Adventure Games, Part Three: Dungeon Delving

In 1974 Gary Gygax and Dave Arneson published the first ever roleplaying game,Dungeons & Dragons. It grew naturally out of the wargaming industry — where in 1972’s second edition of the Chainmail miniatures game Gary Gygax had introduced all sorts of fantasy critters, including wizards, heroes, hobbits, dwarves, balrogs, and ents, to the world of medieval wargaming. Dungeons & Dragons was just the next step. It gave players the opportunity to take the individual roles of some of those heroes in smaller-scale skirmishes.

I use the word “skirmish” purposefully because that’s what the earliest Dungeons & Dragons games really were. A look at the earliest D&D supplements reveals that they were little more than tactical exercises, where players moved from one room to the next in a dungeon, cavern, or other carefully keyed location — and fought whatever they found within.

Roleplaying games matured slowly. There were a few village adventures early on, which offered some ability to interact with people other than at the tip of a sword, but they were scattered and far between. It was at least 1984, and the release of TSR’s Dragonlance, before people started to realize that roleplaying adventures could tell stories too.

Which is all to say that it’s an entirely modern bias.

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