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How D&D caught the world by storm

By Daniel Lin Dec. 8, 2021

Kenneth Yang Art

A magical world filled with thrilling adventures and mythical creatures awaits at the pen and paper of over 40 million Dungeons and Dragons (D&D) players worldwide. As the largest and most popular tabletop role-playing game (TTRPG), D&D is a fantasy wargame where players create characters inspired by their favorite films, television shows and literature. A game master, known as the Dungeon Master (DM), guides players through a world that unwinds alongside open-ended scenarios. This deceptively simple game has a long history dating back to its original publication in 1974.


Gary Gygax and David Arneson, the two co-creators of D&D, first met in 1969 at the second Lake Geneva Wargames Convention after realizing their common interest in medieval fantasy and wargames. Gygax’s knowledge of RPG rules, alongside Arneson’s fascination with fantasy, allowed the two to publish D&D in 1974 when RPGs were just starting to emerge. D&D’s earliest prototype was a humble set of three booklets, containing a game guide and a series of different possible scenarios, inside a small cardboard box. Although Gygax’s and Arneson’s original intent was to share their love of medieval fantasy with others possessing similar interests, D&D ended up “enchanting” larger crowds. Within a year, the initial one thousand hand-assembled copies had sold out, giving the co-creators the money needed to form the now discontinued company TSR Hobbies Inc.


Gygax’s knowledge of RPG rules, alongside Arneson’s fascination with fantasy, allowed the two to publish D&D in 1974 when RPGs were just starting to emerge.

Despite the difficulties TSR initially faced in sales, public interest slowly rose in the late 1970s and 1980s as word about D&D restlessly circulated in pop culture. However, its biggest rise in popularity did not peak until three decades later. With the introduction of live streaming sites where well-known content creators can stream to thousands of viewers came the ability to easily showcase games to wider audiences. In the last few years, attention for D&D skyrocketed, reaching a player base of 13 million in 2019 and 40 million in 2020.


However, conversations about the franchise have not always been positive. During D&D’s early growth, players were sometimes branded as “nerds” or “geeks.” Skeptics even went to extremes of relating the game with cults and satanic themes after several cases associating D&D players with abnormal behavior surfaced.


Today, the social stigma around playing the game has lessened after studies were conducted to disprove misconceptions surrounding players. This type of research also sparked the discovery of the various benefits of playing D&D. Forbes reports that the game’s storytelling aspect allows for players to improve their mental health and cognitive skills; it has even helped children with social anxiety.


Freshman Nikhil Gollamudi has been playing D&D for over a year.


“I enjoy playing D&D and do not mind the stigma around it, if there is any. Personally, the stereotype of D&D players being ‘nerdy’ is not harmful—it could be perceived as a compliment because it means you are smart,” Gollamudi said.


Up until recently, D&D was associated with an older male player base. However, its growing popularity also transformed the player demographic. Statistics released by Wizards of the Coast, the company that bought TSR, revealed in 2020 that 40% of D&D players are 25 years or younger, and 39% of the total player base identifies as female, evidence for the franchise fostering inclusivity.


D&D, originally a simple board game, has grown to be world famous.

“All games can bring people together, but there are few board games as popular as D&D. Being able to play with other people in-person creates a bonding experience. RPGs are specially designed for this, as the entire game revolves around telling a story with friends,” Sophomore James Li said.


D&D, originally a simple board game, has grown to be world famous. Its influence testifies for what can be achieved when two like-minds synchronize their ambitions with the potential of human imagination in projecting unscripted stories.


 

About the Contributors

Daniel Lin

Staff Writer


Daniel Lin is a sophomore at Leland High School and a Staff Writer for The Charger Account. During his free time, he enjoys learning about new things and playing video games.









Kenneth Yang

Artist


Kenneth Yang is a junior at Leland High School and an artist for The Charger Account. During his free time, he enjoys tae kwon do, dancing, and sleeping.

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