Role-playing game
Role-playing games ask a deceptively simple question: what if you could be someone else entirely, and what if the choices you made actually mattered to the story? In 1974, a game called Dungeons and Dragons arrived in print, inspired by fantasy literature and the older hobby of wargaming. It was the first commercially available role-playing game, and the industry it sparked has never stopped growing. Today, people play out fictional lives at kitchen tables, in fields wearing foam armor, and inside massively multiplayer online worlds that never sleep. What holds all of these wildly different experiences together? And how did a tradition rooted in children's make-believe become one of the most elaborate storytelling forms humans have ever devised?
Authors and major publishers of tabletop role-playing games describe them as a form of interactive and collaborative storytelling. That word interactive is the key distinction. A viewer watching a television show is a passive observer. A player in a role-playing game makes choices that actively affect how the story unfolds. RPGs extend a much older tradition of small-group storytelling games, where a handful of friends work together to build a narrative in real time. The game does not require a strongly defined storyline to deliver that sense of narrative experience. Events, roles, and structure supply the feeling of a story even when no one has scripted what comes next. Rules and a consistent campaign setting help players maintain their suspension of disbelief, anchoring invented worlds in enough internal logic to feel real. The level of realism can range from the minimum needed to make a challenge feel credible all the way to detailed simulations of real-world processes.
Dungeons and Dragons was published in 1974, and its popularity brought an entire industry into existence, producing games with many different themes, rules, and styles of play. In the classic tabletop format, a small group gathers in person and a game master describes the world and its inhabitants. Other players state what their characters intend to do, and the game master describes the results. Some outcomes follow from the rules of the game system; others rest on the game master's judgment. Many independent role-playing games have experimented with this structure, distributing the responsibility for creating setting details and secondary characters among all the players rather than concentrating it in a single facilitator. Games that prioritize plot creation and player interaction over combat mechanics sometimes call themselves storytelling games, and they tend to reduce or remove dice and other randomizing elements. Tabletop games declined in popularity during the late 1990s when competition arrived from online multiplayer games, role-playing video games, and collectible card games. Between the mid-2010s and the early 2020s, however, the format experienced a resurgence driven by actual play web series and by online play through videoconferencing during the COVID-19 lockdowns.
Live action role-playing, known as LARP, moves closer to improvisational theatre than to anything happening around a table. Players physically act out their characters' actions rather than describing them, use real locations to stand in for imaginary settings, and often arrive in costume with props that match the fictional world. When conflicts arise, some live-action games resolve them symbolically through rock paper scissors or by comparing character attributes on paper. Others use physical combat with simulated weapons, including airsoft guns and foam replicas. LARPs range enormously in scale. Some involve only a handful of participants. Others draw several thousand players and run for several days. Because the player count tends to be larger than in tabletop play, and because participants may be spread across separate physical spaces, live-action games are usually managed in a more distributed way, with less emphasis on maintaining a tight, centrally controlled narrative.
As early as 1974, the same year Dungeons and Dragons was published, unlicensed versions of it appeared on mainframe university systems under titles such as dnd and Dungeon. Those early computer experiments influenced the whole of electronic gaming and gave rise to the role-playing video game genre. Single-player role-playing video games form a loosely defined genre whose terminology, settings, and mechanics trace directly back to tabletop predecessors. The translation to a screen changes the experience, providing a visual world while shifting emphasis away from collaborative storytelling and toward statistical character development. Online multiplayer role-playing has its own distinct lineage, running from text-based multi-user dungeons, known as MUDs, through MUSHes and other MU variants, to the massively multiplayer online role-playing games, or MMORPGs, that combine the persistent social worlds of MUDs with graphic interfaces. Most MMORPGs do not actively encourage in-character role-playing, and the majority of their players do not engage in it in that sense. A separate hybrid approach uses computers to assist in-person tabletop play, handling record-keeping and sometimes combat resolution while players retain control of character decisions.
Three categories of participant structure nearly every form of role-playing game. The game master, often abbreviated as GM, holds special duties: presenting the fictional setting, arbitrating what happens when characters act, and keeping the narrative moving. In tabletop and live-action formats, a human performs these functions in person. In video role-playing games, the game engine takes over most of what a GM does, though some multiplayer video games allow a participant to fill a GM role through a dedicated toolkit, subject to the limits of available technology. Player characters are the protagonists each participant controls; typically one character per player, though some games assign more. Non-player characters fill the rest of the world. Controlled by the game master, the game engine, or assistants, they serve as antagonists, bystanders, or allies, populating the fictional setting with everyone who is not a protagonist. Tabletop role-playing games have also found a place in therapy settings, where they help young people develop behavioral, social, and language skills. Beneficiaries commonly include those with neurodevelopmental conditions such as autism spectrum disorders, attention-deficit hyperactivity disorder, and dyslexia.
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Common questions
What is a role-playing game and how does it work?
A role-playing game is a game in which players assume the roles of characters in a fictional setting, making choices that affect the story. Actions succeed or fail according to a formal system of rules, and a game master typically presents the setting, arbitrates outcomes, and maintains narrative flow. The format ranges from tabletop discussion to live-action performance to digital play.
What was the first commercially available role-playing game?
Dungeons and Dragons was the first commercially available role-playing game, published in 1974. It was inspired by fantasy literature and the wargaming hobby. Its popularity gave rise to the entire tabletop role-playing game industry.
What is the difference between a tabletop RPG and a LARP?
In a tabletop role-playing game, players sit together and describe their characters' actions through discussion, with a game master narrating outcomes. In a live-action role-playing game (LARP), players physically act out their characters' actions in real locations, often in costume, using props and sometimes simulated weapons. LARPs can range from a handful of participants to several thousand.
How did role-playing games influence video games?
As early as 1974, the same year Dungeons and Dragons was published, unlicensed versions appeared on mainframe university systems under titles such as dnd and Dungeon. These early computer RPGs influenced all of electronic gaming and spawned the role-playing video game genre. Single-player and multiplayer RPG video games both trace their terminology, settings, and mechanics back to tabletop predecessors.
Why did tabletop RPGs decline in the 1990s and when did they come back?
Tabletop role-playing games declined in popularity in the late 1990s due to competition from online MMO RPGs, role-playing video games, and collectible card games. They experienced a resurgence between the mid-2010s and early 2020s, driven by actual play web series and online play through videoconferencing during the COVID-19 lockdowns.
Can role-playing games be used in therapy or education?
Tabletop role-playing games are used in therapy settings to help individuals develop behavioral, social, and language skills. Beneficiaries commonly include young people with neurodevelopmental conditions such as autism spectrum disorders, attention-deficit hyperactivity disorder (ADHD), and dyslexia.
All sources
53 references cited across the entry
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- 2BookGURPSSteve Jackson Games — 2004
- 3BookThe Creation of Narrative in Tabletop Role-Playing GamesJennifer Grouling — McFarland & Company — 2010
- 4(Tychsen 2006:76) "The variety of role-playing games makes it inherently challenging to provide a common definition. However, all forms of role-playing games – be they PnP RPGs, CRPGs, MMORPGs, or LAR
- 5(Tychsen et al. 2006:255) "LARPs can be viewed as forming a distinct category of RPG because of two unique features: (a) The players physically embody their characters, and (b) the game takes place in
- 6"Narrative" or "Tabletop" RPGsJohn Kim
- 7(Tychsen 2006:75) "PnP RPGs are an example of interactive narratives. The rules and fictional worlds that form the basis for these games function as a vessel for collaborative, interactive storytellin
- 8BookChris Crawford on Game DesignChris Crawford — New Riders Publishing — 2003
- 9(Heliö 2004) "In the family of role-playing games there are also a whole bunch of other game types and game-like activities that can be included or excluded, like the collectible card games (such as M
- 10BookWerewolf: The ApocalypseWhite Wolf Publishing — 1994
- 11BookDungeons & Dragons Player's HandbookWizards of the Coast — 6 June 2008
- 12(Heliö 2004) "Still, we must note that there is no actual story in the game of the role-playing game, though there are events, characters, and structures of narrativity giving the players the basis fo
- 13JournalRole-Playing and Playing Roles: The Person, Player, and Persona in Fantasy Role-PlayingDennis Waskul et al. — 2004
- 14Dungeons & Dragons is now being used as therapyCatriona White — 3 May 2017
- 15JournalA Scoping Review of Tabletop Role-Playing Game (TTRPG) as Psychological Intervention: Potential Benefits and Future DirectionsLivia Yuliawati — Dove Press — 2024-08-01
- 16Dungeons of the mind: Tabletop RPGs as social therapyChris Berg — 25 October 2016
- 17Helping dyslexic students with role-playing gamesEthan Leung — 2 April 2018
- 18Cross-format analysis of the gaming experience in multi-player role-playing gamesAnders Tychsen et al. — Digital Games Research Association (DiGRA) — 2007
- 19(Tychsen 2006:77) "In PnP RPGs, the general game process consists of information-feedback cycles between the players and the GM, or internally within the group."
- 20(Tychsen 2006:78–79) "The GM assumes a variety of responsibilities in PnP RPGs, depending on the playing style used, however, these normally include facilitation of game flow and game story, providing
- 22(Copier 2005:3) "...fantasy role-playing as a commercial product was developed in the 1970s as Dungeons and Dragons (D&D, 1974) by Gary Gygax and Dave Arneson. The game was based on a combination of t
- 23BookDungeons and Desktops: The History of Computer Role-Playing GamesMatt Barton — CRC Press — 22 February 2008
- 24How tabletop RPG actual play shows are inspiring a new generation of fans — and productsAmanda Farough — March 17, 2021
- 25Dungeons & Dragons: How Actual-Play Shows Are Boosting LGBTQ RepresentationAlexander Sowa — June 14, 2020
- 26BookRoleplaying Games in the Digital Age: Essays on Transmedia Storytelling, Tabletop RPGs and FandomMcFarland & Company — 2021
- 27Tabletop roleplaying has given players comfort, connection and control in a world that's taken them awayPeter Ray Allison — 2021-04-21
- 28It's OK to not be OK with tabletop gaming done via ZoomBen Kuchera — 2020-05-08
- 29How COVID helped tabletop RPGs go mainstream2021-10-26
- 30BookRules to Live by: A Live Action Roleplaying Conflict Resolution SystemJohn Kilgallon et al. — Interactivities Ink — 2001
- 31BookEntertainment Computing – ICEC 2004Jennica Falk et al. — Springer Berlin / Heidelberg — 2004
- 32(Heliö 2004) "Naturally, an off-game object does not actually transform into the object it is imagined as being in-game: for instance, if an airplane in the sky becomes a dragon in some larpers' imagi
- 33BookThe Book of LARPInteractivities Ink — 2003
- 34BookPlayground WorldsGabriel Widing — Ropecon ry — 2008
- 35(Tychsen et al. 2006:258) "Games range in size from a handful to more than 4,000 players"
- 36(Tychsen et al. 2005:218) "The LARP GM is forced to let go of the game and let it take on a life of its own outside his or her control. While based on similar principles, the requirements are therefor
- 37(Tychsen 2006:75) "A major source of inspiration of computer games of all genres is role-playing games. Being of a somewhat similar age as computer games, Pen and Paper Role Playing Games (PnP RPGs),
- 38Yee, N. (2006). The Demographics, Motivations and Derived Experiences of Users of Massively-Multiuser Online Graphical Environments. PRESENCE: Teleoperators and Virtual Environments, 15, 309-329.
- 39(Tychsen 2005:218) "CRPGs can be separated into single- and multiplayer categories..."
- 41Baldur's Gate 3 Aims to Capture the Dungeons & Dragons SpiritBrandin Tyrrel — 2020-02-27
- 42JournalUnderstanding the Impact of Perceived Challenge on Narrative Immersion in Video Games: The Role-Playing Game Genre as a Case StudyJosé Miguel Domingues — 2024-05-22
- 43(Heliö 2004) "Even if a game does not support active role-playing, as most of the massively multiplayer online role-playing games fail to do (Dark Age of Camelot and others), experienced role-players
- 44Rules for role play in Virtual Game Worlds Case study: The Pataphysic InstituteMirjam P Eladhari et al. — 2009
- 45(Tychsen et al. 2005:215–216) "The areas for which a GM can be responsible, regardless of the game platform (PnP RPG, LARP, CRPG or MMOG), vary not only internally in games from each platform but also
- 46(Tychsen et al. 2006:255) "In a computer RPG, the role of the GM is taken on (with varying degrees of success) by software."
- 47(Tychsen et al. 2005:218) "CRPGs can be separated into ... those few who have incorporated a GM toolkit instead of a fully automated storytelling engine. ... In PnP RPGs and LARPs all lines of normal
- 48(Tychsen et al. 2005:216) "The environment needs to be filled out with non-player controlled characters (NPCs)
- 49Connecting Worlds. Fantasy Role-Playing Games, Ritual Acts and the Magic CircleMarinka Copier — Digital Games Research Association (DiGRA) — 2005
- 50BookBeyond role and playSatu Heliö — Solmukohta — 2004
- 51The Game MasterAnders Tychsen et al. — Creativity and Cognition Studios Press — 2005
- 52Role Playing Games – Comparative Analysis Across Two Media PlatformsAnders Tychsen — 2006
- 53JournalLive Action Role-Playing Games: Control, Communication, Storytelling, and MMORPG SimilaritiesAnders Tychsen et al. — July 2006