Early role-playing Tabletop role-playing games have origins in
wargaming, which has roots in ancient
strategy games, particularly
chess and its predecessor
Chaturanga. From the late 18th century to the 19th century,
chess variants evolved into modern wargames, most notably
Kriegsspiel. Over a century later,
David Wesely developed
Braunstein, the first tabletop roleplaying game, from
Strategos, and then the
miniature wargame Chainmail, was released in 1971, both of which became the basis for
Dungeons & Dragons. According to RPG designer
John Wick, chess can be turned into a role-playing game if
chess pieces such as the
king,
queen,
rooks,
knights or
pawns are given names, and decisions are made based on their motivations. According to Wick,
Dungeons & Dragons was a "sophisticated, intricate and complicated combat simulation board game that people were turning into a roleplaying game" just "like giving your rook a motive" in Chess. The assumption of roles was a central theme in some early 20th century activities such as the game
Jury Box, mock trials, model legislatures, and "Theatre Games". In the 1960s,
historical reenactment groups such as
The Sealed Knot and the
Society for Creative Anachronism began to perform "creative history" reenactments introducing fantasy elements, and in the 1970s
fantasy wargames were developed, inspired by
sword and sorcery fiction, in which each player controlled only a single unit, or "character". The earlier role-playing tradition was combined with the wargames' rule-based character representation to form the first role-playing games.
Dungeons & Dragons, developed in 1974 by
Dave Arneson and
E. Gary Gygax and published by Gygax's company,
TSR, was the first commercially available role-playing game, though at the time its
first printing was marketed as a niche wargaming product. Gygax expected to sell about 50,000 copies total to a strictly hobbyist market. After establishing itself in boutique stores, it developed a strong, lasting fan base that distinguished itself from the typical wargame player base. By the time of its
first major reprinting in 1977,
Dungeons & Dragons was refocused as a role-playing game to segregate it from the typical wargame. One of the first original role-playing games was
M. A. R. Barker's
Empire of the Petal Throne, first published in 1974, the same year as
Dungeons & Dragons. It introduced the fictional world of
Tékumel, influenced by
Indian,
Middle-Eastern,
Egyptian and
Meso-American mythology. It also introduced the game mechanic of
critical hits. According to creator Barker, "this simulates the 'lucky hit' on a vital organ." The game influenced Arneson and Gygax, who was so impressed with it that his company TSR published
Empire of the Petal Throne in 1975. Another early game was
Traveller, designed by
Marc Miller and first published in 1977 by
Game Designer's Workshop. This was originally intended to be a system for playing generic space-opera-themed science-fiction adventures (in the same sense that
Dungeons & Dragons was a system for generic fantasy adventures), but an optional setting called "the
Third Imperium" that was detailed in subsequent supplements became strongly identified with the game. The changes in this setting over time, especially those involving "the Fifth Frontier War" as depicted in the
Journal of the Travellers Aid Society, arguably constitute the first use of
metaplot in a role-playing game.
Mid–1980s to early 1990s: diversification of settings and systems Up to this stage, each game had tied itself to a particular setting; If a player wanted to play in a science-fiction game and a fantasy game, they had to learn two game systems. Attempts were made in
Advanced Dungeons & Dragons to allow cross-genre games using
Gamma World (1978) and
Boot Hill (1975) rules, but the obscure rules went largely unused. Meanwhile,
Call of Cthulhu and
Paranoia offered different role-playing experiences, in which the story arc of a group's investigation would lead to death and/or madness, or where comical infighting within a group would be expected and reinforced within the genre conventions of "a darkly humorous future". The
Hero System, first introduced in
Champions (1981), was also used in
Justice, Inc. (1984),
Fantasy Hero (1985) and other games.
Steve Jackson Games followed with
GURPS (the Generic Universal Roleplaying System) in 1986. At the same time, games using the fictional worlds of
Star Trek,
DC Heroes, the
Marvel Universe or
The Lord of the Rings expanded the range of possibilities for Table-top gaming. Games such as
GURPS and
Champions introduced
character creation via point-buy systems; later,
Vampire: The Masquerade and similar games emphasized storytelling, plot and character development over rules and combat. Due to the game's success, the term
Dungeons & Dragons has sometimes been used as a
generic term for fantasy role-playing games. TSR undertook legal action to prevent its trademark from becoming generic.
Dungeons & Dragons was a subject of
controversy in the 1980s when opponents such as
Patricia Pulling claimed it caused negative spiritual and psychological effects. Academic research has discredited these claims. Some educators support role-playing games as a healthy way to hone reading and arithmetic skills. Though role-playing has been generally accepted in society, the subject retains a level of controversy among some religious organizations. This belief or attitude is by no means universal among religious organizations; there are faith-based role-playing games on the market and religious role-players who disagree that these games are morally corrupt or occult in nature.
1990s: decline in popularity Competition from
role-playing video games and
collectible card games led to a decline in the tabletop role-playing game industry. The financially troubled market leader
TSR, Inc., which had suffered financial setbacks from overproduction, was eventually purchased by
Wizards of the Coast. To better cope with the economics of role-playing games, they introduced a new regime of
open gaming, allowing other companies to publish D&D-compatible supplements.
2000–2010 In 2000, Wizards of the Coast's
Dungeons & Dragons brand manager Ryan Dancey introduced a policy whereby other companies could publish
D&D-compatible materials under the
Open Gaming License (OGL). He was frustrated that game supplements suffered far more diminished sales over time than the core books required to play the game, then this would spread the cost of supplementing the game and would increase sales of the core books, which could only be published by WotC. The new
D&D rules became known as the
d20 system, and a
System Reference Document was published, containing all the rules needed to write a supplement or run a one-off game, but lacking the character advancement rules necessary for long-term play. The
open gaming movement and 3rd/3.5 edition
D&D (2000, 2003) enjoyed a great deal of success, and although there was some criticism of the move, a great many
d20 System games were released until around 2008. Meanwhile,
indie role-playing game communities arose on the internet, studying role-playing and developing several forms of
role-playing game theory such as
GNS theory. Rules innovations combined with literary techniques to develop games such as
Apocalypse World, The Quiet Year, and
Dogs in the Vineyard that rely on the contributions of players to enhance moral agency in a process of emergent storytelling.
2010–2020 In January 2012, Wizards of the Coast announced that a new edition of
D&D, at the time referred to as
D&D Next, was under development. In direct contrast to the previous editions of the game,
D&D Next was developed partly via a public open playtest. An early build of the new edition debuted at the 2012
Dungeons & Dragons Experience event to about 500 fans. Public playtesting began on 24 May 2012, with the final playtest packet released on 20 September 2013. The 5th edition's
Basic Rules, a free
PDF containing complete rules for play and a subset of the player and DM content from the core rulebooks, was released on 3 July 2014. In forty years the genre grew from a few hobbyists and boutique publishers to an economically significant part of the games industry. Grass-roots and small business involvement remains substantial while larger projects have attracted several million players worldwide. Toys industry leader
Hasbro purchased
Wizards of the Coast in 1999 for an estimated $325 million. With the emergence of
esports,
livestreamed gaming, and
Let's Plays,
actual plays of TTRPGs became a popular podcast and webseries format, and contributed to the resurgence of TTRPGs in the 2010s and 2020s. These include streaming shows and podcasts such as
Dimension 20,
Critical Role, and
The Adventure Zone.
2020–present: resurgence in popularity Tabletop role-playing games increased in popularity in the early 2020s, facilitated by an increase in online play through video conferencing during the
COVID-19 pandemic, and the development of user-friendly marketplaces to buy and sell
indie role-playing games as
PDFs, such as
Itch.io. In 2023, Wizards of the Coast attempted to alter the
Open Game License. When the community protested, they walked the decision back, and placed basic 5th Edition
Dungeons & Dragons rules into the
Creative Commons. Later that year,
Dungeons and Dragons: Honor Among Thieves was released. == Game systems ==