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Dungeons and Dragons
Dungeons and Dragons (D&D) began way back in the 1970s and spawned the phenomenom that
became the fantasy role-playing (FRP) hobby. Even though the crest of the wave has now long
passed, FRP and D&D and other role-playing games (RPG) remain highly popular.
History
D&D was initially closer to a tabletop wargame than to what we consider FRP today. It
evolved from the "Chainmail" gaming rules deeloped by E. Gary Gygax and Jeff Perren.
D&D
itself consisted of a boxed set of three hard to read and harder to understand booklets:
Men & Magic, Monsters & Treasure, Underworld & Wilderness
Adventures. These were written by Gygax and Dave Arneson.
I was in my teens at the time and a friend obtained a copy of this wonderous new game from
the US. As mutually agreed Dungeon Master (DM) I took the books home to read when I should
have been doing my homework. I remember my initial enthusiasm quickly turning to
disappointment as I realised that the "game" was incomplete and almost
incomprehensible.
Eventually I ended up doing what most people did back then: used the rules as inspiration
and made the rest up as I went along. Perhaps this is why old-time role-players such as
myself are often so keen on free-form FRP that resembles improvisational theatre more than
a game. Gygax himself is reputed to once have said that a good DM only rolls the dice for
the sound they make.
Original D&D was first published in 1974 by Tactical Studies Rules - which
later went on to become the legendary TSR. In 1975 TSR published the first of many,
many supplements: Greyhawk.
Dragons were, of course, an essential
part of D&D, with the Golden Dragon and Tiamat the Chromatic Dragon being amongst the
most powerful.
Advanced Dungeons & Dragons
1978 saw D&D moving into the big time commercially. As well as a "basic" version, TSR
published Advanced D&D. The first part of this was the Players'
Handbook, although in keeping with the tradition of the original set this was of
limited use - only when the first Dungeon Master's Guide (DMG) was published in 1979 did
AD&D become a coherent game.
By now the role-playing hobby was sufficiently established to start receiving criticism
from those who failed to give us credit for distinguishing between fantasy and reality.
The 1970s and 1980s also saw the start of the Golden Age of the FRP "fanzine" - amateur hobby
magazines such as Alarums and Excursions, Trollcrusher and The
Beholder. FRP fandom was big.
In the UK, the FRP "Hobby Elite" was beginning to form. This was a group of gamers
universally recognised by the Hobby Elite as being the most influential figures in fandom. I was
lucky enough to be part of this elite group having been selected by myself.
A revised second edition of AD&D was published in the late 1980s. By 1997 the glory days of the FRP hobby had passed. TSR was bought by Wizards of the
Coast which released the Dungeons and Dragons 3rd Edition (D&D3). This
moved from the traditional assortment of polyhedral dice to a system based around d20s.
Wizards is today owned by Hasbro.
Today
D&D today has moved on a long way in the last 30 years with an estimated 20 million players worldwide.
The sophisticated, highly detailed rule sets
you can buy now bear little resemblence to the tatty, incomprehensible originals.
Maybe I'm just being nostalgic, but I miss the old pioneering days.
This site is not associated with or endorsed by Wizards of the Coast or Hasbro.
All original material copyright © Trevor Mendham 2003-2009.
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