp Dragons gets a major crossover with Magic The Gathering this fall Polygon Retrieved April 26 2020 Dungeons and Dragons is Set to Crossover with Magic the Gathering ScreenRant February 28 2020 Retrieved April 26 2020 Hall Charlie February 14 2019 The Stranger Things themed D amp D Starter Set is real includes Mike s homebrew campaign Polygon Retrieved April 26 2020 Ryan Jon November 19 2019 The D amp D vs Rick and Morty Game is Just as Wild as You d Expect IGN Plante Corey D amp D Explorer s Guide to Wildemount makes Critical Role amp dunamancy canon Inverse Retrieved April 26 2020 Goldberg Eric March 1980 A Galaxy of Games Ares Magazine Simulations Publications Inc 1 33 Goldberg Eric July 1980 Games Ares Magazine Simulations Publications Inc 3 34 Stewart Alsop II February 1 1982 TSR Hobbies Mixes Fact and Fantasy Gilligan Eugene May 1 1984 Keeping Pace with Packaging Playthings Archived from the original on May 14 2013 Retrieved September 6 2012 via HighBeam Research subscription required Kastre Michael F Spring 1992 An Industry of the Mind Examining Today s Video Game Industry Hispanic Engineer amp IT Career Communications Group 8 1 22 28 27 Waters What happened to Dungeons and Dragons McElroy Griffin July 9 2014 Here s how Dungeons amp Dragons is changing for its new edition Polygon Retrieved August 19 2020 Bohn Dieter August 18 2014 Slaying the demons of Dungeons amp Dragons The Verge Retrieved August 19 2020 a b Glasheen Henry February 12 2015 D amp D Fifth Edition Player s Handbook Review SLUG Magazine Retrieved April 26 2020 Glasheen Henry February 26 2015 D amp D Fifth Edition Dungeon Master s Guide Review SLUG Magazine Retrieved April 26 2020 Carbonell Curtis D 2019 Chapter 3 Dungeons and Dragons Multiverse Dread Trident Tabletop Role Playing Games and the Modern Fantastic Liverpool Oxford University Press pp 80 108 ISBN 978 1 78962 468 7 OCLC 1129971339 Hoffer Christian June 21 2022 The Dungeons amp Dragons vs Pathfinder Discourse Is Heating Up Again ComicBook com Retrieved June 23 2022 Ewalt David M 2013 Of Dice and Men The Story of Dungeons amp Dragons and the People Who Play It New York Scribner p 201 ISBN 978 1 4516 4050 2 OCLC 800031925 Academy of Adventure Gaming Arts amp Design Archive of List of Origins Award Winners Origins Award Winners 1996 Academy of Adventure Gaming Arts amp Design Archived from the original on December 21 2007 Retrieved November 2 2007 Academy of Adventure Gaming Arts and Design Hall of Fame Schick Heroic Worlds pp 414 418 Games Magazine Online Hall of Fame Pettengale Paul Christmas 1996 Arcane Presents the Top 50 Roleplaying Games 1996 Arcane Future Publishing 14 25 35 Today Dungeons amp Dragons was inducted into the National Toy Hall of Fame at the Strong Museum for Play Retrieved June 25 2020 20th ANNIVERSARY SCIENCE FICTION amp FANTASY HALL OF FAME Inductees Are Retrieved June 25 2020 Although we have come a long way since D amp D the essential concept is still the same and is one that will endure Darlington A History of Role Playing Part IX Rilstone Role Playing Games An Overview Schick Heroic Worlds pp 223 244 Fine Shared Fantasy pp 16 19 Judges Guild Interview with Dave Arneson in Pegasus 1 Rausch Dave Arneson Interview Gygax Gygax FAQ Darlington A History of Role Playing Part V Darlington A History of Role Playing Part VIII Grady In Genre PC Gamer How Dungeons amp Dragons shaped the modern videogame Boucher Marrongelli Rocco November 9 2018 She Ra and the Princesses of Power Producer Says It s Basically a D amp D Campaign Newsweek Archived from the original on March 5 2020 Retrieved April 21 2020 a b Kreidler Marc January 1 1994 The Attacks on Role Playing Games Skeptical Inquirer Retrieved June 24 2020 Williams Tweet Cook Monster Manual pp 41 47 Gagne Kenneth Andrew September 28 2018 Moral panics over youth culture and video games Digital WPI Retrieved June 24 2020 Darlington Steve PTGPTB Issue 4 The History of Role Playing Part IV Places to Go People to Be Retrieved June 24 2020 Hately Shaun August 19 1979 PTGPTB Issue 7 The Disappearance of James Dallas Egbert III Part II Places to Go People to Be Retrieved June 24 2020 O Connor John J December 28 1982 TV Mazes and Monsters Fantasy The New York Times Retrieved June 24 2020 Svitavsky William L 2001 Geek culture An annotated interdisciplinary bibliography Bulletin of Bibliography 58 2 101 108 Simon Armando 1987 Emotional stability pertaining to the game of Dungeons amp Dragons Psychology in the Schools Wiley 24 4 329 332 doi 10 1002 1520 6807 198710 24 4 lt 329 AID PITS2310240406 gt 3 0 CO 2 9 ISSN 0033 3085 Adams Aubrey S 2013 Needs Met Through Role Playing Games A Fantasy Theme Analysis of Dungeons amp Dragons Kaleidoscope A Graduate Journal of Qualitative Communication Research 12 Wright Jennifer Cole 2017 Imaginative Role Playing as a Medium for Moral Development Journal of Humanistic Psychology Sofge Erik March 10 2008 With Dungeons amp Dragons Gary Gygax created a monster Slate Magazine Retrieved June 11 2020 Kuchera Ben March 11 2008 Slate editorial bashes D amp D but we know the truth Ars Technica Retrieved June 11 2020 Hall Charlie Polo Susana June 25 2020 The game and comics industries are grappling with widespread allegations of harassment and abuse Polygon Retrieved June 26 2020 Modak Sebastian July 24 2020 Amid a pandemic and a racial reckoning D amp D finds itself at an inflection point The Washington Post Retrieved July 25 2020 Gault Matthew December 31 2020 Dungeons Dragons and Diversity Wired ISSN 1059 1028 Retrieved December 31 2020 Ferguson Christopher J January 4 2022 Are orcs racist Dungeons and Dragons ethnocentrism anxiety and the depiction of evil monsters Current Psychology doi 10 1007 s12144 021 02551 4 ISSN 1936 4733 S2CID 245653994 Peterson Jon History Forty Years of Adventure Dungeons amp Dragons Archived from the original on February 9 2015 Retrieved February 25 2020 SHAFFER R L August 28 2009 DUNGEONS AND DRAGONS THE ANIMATED SERIES BEGINNINGS DVD REVIEW IGN Archived from the original on December 3 2017 Retrieved February 25 2020 15 Things You Didn t Know About The Disastrous Dungeons amp Dragons Movie ScreenRant December 3 2017 Retrieved February 25 2020 Mancuso Vinnie July 30 2019 Game Night Directors Eyed to Helm Dungeons amp Dragons Movie Collider Retrieved February 25 2020 Reviews Archive Dungeons amp Dragons CD Midnight Syndicate Retrieved February 25 2020 The first Dragonlance novels gave Dungeons amp Dragons a new dimension Games June 13 2014 Retrieved February 25 2020 Maher John September 4 2018 R A Salvatore reflects on 30 years of writing Drizzt and an ever changing fandom Polygon Retrieved February 25 2020 Dungeons amp Dragons IDW Publishing Archived from the original on January 26 2011 Retrieved January 22 2011 Favis Elise December 12 2019 Dungeons amp Dragons has a long history in video games Dark Alliance wants to take that further The Washington Post Archived from the original on January 4 2020 Retrieved February 25 2020 Williams Ian April 27 2015 The 10 Greatest Dungeons and Dragons Videogames Paste Retrieved February 25 2020 Macgregor Jody December 15 2019 There are seven or eight Dungeons amp Dragons videogames in the works PC Gamer Retrieved February 25 2020 From classic board games to role playing take your game to the table The Buffalo News February 13 2020 Retrieved February 25 2020 Allan Patrick February 9 2015 The Surprising Benefits of Role Playing Games and How to Get Started Lifehacker Retrieved February 25 2020 Currell Latasha 2004 Dungeons amp Dragons 30 Years and Going Strong The Golden Gate Press Online Archived from the original on April 30 2011 Bill Gates Grants Self 18 Dexterity 20 Charisma The Onion June 18 1997 Retrieved February 25 2020 Gilsdorf Ethan November 13 2019 In a Chaotic World Dungeons amp Dragons Is Resurgent The New York Times ISSN 0362 4331 Retrieved February 25 2020 CriticalRole Statistics TwitchTracker Retrieved February 28 2022 Podcast transcripts sponsors and audience data Podscribe app podscribe ai Retrieved February 28 2022 DIFF Dimension 20 YouTube Channel Analytics Report PLAYBOARD Retrieved February 28 2022 Manson Marilyn Strauss Neil 1999 The Long Hard Road Out of Hell HarperCollins p 26 ISBN 0 06 098746 4 Diesel Colbert Lillard Tonjes Interview with Charles Ryan on the 2005 Worldwide Dungeons amp Dragons Game Day Diesel Williams Moby Lillard Colbert Shanafelt The growing chic of geek Briggs Duncan s unusual hobby and more unusual request Diesel contributed the introduction and both Colbert and Wheaton page personal reflections to Johnson et al 30 Years of Adventure Haberman Clyde April 17 2016 When Dungeons amp Dragons Set Off a Moral Panic The New York Times Archived from the original on April 18 2016 Retrieved April 18 2016 References EditAllston Aaron 1992 Wrath of the Immortals TSR ISBN 1 56076 412 0 Appelcline Shannon 2006 Chaosium 1975 present A Brief History of Game RPGnet Retrieved August 13 2007 Arneson Dave June July 1979 My Life and Role Playing Different Worlds 3 Chaosium 6 9 Birnbaum Jon July 20 2004 Gary Gygax Interview Game Banshee Archived from the original on February 3 2009 Retrieved March 1 2007 Archived copy of the article taken 2009 07 13 page 2 Bledsaw Bob July 1979 From the Sorcerer s Scroll What has Judges Guild done for Dungeons and Dragons The Dragon 27 TSR Hobbies IV 1 10 11 Boucher Geoff May 5 2008 Jon Favreau is the action figure behind Iron Man Los Angeles Times Archived from the original on May 16 2008 Retrieved May 17 2008 Briggs Jerry November 30 1997 Duncan s unusual hobby and more unusual request San Antonio Express News Texas Cardwell Paul Jr 1994 The Attacks on Role Playing Games Skeptical Inquirer 18 2 157 165 Archived from the original on October 12 2016 Retrieved August 4 2007 Carter Michele et al 2007 Wizards Presents Races and Classes Wizards of the Coast ISBN 978 0 7869 4801 7 Cohen David X Keeler Ken Rogers Eric writers May 5 2005 Futurama Anthology of Interest I Television production 20th Century Fox Television Cook Monte Williams Skip Tweet Jonathan 2003 2000 Dungeon Master s Guide v 3 5 revised by David Noonan Rich Redman Wizards of the Coast ISBN 0 7869 2889 1 Cook Monte The Open Game License as I See It Part II montecook com Archived from the original on April 17 2007 Retrieved March 15 2007 Currell Latasha September 1 2004 Dungeons and Dragons 30 Years and Going Strong The Golden Gate X Press Online The Journalism Department San Francisco State University Archived from the original on November 4 2004 Retrieved April 3 2007 Dancey Ryan February 7 2000 Adventure Game Industry Market Research Summary RPGs Wizards of the Coast V1 0 Retrieved February 23 2007 Darlington Steven August 1998 A History of Role Playing Part IV Part Four Hell and High Finance Places to Go People to be 4 Retrieved April 3 2007 Darlington Steven November 1998 A History of Role Playing Part V The Power and the Glory Places to Go People to be 5 Retrieved February 28 2007 Darlington Steven June 1999 A History of Role Playing Part VIII Dark Times Places to Go People to be 8 Retrieved February 28 2007 Darlington Steven August 1999 A History of Role Playing Part IX The End and The Beginning Places to Go People to be 9 Retrieved April 3 2007 Drout Michael D C 2007 J R R Tolkien Encyclopedia Scholarship and Critical Assessment New York Routledge ISBN 978 0 415 96942 0 Cook David 1989b Player s Handbook TSR ISBN 0 88038 716 5 Cook David 1995 1989b Player s Handbook Revised ed TSR ISBN 0 7869 0329 5 DeVarque Aardy R Literary Sources of D amp D Rec games frp dnd FAQs Archived from the original on December 9 2007 Retrieved February 21 2007 Fine Gary Alan 2002 Shared Fantasy Role Playing Games as Social Worlds New York University of Chicago Press ISBN 0 226 24944 1 Gagne Kenneth A April 27 2001 Moral Panics Over Youth Culture and Video Games Worcester Polytechnic Institute Retrieved August 27 2007 Grady RJ August 4 2004 In Genre THE DUNGEON RPGnet Retrieved April 5 2007 Grigg Robert June 16 20 2005 Albert Goes Narrative Contracting DiGRA 2005 Papers Vancouver British Columbia Canada Simon Fraser University Retrieved August 12 2007 Gygax Gary 1979 Dungeon Masters Guide TSR ISBN 0 935696 02 4 Gygax Gary April 1976 The Dungeons and Dragons Magic System The Strategic Review TSR Hobbies II 2 Gygax Gary Arneson Dave 1974 Dungeons amp Dragons 3 Volume Set TSR Gygax Gary December 1978 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of the Coast ISBN 0 7869 3409 3 Tweet Jonathan Cook Monte Williams Skip 2000 Player s Handbook Wizards of the Coast ISBN 0 7869 1550 1 Tweet Jonathan Cook Monte Williams Skip 2003 2000 Player s Handbook v 3 5 revised by Collins Andy Wizards of the Coast ISBN 0 7869 2886 7 Tweet Jonathan May 20 2004 What Are D amp D Miniatures Wizards of the Coast Archived from the original on June 6 2004 Retrieved February 28 2007 Waldron David Spring 2005 Role Playing Games and the Christian Right Community Formation in Response to a Moral Panic Journal of Religion and Popular Culture Department of Religious Studies and Anthropology The University of Saskatchewan IX Archived from the original on February 4 2012 Retrieved February 27 2007 Ward James M February 1990 The Games Wizards Angry Mothers From Heck And what we do about them Dragon Magazine 154 XIV 9 9 ISSN 0279 6848 Waskul Dennis Lust Matt 2004 Role Playing and Playing Roles The Person Player and Persona in Fantasy Role Playing PDF Caliber 27 3 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Press ISBN 978 1 56947 601 7 Bebergal Peter November 15 2004 How Dungeons Changed the World The Boston Globe The New York Times Company Retrieved January 4 2008 Edwards Ron A Hard Look at Dungeons and Dragons The Forge Retrieved February 23 2007 An essay on the early history of the D amp D hobby Ewalt David M 2013 Of Dice and Men The Story of Dungeons amp Dragons and the People Who Play It New York Scribner ISBN 978 1 4516 4050 2 OCLC 800031925 Includes a suggested reading list on pages 255 256 Fannon Sean Patrick The Fantasy Roleplaying Gamer s Bible 2nd Edition Obsidian Studios 1999 ISBN 0 9674429 0 7 Garfield Richard 2007 Dungeons amp Dragons In Lowder James ed Hobby Games The 100 Best Green Ronin Publishing pp 86 89 ISBN 978 1 932442 96 0 Gilsdorf Ethan 2009 Fantasy Freaks and Gaming Geeks Lyons Press ISBN 978 1 59921 480 1 Gygax Gary Roleplaying Mastery New York Perigee 1987 ISBN 0 399 51293 4 Gygax Gary Master of the Game New York Perigee 1989 ISBN 0 399 51533 X Miller John J I Was a Teenage Half Orc National Review Online October 15 2004 Miller John J Dungeons amp Dragons In a Digital World The Wall Street Journal July 1 2008 Mitchell Smith Ilan June 16 2009 Chapter 11 Racial Determinism in the Interlocking Economies of Power and Violence in Dungeons amp Dragons In Carley Robert ed Coopting Culture Lexington Rowman amp Littlefield Books pp 207 224 ISBN 978 0739125977 Mona Erik From the Basement to the Basic Set The Early Years of Dungeons amp Dragons The MIT Press Retrieved May 6 2009 Peterson Jon Playing at the World A History of Simulating Wars People and Fantastic Adventures from Chess to Role Playing Games San Diego Unreason 2012 ISBN 978 0 615 64204 8 Pulsipher Lew 1983 Introduction to Dungeons amp Dragons Parts I V The Best of White Dwarf Games Workshop Articles Volume II 10 18 Slavicsek Bill Baker Richard 2006 Dungeon Master for Dummies Wiley Publishing ISBN 0 471 78330 7 Wagner James March 29 2000 Opening the dungeon Salon Archived from the original on March 12 2005 An article about the conflict over the proprietary or open source nature of Dungeons amp Dragons Studies about fantasy roleplaying games a list of academic articles about RPGs Gamespy s 30th Anniversary of Dungeons amp Dragons specialExternal links EditDungeons amp Dragons at Wikipedia s sister projects Definitions from Wiktionary Media from Commons Textbooks from Wikibooks Listen to this article 32 minutes source source This audio file was created from a revision of this article dated 22 November 2008 2008 11 22 and does not reflect subsequent edits Audio help More spoken articles Official website Dungeons amp Dragons at Curlie Off Book June 20 2013 Dungeons amp Dragons and the Influence of Tabletop RPGs PBS Retrieved from https en wikipedia org w index php title Dungeons 26 Dragons amp oldid 1130774546, wikipedia, wiki, book, books, library,

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