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, published in 1974 by Dave Arneson’s and E. Gary Gygax’s TSR, was the first commercially available role-playing game. TSR marketed the game as a niche product. Gygax expected to sell about 50,000 copies total to a strictly hobbyist market. After establishing itself in boutique stores it developed a cult following.
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 suggested setting called the Third Imperium was detailed with the publication of following supplements and since then this setting has become strongly identified with the game.
Dungeons & Dragons was a subject of controversy in the 1980s when well-publicized opponents claimed it caused negative spiritual and psychological effects. Academic research has discredited these claims.[4] Some educators support role-playing games as a healthy way to hone reading and arithmetic skills.Though role-playing has been accepted by many,others continue to object.
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.
Games such as GURPS and Champions also served to introduce to role-playing games game balance between player characters; later, Vampire: The Masquerade and similar games served to emphasize storytelling and plot and character development over rules and combat. In recent years, rules stringency has been combined with literary techniques to develop games such as Dogs in the Vineyard that stress player input into a tense situation to give players moral agency in the course of the emerging story.
Competition from computer role-playing games and collectible card games led to a decline in the role-playing game industry. The financially troubled market leader TSR, Inc. was eventually purchased by Wizards of the Coast.[9] To better cope with the economics of role-playing games, and to combat growing bootlegging problems, they introduced a new regime of open gaming, allowing other companies to publish D&D-compatible supplements. Meanwhile, self-defined “Indie roleplaying” communities arose on the internet, studying role-playing and developing several forms of role-playing game theory such as GNS Theory, and critical reflection on role-playing games has become popular in Scandinavia leading even to a yearly academic conference.
In thirty years the genre has grown 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. Games industry leader Hasbro purchased Wizards of the Coast in 1999 for an estimated $325 million.