Painting: a 1970s basement table seen from above at an angle: a sand-table battlefield of hand-painted lead miniature knights, graph-paper dungeon maps.
GenreTabletop genre1974 (Dungeons & Dragons); proto-roleplaying from 1969 (Braunstein)

Tabletop Roleplaying Games

The game in which you play one person, in a world a friend describes, with no board, no fixed ending and no winner — invented in the Midwest in the early 1970s and descended from miniature wargames.

The tabletop RPG is the hinge of this museum: born from wargames and fantasy fiction, it gave rise to the computer RPG, the MUD, the MMORPG and actual-play entertainment. Its core ideas — hit points, levels, character classes, the party — are now the grammar of games.

Hallmarks

  • Each player portrays one character who persists and changes across sessions
  • A game master describes the world, plays everyone else and adjudicates outcomes
  • An open action space: players may attempt anything they can describe
  • Rules and dice resolve uncertain actions; much else is settled by conversation
  • No fixed ending and usually no winner — campaigns can run for years
  • Published settings, adventures and endless homebrew

What it is

A tabletop roleplaying game (TTRPG) is a structured conversation. Each player takes on a single Player character and describes what that character does; one participant, the Game Master, describes the world, plays every Non-player character and decides what happens. When an action's outcome is uncertain, rules — usually involving Polyhedral dice — resolve it. There is no board and no fixed scenario, the game has no set end, and nobody wins in the usual sense: the goal is a shared story and the survival and growth of the characters, often across a campaign that lasts months or years.

"Tabletop" and "pen-and-paper" distinguish the form from computer RPGs and live-action roleplay; neither the table nor the paper is required, and online play over video became common during the COVID-19 pandemic.

Origins

The TTRPG was assembled from the Miniatures & Board Wargames hobby. In 1969 David Wesely, a Minnesota wargamer, ran Braunstein, a Napoleonic-era scenario in which each player took one individual role in a German town, with goals of their own; the result was chaotic, open-ended and unlike any wargame. Among the players was Dave Arneson, whose Blackmoor campaign, started in 1971 using the fantasy rules of Chainmail, added the elements that define the form: individual characters who persist and improve, a referee-run world, and underground dungeons to explore.

Arneson demonstrated Blackmoor to Gary Gygax in Lake Geneva, Wisconsin, and the two developed it into Dungeons & Dragons, published by TSR, Inc. in January 1974 in a first printing of 1,000 copies. The box described itself as rules for "Fantastic Medieval Wargames Campaigns," and it assumed buyers were wargamers. Instead it found a new audience, and within a few years the hobby had its own name: role-playing games.

Evolution

Competitors arrived within a year. Ken St. Andre's Tunnels & Trolls (1975) simplified the rules; M. A. R. Barker's Empire of the Petal Throne (1975) offered a deeply realized alien world; Traveller (1977) took roleplaying into space; RuneQuest (1978) introduced skills and a mythic setting; Call of Cthulhu (1981) made horror playable. The late 1970s and 1980s were D&D's golden age — Advanced Dungeons & Dragons, Gen Con crowds, and the Satanic Panic & D&D — while generic systems (see Universal & Generic RPG Systems) and story-centered games such as Vampire: The Masquerade (1991) diversified the field.

The 1990s brought a slump as computer games and Magic: The Gathering drew players away; TSR, overextended, was bought by Wizards of the Coast in 1997, and Hasbro bought Wizards in 1999. The Open Game License and Dungeons & Dragons 3rd Edition (2000) opened D&D's rules to other publishers, while online forums nurtured the indie design movement (see Narrative & Story Games (incl. Powered by the Apocalypse)) and the Old-School Renaissance (OSR). Dungeons & Dragons 5th Edition (2014), Actual Play shows such as Critical Role, Virtual Tabletops and crowdfunding produced a boom that continued into the 2020s.

Beyond fantasy, the form proved infinitely adaptable: horror, science fiction, superheroes, noir, romance and comedy all have their games, and the craft of running them spawned a vocabulary — Railroading, Sandbox, Homebrew, TPK — that this archive catalogs in its glossary.

How to tell it apart

This is the atlas's most important border; the Board Game, Wargame, or Roleplaying Game? tour walks it in detail.

  • RPG vs. Miniatures & Board Wargames: in a wargame you command a force — regiments, squadrons, a warband — and the aim is to win a battle or campaign against an opponent. In an RPG you play one person, usually cooperating with other players, with no victory condition. Both may use a referee and miniatures; Braunstein and Blackmoor are exactly where one became the other.
  • RPG vs. board game: a board game has a closed set of legal moves, fixed components and a defined end with a winner. An RPG's action space is open: anything a player can describe may be attempted, and a human referee adjudicates. TSR's own Dungeon! (1975) shows the difference — the same dungeon, but with a board, a finish line and a winner. HeroQuest, Talisman and Gloomhaven are adventure board games or dungeon crawlers that borrow RPG trappings, not RPGs.
  • vs. Live-Action Roleplay (LARP): LARP is roleplaying performed physically, in costume, in real space; tabletop is described.
  • vs. Western Computer RPGs (CRPG): a CRPG replaces the human game master with software, trading open-ended adjudication for automation.
  • vs. Gamebooks & Interactive Books and Solo & Journaling RPGs: gamebooks pre-script every choice; solo RPGs use prompts and oracles to replace the GM.

Where to start

Marginalia

  1. David Wesely's Braunstein (1969), a Napoleonic-era game in which each player took one role in a town, is widely treated as a proto-roleplaying game.
  2. Dave Arneson's Blackmoor campaign (from 1971) combined individual characters, dungeon exploration and experience — the core of D&D.
  3. Dungeons & Dragons, by Gygax and Arneson, was published by TSR, Inc. in January 1974 in a first printing of 1,000 copies.
  4. M. A. R. Barker's Empire of the Petal Throne (TSR, 1975) was published as a standalone game and introduced critical hits.
  5. By its first major reprinting in 1977, D&D was being positioned as a roleplaying game rather than a wargame.
  6. Hasbro bought Wizards of the Coast, D&D's owner, in 1999 for an estimated $325 million.
  7. In 2023, after a community revolt over changes to the Open Game License, Wizards placed the D&D 5th Edition core rules document under a Creative Commons license.

Quick answers

What is Tabletop Roleplaying Games?
The game in which you play one person, in a world a friend describes, with no board, no fixed ending and no winner — invented in the Midwest in the early 1970s and descended from miniature wargames.
What are the hallmarks of Tabletop Roleplaying Games?
Each player portrays one character who persists and changes across sessions; A game master describes the world, plays everyone else and adjudicates outcomes; An open action space: players may attempt anything they can describe; Rules and dice resolve uncertain actions; much else is settled by conversation; No fixed ending and usually no winner — campaigns can run for years; Published settings, adventures and endless homebrew.
When did Tabletop Roleplaying Games emerge?
1974 (Dungeons & Dragons); proto-roleplaying from 1969 (Braunstein).
Where does the name “Tabletop Roleplaying Games” come from?
D&D (1974) billed itself as rules for "Fantastic Medieval Wargames Campaigns"; "role-playing game" became the hobby's name over the following years.
What are the key works of Tabletop Roleplaying Games?
Braunstein, Blackmoor, Dungeons & Dragons, Empire of the Petal Throne, Tunnels & Trolls, RuneQuest, Call of Cthulhu and Vampire: The Masquerade.

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