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History of Dungeons and Dragons

Dungeons
and Dragons Creator Gary Gygax was born on July 27, 1938 in Chicago, Illinois.
The son of German immigrants, he began playing games at the age five, starting
with card games and then chess. First taught to play by his mother, his discovery
of fantasy and science fiction through the works of pulp author, such as Jack
Vance and Robert E. Howard, would ignite in him twin obsessions that have
defined his life from that point onward -- fantasy and gaming. Those loves
would eventually combine in the creation of Dungeons & Dragons, the father
of role-playing games.
Gygax
and Don Kaye, later joined by Blume and Arneson, formed their own company
in 1973 which they named Tactical Studies Rules, after a local gaming club
called the Lake Geneva Tactical Studies Association. This company was formed
to market the "fantasy war game to be played with paper and pencil" that they
renamed Dungeons & Dragons (after a suggestion by Gygax's wife, Mary).
The
game first appeared at the 1973 EasterCon, had a limited availability throughout
1973, and the first print run of 1,000 copies was officially released (in
a white box) in January of 1974. It sold out within the year. The game consisted
of three booklets: Men and Magic, Monsters and Treasure, and Wilderness &
Dungeon Adventures. It was also recommended that owners get a copy of Chainmail
as well as the Avalon Hill game, Outdoor Survival.
There
were three classes: Fighting Man, Magic-User, and Cleric. The terms were intentionally
vague and much research was done to prevent putting anything into the game
that actually resembled real-world magic systems. The authors eventually decided
to base the game's magic system on the fantasy writings of Jack Vance. There
were also four different races: human, dwarf, hobbit, and elf. Objections
and legal complaints from the Tolkien estate caused the "hobbit" race to be
changed to the "halfling" race later.
When
the game started getting somewhat popular after the first year or so, they
decided to publish some of the details of their own campaigns along with some
expansion rules for the game. This product was the original Greyhawk . It
introduced the Thief character class and had notes on magic, monsters, and
more. The realm of Greyhawk maintains a large Fan Club Then they published
Blackmoor, which introduced the Monk and Assassin classes and included the
very first module: Temple of the Frog. Then came Eldritch Wizardry, which
introduced the Druid class and psionics. The last book of this series was
Gods, Demigods, and Heroes, which listed several pantheons for use with the
game.
In 1975, Arneson and Gygax parted ways, and Don Kaye had a fatal heart attack.
Kaye's wife decided, along with Gygax and Blume, to break up the company.
Gygax and Blume went on to create TSR Hobbies, Inc. later that year.
At
this point, the game was comprised of many rules spread throughout numerous
books, supplements, and magazines. In addition, Gygax had amassed a pile of
campaign notes and new rules that he wished to add to the game. It was decided
that a new edition of the game should be released, but instead of calling
it a second edition and discontinuing the first, TSR launched Advanced Dungeons
& Dragons. This expanded and updated version commenced with the release of
the Monster Manual in 1977. It was followed in 1978 by the Player's Handbook
and in 1979 by the Dungeon Master's Guide. In 1997, Wizards of the Coast,
Inc., publishers of the wildly popular Magic: The Gathering® trading card
game, acquired TSR. In 2000, Wizards of the Coast published the third edition
of Dungeons & Dragons, the wholly reworked successor to 2nd edition Advanced
Dungeons & Dragons and Basic Dungeons and Dragons.
Dungeons and Dragons - Timeline

| 1966 |
- International
Federation of Wargamers formed by Gary Gygax and other wargamers.
|
| 1969
|
- Chainmail,
written by Gary Gygax and Jeff Perren, is published by Guidon Games.
|
| 1970
|
- Dave
Arneson creates a battle scenario involving a castle sewer.
|
| 1971
|
- Gary
Gygax and Dave Arneson collaborate to create "The Fantasy Game."
|
| 1972
|
- Gary
Gygax and Don Kaye form a partnership called Tactical Studies Rules.
|
| 1974
|
- Brian
Blume joins Tactical Studies Rules and brings financing to publish
the Dungeons & Dragons® game, orginally called "The Fantasy Game."
- In
one year, the entire hand-assembled print run of 1,000 games sells
out.
|
| 1975
|
- Tactical
Studies Rules dissolves and a new company forms, TSR® Hobbies, Inc.
- Empire
of the Petal Throne becomes the first game product published.
- Two
supplements follow to the D&D® game, Greyhawk and Blackmoor.
- The
Dungeon!® boardgame is published.
- A third
roleplaying game-the Boot Hill® game, set in the Wild West-is
introduced.
|
| 1976
|
- The
first professional magazine devoted to fantasy and science fiction
is published: The Dragon® magazine.
- TSR
Hobbies hosts the Gen Con® Game Fair for the first time.
- The
first Dungeons & Dragons® tournament is held-a tradition continued
to this day.
- D&D
supplements 3 and 4-Eldritch Wizardry and Gods, Demi-Gods,
and Heroes - are introduced.
|
| 1977
|
- The
D&D Basic Set is published.
- TSR
Hobbies publishes the Monster Manual, the first hardbound book
ever published by a game company. It contains more than 350 monsters
to challenge players.
- The
first playing aids for the D&D game are produced, Dungeon
Geomorphs and Monster and Treasure Assortments.
|
| 1978 |
- A new
version of the D&D game is released, the Advanced Dungeons
& Dragons® game.
- The
first product for the Advanced Dungeons & Dragons game is released,
the Player's Handbook.
- TSR
Hobbies produces a series of six adventures that had previously only
been used in tournaments.
- TSR
Hobbies moves to downtown Lake Geneva above the Dungeon Hobby Shop
from the old gray house that was Gary Gygax's home.
|
| 1979
|
- The
second AD&D® manual, the Dungeon Master® Guide, is published.
- Radio
ads introduced Morley the Wizard for the first time.
|
| 1980
|
- To
meet growing international demand, TSR, Ltd. is formed in England.
- The
first fantasy setting for the AD&D game is introduced, the World
of Greyhawk® setting.
- Another
genre for the roleplaying game is introduced, the Top Secret®
espionage game.
- A note
written on TSR stationery about a fictitious assassination plot (part
of a playtest for the Top Secret espionage game) brings the
FBI to the offices of TSR Hobbies.
- The
Role Playing Game Association™ is formed to promote quality roleplaying
and unite gamers across the nation.
|
| 1981
|
- TSR
Hobbies switches from typewriters to computers.
- Inc.
magazine lists TSR Hobbies as one of the hundred fastest- growing,
privately held companies in the United States.
- TSR
Hobbies again moves offices, this time to aformer medical supply building
with attached warehouse.
- The
RPGA® Network publishes the first edition of Polyhedron® newszine,
a 16-page, black-and-white newsletter.
|
| 1982
|
- TSR
Hobbies breaks the 20 million mark in sales.
- Two
new roleplaying games are introduced-the GangBusters® game
of the roaring '20s and the Star Frontiers® science fiction
game.
- Exclusive
distribution of the D&D game is established in 22 countries.
- French
is the first language adaptation for the D&D game and many
other translations follow: Danish, Finnish, German, Hebrew, Italian,
Japanese, Korean, Norwegian, Swedish, and more.
- An
Educational department is established to develop curriculum programs
for reading, math, history, and problem-solving-the greatest success
being the Endless Quest® book series.
|
| 1983
|
- TSR
Hobbies seeks diversification and acquires or starts several new business
ventures: a needlecraft business, miniatures manufacturing, toy and
gift ventures, and an Entertainment division pursuing motion picture
and television opportunities.
- TSR
Hobbies acquires the trademarks and copyrights of SPI and Amazing®
Stories magazine.
- The
company changes its name to TSR, Inc.
- The
Dungeons & Dragons cartoon series premieres on September
17. This series spawns more than 100 different licenses and leads
its time slot for two years before going into syndication.
|
| 1984 |
- TSR,
Inc. releases the Dragonlance® saga after two years of development.
The Dragonlance saga makes TSR the number-one publisher of fantasy
and science fiction novels in the nation.
- TSR,
Inc. signs license agreements to publish the Marvel Super Heroes®
game, the Adventures of Indiana Jones™ game, and the Conan™
game.
|
| 1985
|
- The
Gen Con Game Fair moves to Milwaukee, Wisconsin, due to the
need for additional space.
- Oriental
Adventures, a new hardbound book, is the biggest seller.
- TSR
introduces the All My Children™ game, based on the number-one
ABC daytime drama; more than 150,000 copies are sold.
|
| 1986 |
- TSR
introduces Dungeon® Adventures magazine, an all-adventure bimonthly
magazine.
- New
management buys all the stock in the company.
|
| 1987 |
- The
immense Forgotten Realms® campaign setting is released.
- A small
team of designers starts work on the second edition of the AD&D
game. It is the most massive coordinated task ever undertaken by the
company and would take nearly two years to complete.
|
| 1988 |
- The
Bullwinkle & Rocky™ roleplaying game-with a spinner and hand
puppets-is released.
- TSR
surprises most of the industry by publishing one of the bestselling
wargames of all time-The Hunt for Red October™ game, based
on the hit novel by Tom Clancy.
- The
Gen Con Game Fair joins forces with its major competitor, Origins™.
|
| 1989 |
- Advanced
Dungeons & Dragons 2nd Edition releases.
- Releases
for 2nd Edition include Dungeon Master Guide; Player's Handbook;
Monstrous Compendiums® Volumes 1, 2, and 3;
The Complete Fighter's Handbook; and The Complete Thief's
Handbook.
- AD&D
2nd Edition launches into space with the release of the Spelljammer®
space fantasy supplement.
- The
RPGA Network branches out into Norway, Sweden, Denmark, the U.K.,
Israel, and Australia.
|
| 1990 |
- Count
Strahd Von Zarovich becomes one of the most popular and enduring villains
of the AD&D game with the release of the Ravenloft® campaign
setting.
- After
a three-year hiatus, a Dragonlance calendar is released - which
sells out within a month and is one of the top ten calendars of the
year.
- The
West Coast division of TSR, Inc. is opened to develop entertainment
projects and a series of science-fiction, horror, and action/adventure
comic books.
|
| 1991 |
- The
savage world of Athas is introduced to fans through the Dark Sun®
campaign setting
- An introductory
Dungeons and Dragons game aimed at beginners is released.
- TSR
enters the collector card market with the first of three annual sets
of collectable cards, featuring the fantastic art of TSR's incredible
illustrators.
|
| 1992 |
- The
first Al Qadim® product is released, Arabian Adventures.
This product sets a new standard in graphics design and shows how
versatile and sophisticated the AD&D rules are.
- TSR's
first hardcover novel is published. Legacy, by R.A. Salvatore,
leaps to the top of The New York Times bestseller list within
weeks of it's release.
- The
Gen Con Game Fair breaks all previous attendance records for
any U.S. gaming convention; more than 18,000 people attend.
|
| 1993 |
- The
Forgotten Realms campaign setting receives a new graphic look.
- The
Monstrous Compendiums are repackaged as the Monstrous
Manual™ tome.
- A new
approach to gaining new players is tried with the release of the Dragon
Strike® Entertainment product, which includes a revolutionary
30-minute video explaining the concepts of role-playing.
|
| 1994 |
- In response
to the success of trading card games, TSR publishes Spellfire®:
Master the Magic, a trading card game featuring the well-known
names and settings of the AD&D game.
- Heads
turn as the graphics-and attitude-heavy Planescape® world is introduced.
- The
first products including an audio compact disc are introduced.
|
| 1995 |
- TSR
marks it's 20th anniversary with new versions of the Player's Handbook
and Dungeon Master Guide, the Blood Wars® card game,
the Player's Option® and Dungeon Master Option rulebooks,
the Dragon Dice® game, and dozens of other games and supplements.
- The
Birthright® campaign expands roleplaying games in a revolutionary
manner, introducing blood magic, the power of the land, and the divine
right of kings.
|
| 1996 |
- TSR
releases the first ever CD-ROM for the AD&D game - the
AD&D Core Rules CD-ROM.
- The
Wizard Spell Compendiums, a new series, is launched, compiling all
wizards' spells into four volumes.
- The
award-winning Dragonlance: Fifth Age® roleplaying game is released.
The game uses cards instead of dice and emphasizes storyline development.
|
| 1997 |
- A new
era in gaming commences as Wizards of the Coast, Inc. - the Seattle
based leader in the fantasy gaming arena, known worldwide for it's
Magic: The Gathering® trading card game - purchases TSR.
- The
Alternity® roleplaying game, a space opera roleplaying game, is released.
|
| 1998 |
- The
first campaign setting for the Alternity® game, the Star*Drive® setting,
is introduced.
- Players
everywhere rejoice in the Return of Greyhawk.
|
| 1999 |
- TSR
celebrates it's 25th birthday with the Silver Anniversary Tour of
game stores throughout the United States.
- The
Alternity game's second campaign setting is introduced at the Gen
Con game Fair. The Dark Matter® setting depicts a near-future
world full of the paranormal and occult.
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