History of role-playing games | Wikipedia audio article
Channel: Subhajit Sahu
Date: 2018-12-20

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/History_of_role-playing_games


00:01:35 1 Early role-playing
00:03:26 2 Wargames
00:05:59 3 Late 1960s to early 70s: fantasy elements and the dawn of RPGs
00:08:29 4 1974 to early 80s: the first modern RPGs, growth of the industry and controversy
00:11:30 4.1 Other media
00:12:14 5 Mid-1980s to early 90s: competition among various settings and systems
00:15:26 5.1 International market
00:17:46 6 Mid- to late-1990s: decline in popularity
00:20:33 7 2000s-: open and indie gaming, Edition Wars and OSR
00:23:21 8 Controversy
00:24:31 8.1 Criticism against iDungeons &amp; Dragons/i
00:27:35 8.2 Pro-gaming reactions
00:29:14 9 See also



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SUMMARY
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The history of role-playing games begins with an earlier tradition of role-playing, which combined with the rulesets of fantasy wargames in the 1970s to give rise to the modern role-playing game. A role-playing game (RPG) is a type of game in which the participants assume the roles of characters and collaboratively create stories.  Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a system of rules and guidelines.  Within the rules, they may  improvise freely; their choices shape the direction and outcome of the games.
Role-playing games are substantially different from competitive games such as ball games and card games.  This has led to confusion among some non-players about the nature of fantasy gaming.  The game Dungeons & Dragons was a subject of controversy in the 1980s when well-publicized opponents claimed it caused negative spiritual and psychological effects.  Academic research has discredited these claims.  Some educators support role-playing games as a healthy way to hone reading and arithmetic skills.  Though role-playing has been accepted by some, a few religious organizations continue to object.Media attention both increased sales and stigmatized certain games.  In thirty years the genre has grown from a few hobbyists and boutique publishers to an economically significant part of the games industry, though grass-roots and small business involvement remains substantial.  Games industry company Hasbro purchased fantasy game publisher Wizards of the Coast in 1998 for an estimated $325 million.