Dungeons & Dragons: Dungeons & Dragons (Commonly Abbreviated As D&D or DND)
Dungeons & Dragons: Dungeons & Dragons (Commonly Abbreviated As D&D or DND)
Contents
Play overview
Game mechanics
Adventures and campaigns
Miniature figures
Development history
Sources and influences
Edition history
Original game
Two-pronged strategy
Revised editions
Wizards of the Coast
Licensing
Reception
Acclaim
Legacy and influence
Controversy and notoriety
Related products
In popular culture
See also
Notes
References
Further reading
External links
Play overview
Dungeons & Dragons is a structured, yet fundamentally open-ended role-playing game. It is normally
played indoors with the participants seated around a tabletop. Typically, one player takes on the role of
Dungeon Master (DM) while the others each control a single character, representing an individual in a
fictional setting.[21] When working together as a group, the player characters (PCs) are often described as a
"party" of adventurers, with each member often having their own area of specialty which contributes to the
success of the whole.[22][23] During the course of play, each player directs the actions of their character and
their interactions with other characters in the game.[7] This activity is performed through the verbal
impersonation of the characters by the players, while
employing a variety of social and other useful cognitive skills,
such as logic, basic mathematics and imagination.[24] A game
often continues over a series of meetings to complete a single
adventure, and longer into a series of related gaming
adventures, called a "campaign".[7][25][26]
The results of the party's choices and the overall storyline for
the game are determined by the DM according to the rules of
the game and the DM's interpretation of those rules.[26][27]
An elaborate D&D game in progress.
The DM selects and describes the various non-player
Among the gaming aids here are dice, a
characters (NPCs) that the party encounters, the settings in variety of miniatures and a dungeon
which these interactions occur, and the outcomes of those diorama.
encounters based on the players' choices and actions.[7][22]
Encounters often take the form of battles with "monsters" – a
generic term used in D&D to describe potentially hostile beings such as animals, aberrant beings, or
mythical creatures.[26] The game's extensive rules – which cover diverse subjects such as social
interactions,[27] magic use,[28] combat,[27] and the effect of the environment on PCs[29] – help the DM to
make these decisions. The DM may choose to deviate from the published rules[27] or make up new ones if
they feel it is necessary.[30]
The most recent versions of the game's rules are detailed in three core rulebooks: The Player's Handbook,
the Dungeon Master's Guide and the Monster Manual.[18]
The only items required to play the game are the rulebooks, a character sheet for each player, and a number
of polyhedral dice. Many players also use miniature figures on a grid map as a visual aid if desired,
particularly during combat. Some editions of the game presume such usage. Many optional accessories are
available to enhance the game, such as expansion rulebooks, pre-designed adventures and various
campaign settings.[18][22]
Game mechanics
As the game is played, each PC changes over time and generally increases in capability. Characters gain (or
sometimes lose) experience, skills[39] and wealth, and may even alter their alignment[40] or gain additional
character classes.[41] The key way characters progress is by earning experience points (XP), which
happens when they defeat an enemy or accomplish a difficult task.[42] Acquiring enough XP allows a PC
to advance a level, which grants the character improved class features, abilities and skills.[43] XP can be
lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain
magical powers that come with an XP cost.[44]
Hit points (HP) are a measure of a character's vitality and health and are determined by the class, level and
constitution of each character. They can be temporarily lost when a character sustains wounds in combat or
otherwise comes to harm, and loss of HP is the most common way for a character to die in the game.[45]
Death can also result from the loss of key ability scores[46] or character levels.[47] When a PC dies, it is
often possible for the dead character to be resurrected through magic, although some penalties may be
imposed as a result. If resurrection is not possible or not desired, the player may instead create a new PC to
resume playing the game.[48]
A linked series of adventures is commonly referred to as a "campaign".[50] The locations where these
adventures occur, such as a city, country, planet or an entire fictional universe, are referred to as "campaign
settings" or "world".[51] D&D settings are based in various fantasy genres and feature different levels and
types of magic and technology.[52] Popular commercially published campaign settings for Dungeons &
Dragons include Greyhawk, Dragonlance, Forgotten Realms, Mystara, Spelljammer, Ravenloft, Dark Sun,
Planescape, Birthright, and Eberron.
In addition to first-party campaigns and modules, two campaigns based on popular culture have been
created. The first, based on Stranger Things, was released in May 2019.[53][54] A campaign based on the
Rick and Morty vs. Dungeons and Dragons comic book series was later released in November
2019.[55][56]
Alternatively, DMs may develop their own fictional worlds to use as campaign settings.
Miniature figures
Periodically, Dungeons & Dragons has returned to its wargaming roots with supplementary rules systems
for miniatures-based wargaming. Supplements such as Battlesystem (1985 and 1989) and a new edition of
Chainmail (2001)[63] provided rule systems to handle battles between armies by using miniatures.
Development history
An immediate predecessor of Dungeons & Dragons was a set of medieval miniature rules written by Jeff
Perren. These were expanded by Gary Gygax, whose additions included a fantasy supplement, before the
game was published as Chainmail. When Dave Wesely entered the Army in 1970, his friend and fellow
Napoleonics wargamer Dave Arneson began a medieval variation of Wesely's Braunstein games, where
players control individuals instead of armies.[64] Arneson used Chainmail to resolve combat.[6] As play
progressed, Arneson added such innovations as character classes, experience points, level advancement,
armor class, and others.[64] Having partnered previously with Gygax on Don't Give Up the Ship!, Arneson
introduced Gygax to his Blackmoor game and the two then collaborated on developing "The Fantasy
Game", the game that became Dungeons & Dragons, with the final writing and preparation of the text
being done by Gygax.[65][66][67] The name was chosen by Gygax's two-year-old daughter Cindy; upon
being presented with a number of choices of possible names, she exclaimed, "Oh Daddy, I like Dungeons
& Dragons best!", although less prevalent versions of the story gave credit to his then wife Mary Jo.[68]: 101
Many Dungeons & Dragons elements appear in hobbies of the mid-to-late 20th century. For example,
character-based role playing can be seen in improvisational theater.[69] Game-world simulations were well
developed in wargaming. Fantasy milieux specifically designed for gaming could be seen in Glorantha's
board games among others.[70] Ultimately, however, Dungeons & Dragons represents a unique blending of
these elements.
The world of D&D was influenced by world mythology, history, pulp fiction, and contemporary fantasy
novels. The importance of J. R. R. Tolkien's The Lord of the Rings and The Hobbit as an influence on
D&D is controversial. The presence in the game of halflings, elves, half-elves, dwarves, orcs, rangers, and
the like, draw comparisons to these works. The resemblance was even closer before the threat of copyright
action from Tolkien Enterprises prompted the name changes of hobbit to 'halfling', ent to 'treant', and balrog
to 'balor'. For many years, Gygax played down the influence of Tolkien on the development of the
game.[71][72][73] However, in an interview in 2000, he acknowledged that Tolkien's work had a "strong
impact" though he also said that the list of other influential authors was long.[74]
The D&D magic system, in which wizards memorize spells that are used up once cast and must be re-
memorized the next day, was heavily influenced by the Dying Earth stories and novels of Jack Vance.[75]
The original alignment system (which grouped all characters and creatures into 'Law', 'Neutrality' and
'Chaos') was derived from the novel Three Hearts and Three Lions by Poul Anderson.[76] A troll described
in this work influenced the D&D definition of that monster.[72]
Other influences include the works of Robert E. Howard, Edgar Rice Burroughs, A. Merritt, H. P.
Lovecraft, Fritz Leiber, L. Sprague de Camp, Fletcher Pratt, Roger Zelazny, and Michael Moorcock.[77]
Monsters, spells, and magic items used in the game have been inspired by hundreds of individual works
such as A. E. van Vogt's "Black Destroyer", Coeurl (the Displacer Beast), Lewis Carroll's "Jabberwocky"
(vorpal sword) and the Book of Genesis (the clerical spell 'Blade Barrier' was inspired by the "flaming
sword which turned every way" at the gates of Eden).[76]
Edition history
Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming
practices can make it difficult to distinguish between the different editions.
Original game
The original Dungeons & Dragons, now referred to as OD&D,[78] was a small box set of three booklets
published in 1974. With a very limited production budget of only $2000 — with only $100 budgeted for
artwork[79]: 26 — it was amateurish in production and assumed the player was familiar with wargaming.
Nevertheless, it grew rapidly in popularity, first among wargamers and then expanding to a more general
audience of college and high school students. Roughly 1,000 copies of the game were sold in the first year
followed by 3,000 in 1975, and many more in the following years.[80] This first set went through many
printings and was supplemented with several official additions, such as the original Greyhawk and
Blackmoor supplements (both 1975),[81] as well as magazine articles in TSR's official publications and
many fanzines.
Two-pronged strategy
In early 1977, TSR created the first element of a two-pronged strategy that would divide D&D for nearly
two decades. A Dungeons & Dragons Basic Set boxed edition was introduced that cleaned up the
presentation of the essential rules, made the system understandable to the general public, and was sold in a
package that could be stocked in toy stores.[67] Later in 1977, the first part of Advanced Dungeons &
Dragons (AD&D) was published,[67] which brought together the various published rules, options and
corrections, then expanded them into a definitive, unified game for hobbyist gamers. TSR marketed them as
an introductory game for new players and a more complex game for experienced ones; the Basic Set
directed players who exhausted the possibilities of that game to switch to the advanced rules.
As a result of this parallel development, the basic game included many rules and concepts which
contradicted comparable ones in AD&D. John Eric Holmes, the editor of the basic game, preferred a lighter
tone with more room for personal improvisation. AD&D, on the other hand, was designed to create a
tighter, more structured game system than the loose framework of the original game.[11] Between 1977 and
1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: the Player's
Handbook (PHB), the Dungeon Master's Guide (DMG), and the Monster Manual (MM). Several
supplementary books were published throughout the 1980s, notably Unearthed Arcana (1985) that
included a large number of new rules.[67] Confusing matters further, the original D&D boxed set remained
in publication until 1979, since it remained a healthy seller for TSR.[70]
Revised editions
In the 1980s, the rules for Advanced Dungeons & Dragons and "basic" Dungeons & Dragons remained
separate, each developing along different paths.
In 1981, the basic version of Dungeons & Dragons was revised by Tom Moldvay to make it even more
novice-friendly. It was promoted as a continuation of the original D&D tone, whereas AD&D was
promoted as advancement of the mechanics.[11] An accompanying Expert Set, originally written by David
"Zeb" Cook, allowed players to continue using the simpler ruleset beyond the early levels of play. In 1983,
revisions of those sets by Frank Mentzer were released, revising the presentation of the rules to a more
tutorial format. These were followed by Companion (1983), Master (1985), and Immortals (1986)
sets.[82][83] Each set covered game play for more powerful characters than the previous.[84] The first four
sets were compiled in 1991 as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia,
which was released alongside a new introductory boxed set.
Advanced Dungeons & Dragons 2nd Edition was published in 1989,[67] again as three core rulebooks; the
primary designer was David "Zeb" Cook. The Monster Manual was replaced by the Monstrous
Compendium, a loose-leaf binder that was subsequently replaced by the hardcover Monstrous Manual in
1993. In 1995, the core rulebooks were slightly revised, although still referred to by TSR as the 2nd
Edition,[85] and a series of Player's Option manuals were released as optional rulebooks.[67]
The release of AD&D 2nd Edition deliberately excluded some aspects of the game that had attracted
negative publicity. References to demons and devils, sexually suggestive artwork, and playable, evil-
aligned character types – such as assassins and half-orcs – were removed.[86] The edition moved away
from a theme of 1960s and 1970s "sword and sorcery" fantasy fiction to a mixture of medieval history and
mythology.[87] The rules underwent minor changes, including the addition of non-weapon proficiencies –
skill-like abilities that originally appeared in 1st Edition supplements. The game's magic spells were divided
into schools and spheres.[65] A major difference was the promotion of various game settings beyond that of
traditional fantasy. This included blending fantasy with other genres, such as horror (Ravenloft), science
fiction (Spelljammer), and apocalyptic (Dark Sun), as well as alternative historical and non-European
mythological settings.[88]
In 1997, a near-bankrupt TSR was purchased by Wizards of the Coast.[89] Following three years of
development, Dungeons & Dragons 3rd edition was released in 2000.[90] The new release folded the Basic
and Advanced lines back into a single unified game. It was the largest revision of the D&D rules to date,
and served as the basis for a multi-genre role-playing system designed around 20-sided dice, called the d20
System.[91] The 3rd Edition rules were designed to be internally consistent and less restrictive than previous
editions of the game, allowing players more flexibility to create the characters they wanted to play.[92]
Skills and feats were introduced into the core rules to encourage further customization of characters.[93]
The new rules standardized the mechanics of action resolution and combat.[94] In 2003, Dungeons &
Dragons v.3.5 was released as a revision of the 3rd Edition rules. This release incorporated hundreds of
rule changes, mostly minor, and expanded the core rulebooks.[94]
In early 2005, Wizards of the Coast's R&D team started to develop Dungeons & Dragons 4th Edition,
prompted mainly by the feedback obtained from the D&D playing community and a desire to make the
game faster, more intuitive, and with a better play experience than under the 3rd Edition. The new game
was developed through a number of design phases spanning from May 2005 until its release.[95] Dungeons
& Dragons 4th Edition was announced at Gen Con in August 2007, and the initial three core books were
released June 6, 2008.[96] 4th Edition streamlined the game into a simplified form and introduced numerous
rules changes. Many character abilities were restructured into "Powers". These altered the spell-using
classes by adding abilities that could be used at will, per encounter, or per day. Likewise, non-magic-using
classes were provided with parallel sets of options. Software tools, including player character and monster
building programs, became a major part of the game.[97] This edition added the D&D Encounters program;
a weekly event held at local stores designed to draw players back to the game by giving "the busy gamer
the chance to play D&D once a week as their schedules allow. In the past, D&D games could take months,
even years, and players generally had to attend every session so that the story flow wasn't interrupted. With
Encounters, players can come and go as they choose and new players can easily be integrated into the story
continuity".[98]
On January 9, 2012, Wizards of the Coast announced that it was working on a 5th edition of the game.[99]
The company planned to take suggestions from players and let them playtest the rules.[100][101] Public
playtesting began on May 24, 2012.[102] At Gen Con 2012 in August, Mike Mearls, lead developer for 5th
Edition, said that Wizards of the Coast had received feedback from more than 75,000 playtesters, but that
the entire development process would take two years, adding, "I can't emphasize this enough ... we're very
serious about taking the time we need to get this right."[103] The release of the 5th Edition, coinciding with
D&D's 40th anniversary, occurred in the second half of 2014.[104]
Since the release of 5th edition, there have been over twenty Dungeon & Dragons books published
including new rulebooks, campaign guides and adventure modules.[105][106] 2017 had "the most number
of players in its history — 12 million to 15 million in North America alone".[17] Mary Pilon, for
Bloomberg, reported that sales of 5th edition Dungeon & Dragons "were up 41 percent in 2017 from the
year before, and soared another 52 percent in 2018, the game’s biggest sales year yet. [...] In 2017, 9
million people watched others play D&D on Twitch, immersing themselves in the world of the game
without ever having to pick up a die or cast a spell".[107] In 2018, Wizards of the Coast organized a
massive live-stream event, the Stream of Many Eyes, where ten live-streamed sessions of Dungeons &
Dragons were performed on Twitch over three days.[108][109] This event won the Content Marketing
Institute's 2019 award for best "In-Person (Event) Content Marketing Strategy".[110] Dungeons & Dragons
continued to have a strong presence on Twitch throughout 2019; this included a growing number of
celebrity players and dungeon masters, such as Joe Manganiello, Deborah Ann Woll and Stephen
Colbert.[111] Wizards of the Coast has created, produced and sponsored multiple web series featuring
Dungeons & Dragons. These shows have typically aired on the official Dungeons & Dragons Twitch and
YouTube channels.[112][113][108][114]
In 2020, Wizards of the Coast announced that Dungeons & Dragons had its 6th annual year of growth in
2019 with a "300 percent increase in sales of their introductory box sets, as well as a 65% increase on sales
in Europe, a rate which has more than quadrupled since 2014".[115] In terms of player demographics in
2019, 39% of identified as female and 61% identified as male. 40% of players are considered Gen Z (24
years old or younger), 34% of players are in the age range of 25–34 and 26% of players are aged 35+.[115]
In January 2021, the Los Angeles Times reported that according to Liz Schuh, head of publishing and
licensing for Dungeons & Dragons, "revenue was up 35% in 2020 compared with 2019, the seventh
consecutive year of growth," and in 2020, during the COVID-19 pandemic, "virtual play rose 86% [...]
aided by online platforms such as Roll20 and Fantasy Grounds".[116] Sarah Parvini, for the Los Angeles
Times, wrote, "players and scholars attribute the game’s resurgent popularity not only to the longueurs of
the pandemic, but also to its reemergence in pop culture — on the Netflix series Stranger Things, whose
main characters play D&D in a basement; on the sitcom The Big Bang Theory; or via the host of celebrities
who display their love for the game online".[116] In September 2021, it was announced that a backwards
compatible "evolution" of 5th edition would be released in 2024 to mark the 50th anniversary of the
game.[117][118]
Licensing
Early in the game's history, TSR took no action against small publishers' production of D&D compatible
material, and even licensed Judges Guild to produce D&D materials for several years, such as City State of
the Invincible Overlord.[119] This attitude changed in the mid-1980s when TSR took legal action to try to
prevent others from publishing compatible material. This angered many fans and led to resentment by the
other gaming companies.[70] Although TSR took legal action against several publishers in an attempt to
restrict third-party usage, it never brought any court cases to completion, instead settling out of court in
every instance.[120] TSR itself ran afoul of intellectual property law in several cases.[121]
With the launch of Dungeons & Dragons's 3rd Edition, Wizards of the Coast made the d20 System
available under the Open Game License (OGL) and d20 System trademark license. Under these licenses,
authors were free to use the d20 System when writing games and game supplements.[122] The OGL and
d20 Trademark License made possible new games, some based on licensed products like Star Wars, and
new versions of older games, such as Call of Cthulhu.
With the release of the fourth edition, Wizards of the Coast introduced its Game System License, which
represented a significant restriction compared to the very open policies embodied by the OGL. In part as a
response to this, some publishers (such as Paizo Publishing with its Pathfinder Roleplaying Game) who
previously produced materials in support of the D&D product line, decided to continue supporting the 3rd
Edition rules, thereby competing directly with Wizards of the Coast. Others, such as Kenzer & Company,
are returning to the practice of publishing unlicensed supplements and arguing that copyright law does not
allow Wizards of the Coast to restrict third-party usage.[123]
During the 2000s, there has been a trend towards reviving and recreating older editions of D&D, known as
the Old School Revival. This in turn inspired the creation of "retro-clones", games which more closely
recreate the original rule sets, using material placed under the OGL along with non-copyrightable
mechanical aspects of the older rules to create a new presentation of the games.
Alongside the publication of the 5th Edition, Wizards of the Coast established a two-pronged licensing
approach. The core of the 5th Edition rules have been made available under the OGL, while publishers and
independent creators have also been given the opportunity to create licensed materials directly for
Dungeons & Dragons and associated properties like the Forgotten Realms under a program called the DM's
Guild.[124] The DM's Guild does not function under the OGL, but uses a community agreement intended
to foster liberal cooperation among content creators.[124]
Wizards of the Coast has started to release 5th Edition products that tie into other intellectual properties —
such as Magic: The Gathering with the Guildmasters' Guide to Ravnica (2018) and Mythic Odysseys of
Theros (2020) source books.[125][126] Two 5th Edition starter box sets based on TV shows, Stranger
Things and Rick and Morty, were released in 2019.[127][128] Source books based on Dungeons & Dragons
live play series have also been released: Acquisitions Incorporated (2019) and Explorer's Guide to
Wildemount (2020).[129]
Reception
Eric Goldberg reviewed Dungeons & Dragons in Ares Magazine #1 (March 1980), rating it a 6 out of 9,
and commented that "Dungeons and Dragons is an impressive achievement based on the concept alone,
and also must be credited with cementing the marriage between the fantasy genre and gaming."[130] Eric
Goldberg again reviewed Dungeons & Dragons in Ares Magazine #3 and commented that "D&D is the
FRP game played most often in most places."[131]
The game had more than three million players around the world by 1981,[132] and copies of the rules were
selling at a rate of about 750,000 per year by 1984.[133] Beginning with a French language edition in 1982,
Dungeons & Dragons has been translated into many languages beyond the original English.[65][67] By
1992, the game had been translated into 14 languages and sold over 2 million copies in 44 countries
worldwide.[134] By 2004, consumers had spent more than $1 billion on Dungeons & Dragons products
and the game had been played by more than 20 million people.[135] As many as six million people played
the game in 2007.[97]
Later editions would lead to inevitable comparisons between the game series. Griffin McElroy, for
Polygon, wrote: "The game has shifted in the past four decades, bouncing between different rules sets,
philosophies and methods of play. Role-playing, character customization and real-life improvisational
storytelling has always been at the game's core, but how those ideas are interpreted by the game system has
changed drastically edition-to-edition".[136] Dieter Bohn, for The Verge, wrote: "Every few years there’s
been a new version of D&D that tries to address the shortcomings of the previous version and also make
itself more palatable to its age. [...] The third edition got a reputation (which it didn’t necessarily deserve)
for being too complex and rules-focused. The fourth edition got a reputation (which it didn’t necessarily
deserve) for being too focused on miniatures and grids, too mechanical. Meanwhile, the company that
owns D&D had released a bunch of its old material for free as a service to fans, and some of that was built
up into a competing game called Pathfinder. Pathfinder ultimately became more popular, by some metrics,
than D&D itself". Bohn highlighted that the 5th Edition was "designed for one purpose: to bring D&D
back to its roots and win back everybody who left during the edition wars".[137] Henry Glasheen, for
SLUG Magazine, highlighted that after jumping ship during the 4th Edition era he was drawn back to
Dungeons & Dragons with 5th Edition[138] and he considers it "the new gold standard for D20-based
tabletop RPGs".[139] Glasheen wrote "Fifth Edition is a compelling reason to get excited about D&D
again" and "while some will welcome the simplicity, I fully expect that plenty of people will stick to
whatever system suits them best. However, this edition is easily my favorite, ranking even higher than
D&D 3.5, my first love in D&D".[138]
Curtis D. Carbonell, in the book Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic,
wrote: "Negative association with earlier niche 'nerd' culture have reversed. 5e has become inclusive in its
reach of players, after years of focusing on a white, male demographic. [...] At its simplest, the game system
now encourages different types of persons to form a party not just to combat evil [...] but to engage in any
number of adventure scenarios".[140]: 82–83
Acclaim
The various editions of Dungeons & Dragons have won many Origins Awards, including All Time Best
Roleplaying Rules of 1977, Best Roleplaying Rules of 1989, Best Roleplaying Game of 2000 and Best Role
Playing Game and Best Role Playing Supplement of 2014 for the flagship editions of the game.[141] Both
Dungeons & Dragons and Advanced Dungeons & Dragons are Origins Hall of Fame Games inductees as
they were deemed sufficiently distinct to merit separate inclusion on different occasions.[142][143] The
independent Games magazine placed Dungeons & Dragons on their Games 100 list from 1980 through
1983, then entered the game into the magazine's Hall of Fame in 1984.[144][145] Advanced Dungeons &
Dragons was ranked 2nd in the 1996 reader poll of Arcane magazine to determine the 50 most popular
roleplaying games of all time.[146] Dungeons & Dragons was inducted into the National Toy Hall of Fame
in 2016 and into the Science Fiction and Fantasy Hall of Fame in 2017.[147][148]
Dungeons & Dragons was the first modern role-playing game and it established many of the conventions
that have dominated the genre.[149] Particularly notable are the use of dice as a game mechanic, character
record sheets, use of numerical attributes and gamemaster-centered group dynamics.[150] Within months of
Dungeons & Dragons's release, new role-playing game writers and publishers began releasing their own
role-playing games, with most of these being in the fantasy genre. Some of the earliest other role-playing
games inspired by D&D include Tunnels & Trolls (1975),[151] Empire of the Petal Throne (1975), and
Chivalry & Sorcery (1976).[152]
The role-playing movement initiated by D&D would lead to release of the science fiction game Traveller
(1977), the fantasy game RuneQuest (1978), and subsequent game systems such as Chaosium's Call of
Cthulhu (1981), Champions (1982), GURPS (1986),[153] and Vampire: The Masquerade (1991).[70][154]
Dungeons & Dragons and the games it influenced fed back into the genre's origin – miniatures wargames –
with combat strategy games like Warhammer Fantasy Battles.[155] D&D also had a large impact on
modern video games.[156]
D&D has been compared unfavorably to other role-playing games of its time. Writing for Slate, Erik Sofge
makes unfavorable comparisons between the violent incentives of D&D and the more versatile role-playing
experience of GURPS. He claims that "for decades, gamers have argued that since D&D came first, its
lame, morally repulsive experience system can be forgiven. But the damage is still being done: New
generations of players are introduced to RPGs as little more than a collective fantasy of massacre."[157]
This criticism generated backlash from D&D fans. Writing for Ars Technica, Ben Kuchera responded that
Sofge had experienced a "small-minded Dungeon Master who only wanted to kill things", and that better
game experiences are possible.[158]
Director Jon Favreau credits Dungeons & Dragons with giving him "... a really strong background in
imagination, storytelling, understanding how to create tone and a sense of balance."[159]
Noelle Stevenson and the crew of She-Ra and the Princesses of Power were strongly influenced by
Dungeons & Dragons, with Stevenson calling it basically a D&D campaign, with Adora, Glimmer, and
Bow falling into "specific classes in D&D".[160]
The game's commercial success was a factor that led to lawsuits regarding distribution of royalties between
original creators Gygax and Arneson.[161][162] Gygax later became embroiled in a political struggle for
control of TSR which culminated in a court battle and Gygax's decision to sell his ownership interest in the
company in 1985.[163]
At various times in its history, Dungeons & Dragons has received negative publicity, in particular from
some Christian groups, for alleged promotion of such practices as devil worship, witchcraft, suicide, and
murder, and for the presence of naked breasts in drawings of female humanoids in the original AD&D
manuals (mainly monsters such as harpies, succubi, etc.).[19][164] These controversies led TSR to remove
many potentially controversial references and artwork when releasing the 2nd Edition of AD&D.[86] Many
of these references, including the use of the names "devils" and "demons", were reintroduced in the 3rd
edition.[165] The moral panic over the game led to problems for fans of D&D who faced social ostracism,
unfair treatment, and false association with the occult and Satanism, regardless of an individual fan's actual
religious affiliation and beliefs.[166]
Dungeons & Dragons has also been the subject of rumors regarding players having difficulty separating
fantasy from reality, even leading to psychotic episodes.[167] The most notable of these was the saga of
James Dallas Egbert III,[168] the facts of which were fictionalized in the novel Mazes and Monsters and
later made into a TV movie in 1982 starring Tom Hanks.[164][169] William Dear, the private investigator
hired by the Egbert family to find their son when he went missing at college, wrote a book titled The
Dungeon Master refuting any connection with D&D and Egbert's personal issues. The game was blamed
for some of the actions of Chris Pritchard, who was convicted in 1990 of murdering his stepfather.
Research by various psychologists,[170] starting with Armando Simon, has concluded that no harmful
effects are related to the playing of D&D.[171]
Dungeons & Dragons has, however, been cited as encouraging people to socialize weekly or
biweekly,[172] teaching problem solving skills which can be beneficial in adult life, and teaching positive
moral decisions.[173]
In 2020, Polygon reported that "the D&D team announced that it would be making changes to portions of
its 5th edition product line that fans have called out for being insensitive".[174] Sebastian Modak, for The
Washington Post, reported that the tabletop community has widely approved these changes. Modak wrote
that "in its statement addressing mistakes around portrayals of different peoples in the D&D universe,
Wizards of the Coast highlighted its recent efforts in bringing in more diverse voices to craft the new D&D
source books coming out in 2021. [...] These conversations — around depictions of race and alleged
treatment of employees of marginalized backgrounds and identities — have encouraged players to seek out
other tabletop roleplaying experiences".[175] Matthew Gault, for Wired, reported positively on the
roundtable discussions Wizards of the Coast has hosted with fans and community leaders on diversity and
inclusion. However, Gault also highlighted that other efforts, such as revisions to old material and the
release of new material, have been less great and at times minimal. Gault wrote, "WotC appears to be trying
to change things, but it keeps stumbling, and it’s often the fans who pick up the pieces. [...] WotC is trying
to make changes, but it often feels like lip service. [...] The loudest voices criticizing D&D right now are
doing it out of love. They don’t want to see it destroyed, they want it to change with the times".[176]
Related products
D&D's commercial success has led to many other related products, including Dragon and Dungeon
magazines,[177] an animated television series,[178] a film series,[179][180] an official role-playing
soundtrack,[181] novels,[182][183] both ongoing and limited series licensed comics,[184] and numerous
computer and video games.[185][186][187] Hobby and toy stores sell dice, miniatures, adventures, and other
game aids related to D&D and its game offspring.[188][189]
In popular culture
D&D grew in popularity through the late 1970s and 1980s. Numerous games, films, and cultural references
based on D&D or D&D-like fantasies, characters or adventures have been ubiquitous since the end of the
1970s. D&D players are (sometimes pejoratively) portrayed as the epitome of geekdom,[190] and have
become the basis of much geek and gamer humor and satire.[191][192] "In 2017, 9 million people watched
others play D&D on Twitch, immersing themselves in the world of the game without ever having to pick
up a die or cast a spell".[10]
Famous D&D players include Pulitzer Prize-winning author Junot Díaz, professional basketball player Tim
Duncan, comedian Stephen Colbert, and actors Vin Diesel and Robin Williams.[193][194][195][196][197]
D&D and its fans have been the subject of spoof films, including Fear of Girls[198] and The Gamers:
Dorkness Rising.[199]
See also
D&D Championship Series
Notes
1. "D&D Basic Set" (http://www.acaeum.com/ddindexes/setpages/basic.html). Rulebooks and
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2. "D&D: The 'What does that stand for?' list" (https://www.geeknative.com/64619/dd-the-what-
does-that-stand-for-list/). Geek Native. February 18, 2019. Retrieved February 25, 2020.
3. Waters, Darren (April 26, 2004). "What happened to Dungeons and Dragons?" (http://news.b
bc.co.uk/2/hi/uk_news/magazine/3655627.stm). BBC News. Retrieved February 25, 2020.
4. D'Anastasio, Cecilia (August 26, 2019). "Dungeons & Deceptions: The First D&D Players
Push Back On The Legend Of Gary Gygax" (https://kotaku.com/dungeons-deceptions-the-fir
st-d-d-players-push-back-1837516834). Kotaku. Retrieved February 25, 2020.
5. Michaud, Jon (November 2, 2015). "The Tangled Cultural Roots of Dungeons & Dragons" (h
ttps://www.newyorker.com/books/page-turner/the-tangled-cultural-roots-of-dungeons-dragon
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6. Birnbaum 2004
7. J. Patrick Williams; Sean Q. Hendricks; W. Keith Winkler (2006). Gaming as Culture, Essays
on Reality, Identity and Experience in Fantasy Games. Jefferson, N.C.: McFarland &
Company. pp. 1–14, 27. ISBN 0-7864-2436-2. OCLC 63122794 (https://www.worldcat.org/oc
lc/63122794).
8. Jahromi, Neima (October 24, 2017). "The Uncanny Resurrection of Dungeons & Dragons"
(https://www.newyorker.com/culture/cultural-comment/the-uncanny-resurrection-of-dungeons
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9. "Frankly, the difference in sales between Wizards and all other producers of roleplaying
games is so staggering that even saying there is an 'RPG industry' at all may be generous."
Cook, Monte. "The Open Game License as I See It – Part II" (https://web.archive.org/web/20
060328184105/http://www.montecook.com/cgi-bin/page.cgi?mc_los_155). Archived from the
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11. Gygax; "From the Sorcerer's Scroll" in The Dragon #26.
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14. Harold Johnson; Steve Winter; Peter Adkison; Ed Stark; Peter Archer (2004). 30 Years of
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15. According to a 1999 survey in the United States, 6% of 12- to 35-year-olds have played role-
playing games. Of those who play regularly, two thirds play D&D. (Dancey; Adventure Game
Industry Market Research Summary)
16. Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold
in 2005. (Hite; State of the Industry 2005)
17. Brodeur, Nicole (May 4, 2018). "Behind the scenes of the making of Dungeons & Dragons"
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31. The original game used 3d6 in the order rolled (Gygax, Arneson; Dungeons & Dragons).
Variants have since been included (Gygax; Dungeon Masters Guide, p. 11) and the standard
for more recent editions is "rolling four six-sided dice, ignoring the lowest die, and totaling
the other three" (Tweet, Cook, Williams; Player's Handbook [3.0], p. 4), arranging the results
in any order desired. Recent editions also allow for a "point buy" system.
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avoid or reduce the effect." There is identical language in sections titled 'Saving Throws' in
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38. Tweet, Cook, Williams; Player's Handbook (3.0), pp. 119–120
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Further reading
Barrowcliffe, Mark (2008). The Elfish Gene: Dungeons, Dragons and Growing Up Strange.
Soho Press. ISBN 978-1-56947-601-7.
Bebergal, Peter (November 15, 2004). "How 'Dungeons' Changed the World" (http://www.bo
ston.com/news/globe/editorial_opinion/oped/articles/2004/11/15/dungeons_and_dragons_w
e_love_you/). The Boston Globe. The New York Times Company. Retrieved January 4,
2008.
Edwards, Ron. "A Hard Look at Dungeons and Dragons" (http://www.indie-rpgs.com/articles/
20/). The Forge. Retrieved February 23, 2007. An essay on the early history of the D&D
hobby.
Ewalt, David M. (2013). Of Dice and Men: The Story of Dungeons & Dragons and the
People Who Play It (https://books.google.com/books?id=NTtoAAAAQBAJ). New York:
Scribner. ISBN 978-1-4516-4050-2. OCLC 800031925 (https://www.worldcat.org/oclc/80003
1925). Includes a suggested reading list on pages 255–256.
Fannon, Sean Patrick. The Fantasy Roleplaying Gamer's Bible, 2nd Edition. Obsidian
Studios, 1999. ISBN 0-9674429-0-7
Garfield, Richard (2007). "Dungeons & Dragons". In Lowder, James (ed.). Hobby Games:
The 100 Best. Green Ronin Publishing. pp. 86–89. ISBN 978-1-932442-96-0.
Gilsdorf, Ethan (2009). Fantasy Freaks and Gaming Geeks (https://archive.org/details/isbn_9
781599214801). Lyons Press. ISBN 978-1-59921-480-1.
Gygax, Gary. Roleplaying Mastery. New York: Perigee, 1987. ISBN 0-399-51293-4.
Gygax, Gary. Master of the Game. New York: Perigee, 1989. ISBN 0-399-51533-X.
Miller, John J. "I Was a Teenage Half-Orc" (https://web.archive.org/web/20070430221402/htt
p://article.nationalreview.com/?q=ZmYzZDFmNWI5MTg1N2FmY2E4MTdlMWU5YzBjZjI1O
DM=), National Review Online, October 15, 2004.
Miller, John J. "Dungeons & Dragons In a Digital World" (https://www.wsj.com/public/article/
SB121487030020517745.html?mod=2_1578_middlebox), The Wall Street Journal, July 1,
2008.
Mitchell-Smith, Ilan (June 16, 2009). "Chapter 11: Racial Determinism in the Interlocking
Economies of Power and Violence in Dungeons & Dragons". In Carley, Robert (ed.).
Coopting Culture. Lexington/Rowman & Littlefield Books. pp. 207–224. ISBN 978-
0739125977.
Mona, Erik. "From the Basement to the Basic Set: The Early Years of Dungeons & Dragons"
(http://www.electronicbookreview.com/thread/firstperson/original). The MIT Press. Retrieved
May 6, 2009.
Peterson, Jon. Playing at the World: A History of Simulating Wars, People and Fantastic
Adventures, from Chess to Role-Playing Games. San Diego: Unreason, 2012. ISBN 978-0-
615-64204-8.
Pulsipher, Lew (1983). "Introduction to Dungeons & Dragons, Parts I–V". The Best of White
Dwarf. Games Workshop (Articles Volume II): 10–18.
Slavicsek, Bill; Baker, Richard (2006). Dungeon Master for Dummies. Wiley Publishing.
ISBN 0-471-78330-7.
Wagner, James (March 29, 2000). "Opening the dungeon" (https://web.archive.org/web/2005
0312100758/http://archive.salon.com/tech/feature/2000/03/29/open_dungeon/index.html).
Salon. Archived from the original (http://archive.salon.com/tech/feature/2000/03/29/open_du
ngeon/index.html) on March 12, 2005. An article about the conflict over the proprietary or
open-source nature of Dungeons & Dragons.
Studies about fantasy roleplaying games (http://www.rpgstudies.net/) – a list of academic
articles about RPGs
Gamespy's 30th Anniversary of Dungeons & Dragons special (http://pc.gamespy.com/article
s/538/538848p1.html?fromint=1)
External links
Official website (https://dnd.wizards.com)
Dungeons & Dragons (https://curlie.org/Games/Roleplaying/Genres/Fantasy/Dungeons_&_
Dragons) at Curlie
Off Book (June 20, 2013). "Dungeons & Dragons and the Influence of Tabletop RPGs" (htt
p://video.pbs.org/video/2365039841/). PBS.
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