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
25 references cited across the entry
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- 15webHow tabletop RPG actual play shows are inspiring a new generation of fans — and productsAmanda Farough — March 17, 2021
- 16webDungeons & Dragons: How Actual-Play Shows Are Boosting LGBTQ RepresentationAlexander Sowa — June 14, 2020
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- 20webHow COVID helped tabletop RPGs go mainstream2021-10-26
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