I’m typing out this long post more for myself than anyone else, just to get my thoughts down, and to justify my existence. But, there is also a hint of self-realization and self-justification, as well. I also hope to evangelize the benefit of role-playing games, and proselytize anyone who has ever wondered what the big draw to role-playing games is.
Also, too much coffee this morning, and my mind and fingers are vibrating. Please, this is not a Wikipedia article. This is just a folksy, and conjecture and opinion filled primer, based on personal experiences, for anyone interested in knowing someone’s point of view, who is a fan of role-playing games - and has been for a long time.
Short and truncated history of contemporary role-playing games told to me by many different people - some who have met both Gary Gygax and Dave Arneson - and based on what I’ve read:
Gary Gygax and Dave Arneson were from the greater area of Lake Geneva, WI. They were part of a group of war gamers who spent a lot of their free time building miniature table-top recreations of famous historical battles. They would pour thousands of hours into building the terrain on enormous tables, painting thousands of tiny miniature soldiers, and then thousands of more hours recreating historical battles.
Gary Gygax gets most of the mainstream credit for inventing the modern day role-playing game, but by sources close to both parties, there is a rumor that it was Dave Arneson who posited the idea to Gary to start assigning individual attributes to each soldier in the battle - instead of assigning overall stats to large groups of soldier miniatures.
They did that, and through a couple prototype sets of rules, started to incorporate a more fantasy-type of setting, a story-telling and goal-based angle, and included the common alternative races such as elf and dwarf - inspired by Tolkien.
Before 2000, “The Pre-3rd Edition” years:
Gary Gygax came up with the idea of using polyhedral dice to determine chance within the game after finding them in a school supply catalog and carving numbers into them. The editions of Dungeons & Dragons before the year 2000 relied heavily upon all of them. Your character could have, say, a 67 percent chance of understanding the elven script carved into a doorway, or your character could do a possible 1D4 points of damage to the minotaur that you encountered.
Dave Arneson heavily influenced the use of storytelling into the game, making it more of a “campaign” than just a “game”.
Betwixt the hard results of the dice, and the fluid and subjective storytelling, a neutral judge, or “Dungeon Master” - “DM” for short - was necessary to keep the campaign going. And that is how it was through the 70s, 80s, and 90s.
D&D gained popular success - and notoriety - even being featured in the movie “ET”. It’s the game the boys were playing in the beginning scenes around the kitchen table.
As the rule books were printed, rules were changed and modified - known as “errata” - and over the 20 years leading into the 90s, there were scores of different rule books in circulation with slightly different rules. Printing dates and editions needed to be compared to see which rule was the most current rule.
In the mid-90s, the Dungeons & Dragons Compendium was published. After 2nd Edition being the default edition for something like 20 years, the fan base was ready for the fabled 3rd Edition of Dungeons & Dragons.
As soon as we heard that a new book was published, my friend and I ran out and immediately bought it. We brought it home to play it. We opened the front cover, and the very first line in the foreword said, “First off, this is NOT 3rd Edition.” It was simply a compendium to standardize all the different rules errata that have been floating around for the past decades.
3rd Edition: The edition to unite all other editions, and gamers worldwide:
Think of 3rd Edition D&D as, say, the iMac, or Windows 98. Sure, primitive by today’s standards, but it was the matured result of everything that came before it, and ready for the mainstream. There is a definite division between what came before, and what came after.
It was social phenomenon within the gaming community, and it benefitted from the longevity of gamers. It was a standardized, and perfected, and polished ruleset, published uniformly across the globe. Gamers who played the earlier versions of D&D as teenagers were now parents, and they started playing with their own teenage children. And, their teenage children introduced their friends to it.
Within a year of the publishing of 3rd Edition, it was replaced with 3.5. Since the change happened so quickly and succinctly, from now on, 3.5 is the standard that all gamers refer to. It’s practically a brand name. Much like how there is the Mustang 5.0, when you say “3.5”, everyone around you knows exactly what you are talking about.
Why was it lauded as the perfect rules system? It was united under the “D20 System” and the “Open Gaming License”.
The D20 System standardized most of the randomness in the game to the D20 polyhedral - instead of having to switch between the D4, and then D8, and then percentile dice constantly. It kept the complexity in the game, but simplified it at the same time.
The Open Gaming License was revolutionary. When 3rd Edition was created and published, almost as a declaration of the game belonging to the masses, and not a corporation, inside the back cover of the main rulebook, the OGL was written. Much like the Magna Carta or Declaration of Independence, the game was given to the world without an expectation of any returns, much like the Polio vaccination.
This made the 2000s the Golden Age of Gaming. With this license, which freely gave the game to the world, scores and scores of independent developers used the license to create and market their own games under the same ruleset. Give something of value away for free, and it will come back tenfold. 3.5 dominated.
Fourth Edition: the Division:
3.5 was the default role-playing system through the 2000s. When it was announced that 4th Edition would be published in the late 2000s, the general consensus among 3.5 gamers was, “If 3rd Edition was good, and 3.5 is better, than 4th Edition will be perfection.”
4th Edition was published in the late 2000s, and after the initial hysteria, the massive fanfare subsided to gamers having to question and debate, both internally and externally, about their conflicted feelings about Fourth Edition. Some loved the shiny new system. Others, after much internal strife, had to solemnly admit that they…ahem…actually did not like it. Blasphemy. A role-playing gamer that doesn’t like an edition of D&D?
The agreed-upon elegance of the 3.5 ruleset was replaced with a very top-heavy and complicated ruleset of Fourth Edition.
After being involved with many debates on this topic, the main take-aways of the debate was:
[ul][li]Fourth Edition resembled more of a World of Warcraft or Magic: The Gathering type of game.[/li]
[li]3.5 had simple characters and complicated rules. Fourth Edition had simple rules and complicated characters.[/li]
[li]3.5 was tough, and your character always felt the threat of imminent death was possible. Fourth Edition characters were powerful, and success was almost always assured.[/li]
[li]3.5 was about the struggle. Fourth Edition was about the conquest.[/ul][/li]
I’ll get into the different reasons people even play role-playing games later, but this difference in the editions struck right at one of the core of the differences in the different personalities of gamers. The gaming community was divided, and still is to this day.
The rise of Paizo: Back to basics:
In the 2000s, Paizo Publishing was one of those independent gaming companies that benefitted from the D20 ruleset and OGL mentioned earlier. They designed, published, and sold gaming supplies to be used in the 3.5 system.
Based in Redmond, Washington, they saw the division in gamers between 3.5 and Fourth Edition, and took a huge gamble. They saw the desire of a large part of the gaming community, who threw away their 3.5 books in a Cortez-type of burning of their ships, and yearned for the days of 3.5 to continue.
They organized what some have said to be the largest worldwide beta-testing of a game ever, based on the 3.5 ruleset, to continue in the spirit of 3.5. The result was “Pathfinder” - or as some people refer to as “3.75”. They were allowed to do this because of the OGL and D20 system. As long as they did not reference any copywrited material directly from D&D 3.5, this was allowed.
Paizo has benefitted immensely from this gamble. A year ago, the various Pathfinder rule books were outselling the Fourth Edition rulebooks 4 to 1. Seven of the top ten best-selling rulebooks in this genre on Amazon belonged to Pathfinder.
Now, D&D 5th Edition has recently been published. It’s too early to tell how substantial this edition will be.
Today, I play Pathfinder with all ages, races, backgrounds, and genders of people. Never before have I seen a role-playing game unite everyone so well. I was at a party a couple years back, a normal cocktail mixer, and there was a table of gamers playing Pathfinder. I looked on with admiration and enjoyment.
People who know I play Pathfinder come up to me regularly and say, sometimes sheepishly, “So, we were thinking of trying out this Pathfinder thing. We heard you know a lot about it. Would you think of introducing it to us?”
But, what’s the draw to role-playing games?
People who enjoy role-playing games enjoy them for several different reasons.
Some people like the social aspect of sitting around a table with other like-minded individuals, and experiencing something together for the first time.
Others like the ability to do stuff, and take chances, that they normally wouldn’t otherwise be able to do in real life.
Some like the chance and gamble of randomness.
Others like starting off with a humble and weak character, and over time, through struggle and tribulations, building and sowing that character into something stronger - and seeing the character change and altered as it grows.
Some like the storytelling aspects, and the suspense not knowing what will happen next, and the delight of discovery.
Why are role-playing games important to me?
I don’t think I’m being overly hyperbolic in saying that if role-playing games didn’t save my life, it definitely made me a better person.
I had two speech impediments growing up. I slurred, and stuttered. Without going into my psyche, I also had social anxiety - the remnants still exist today - and a phobia of public speaking.
Of the above reasons gamers like role-playing games, I like role-playing games for the suspense, the chance, and the opportunity to grow a character through trials. Those are the aspects that drew me to role-playing games. But, if I wanted to participate, I had to be social. Participating in role-playing games helped me conquer my social awkwardness, correct my speech, and alleviated my phobia of public speaking.
Since my teenage years, role-playing games were just something that I always did in my free time, without even thinking about it. Sure, there is the mainstream stigma that I dealt with. Playing a role-playing game does require a lot of blocked-off hours of my attention, which I had to explain or defend to others. “I have this thing I have to do.” “Naw, I can’t make it. I have another obligation.”
It wasn’t until only a couple short years ago, when someone asked me about my hobbies, I said that I didn’t have any. They retorted with, “Well, what do you spend most of your free time doing or thinking about? That’s your hobby.”
In a moment of self-realization and self-awareness, I exclaimed, “Yes, I play Pathfinder. It’s a great game, and I would love the opportunity to show you why.”
If you made it this far, I want to thank you for your attention. As you can tell, role-playing games are important to me, and I appreciate you listening.