24 Years History of Dungeon and Dragons RPG Game

Hello friends, In this post we are going to talk about the D&D game history of 24 years. How many edition published on 24 years and how many kinds of changes in 24 years. So in this post we are shortly discussed their characters addition and talk their changes, let’s start the post.

D&D game is a powerful role play game, is computerized, Visual garaphic, higher quality video game. D&D is all about imagination.

It’s a syetem that allows you and your friends to tell a story together, and it can be any story you want it to be, as someone who’s been palying for year. I often have friend and family ask me to explain what strange fantasy game is all about..

1967

The International Federation of Wargaming (IFw), founded by Gary Gygax and others, provides a venue for wargame fans to exchange ideas and amateur game designs.

1968

Gygax hosts the first Lake Geneva Wargames Convention, or Gen Con, in the Horticultural Hall of his home town of Lake Geneva, Wilsconsin, as an IFW event.

1969

Gygax meets Dave Arneson at the second Gen Con, and the two express a mutual intrest in collaborating on game rules.

1970

The Leke Geneva Tactical Studies Association, a small local wargames club, is founded. Initial membership includes Gygax and Don Kaye.

Due to his growing interest in the medieval period, Gygax forms thr Castle & Crusade Society, a sub-gruop of the IFW focused on medieval wargaming. Member are assigned property in an imaginary contient called the Great kingdom, Arneson joints shortly there-after.

1971

Chainmail, written by Gygax and Jeff Perren, is Published by Guidon Games. It details fantastic medieval miniature warfare including wizards, heroes, and dragons.

Arneson uses Chainmail as rules for his Blackmoor fantasy campaign situated in the Great Kingdom, including forays into a dungeon of monsters and treasure.

1972

In the summer, Arneson publishes “Facts about Black Moor” via issue #13 of the Castle & Crusade Society newsletter, the Domesday Book, which brings his activities to a wider audience.

Later in the year, Arneson demonstrates the Blackmoor game for Gygax in Lake Geneva; Dave Megarry then demonstrates his own “Dungeons of Pasha Cada.” Later to be published as Dungeon!

1973

Gygax and Arneson collaborate on drafts of Dungeons & Dragons.Gygax and Kaye form a partnership called Tactical Studies Rules. Brian Blume joins Tactical studies Rules to help produce the Dungeons & Dragons game.

1974

Dungeons & Dragons is first published in january as three booklets shipped in a woodgrain-colored cardboard box: Men & Magic, Monsters & Treasure, and Underworld & Wilderneas Adventures. Within eleven months, the entire hand- assembled print run of 1,000 games sells out.

1975

Tactical Studies Rules dissolves and a new company forms: TSR Hobbies, inc. A second 1,000 set printing of Dungeons & Dragons sells out in just under six month, followed quickly by a third printing of 2,000 all sold before the new year.

The Dungeons & Dragons supplement Greyhwk specifies the Thief and Paladin classes; its sequwel Blackmoor introduces the Monk and Assassin.

Origins I hosts the first major Dungeons & Dragons comvention tournament, later to be published as the adventure module S1: Tomb of Horrors.

TSR Hobbies sponsors Gen Con for the first time.

1976

For a fourth printing of 5,000 copies, Dungeons & Dragons swithches to the
white box that will be used for future printings of the original game.

The first professional magazine devoted to fantasy and science fiction gaming is published: The Dragon, which begins bi-monthly publication in june.

D&D supplements III and IV- Eldritch Wizardry and Gods, Demi-Gods, and Hero’s-are introduced.

1977

Dungeons & Dragons is divided into Basic and Advanced version. The D&D Basic Set editwd by J. Eric Holmes becomes the first Dungeons & Dragons boxed set to ship with dice included.

TSR Hobbies publishes the Monster Manual, the first book in the Advanced Dungeons & Dragons product line. It’s 350 monsters exert a huge influence over subsequent fantasy gaming, both on the tabletop and computers.

1978

The Players Handbook, the second Advanced Dungeons & Dragon hardcover, is released. The Dragon moves to monthly publication as of April.

TSR Hobbies produces a series of six adventure modules that were used for convention tournaments, beginning with the origins tournament combating hill, frost and fire giants (G1-G3), and then the Gen Con tournament exploring an underworld of kuo-toa and drow elves (D1-D3)

Gen Con leaves Lake Geneva for the University of Wisconsin-Parkside campus, where it remains for the next seven years.

1979

TSR Hobbies releases the Dungeon Masters Guide, the third and final core Advanced Dungeons & Dragons hardcover rulebook.

Shortages in the supply chain lead to some copies of the Basic Set shipping with a cardboard chit sheet instead of dice.

1980

Around 250,000 units of Dungeons & Dragons products were sold prior to the beginning of the year. By summer, sales of the Basic set alone reach 12,000 copies per month.

To meet growing international demand, TSR Hobbies UK, Ltd. is formed in England.

The initial release of the world of Greyhawak folder marks the first campaign setting produced by TSR, Providing a Context for the action in modules which harkens back to the original Great Kingdom of the Castle & Crusade Society.

TSR Hobbies unveils the Deities & Demigods cyclopedia for Advanced Dungeons & Dragons

1981

Tom Moldvay Revises the Basic set, and David “Zeb” Cook produces the sequel Expert set. The Isle of Dread, the module shipping with the Expert Set, introduces the campaign world of Mystara.

The Fiend Folio tome for Advanced Dungeons & Dragons highlights creatures submitted to the pages of White Dwarf magazine.

The Role Playing Game Association (RPGA) is formed to promote quality role playing and unite gamers across the nation, aided by its flagship Polyhedron magazine.

1982

TSR releases its first video game products, including a version of the Dungeon! board game for the Apple ll computer system.

Now a cultural icon, Dungeons & Dragons appears in numerous mainstream media, even inspiring a scene in the film E.T.

1983

TSR Hobbies reorganizes into TSR, inc. TSR releases the Advanced Dungeons & Dragons Monstor Manual ll.

Frank Mentzer begins the three year process of revising and expanding Basic D&D with new versions of the Basic and Expert Set.

A new subsidiary, the Dungeons & Dragons Entertainment Company, premieres its Dungeons & Dragons cartoon series on september 17. This series spawns more than 100 different licenses and enjoys a positive reception.

French is the first foreign language adaptation of the D&D game, and many other traslation follow: Danish, Finnish, German, Hebrew, Italian, Japanese, Korean, Norwegian, Swedish and more.

1984

The Companion set continues Mentzer’s rebision of Basic D&D.

For the tenth anniversary of Dungeons & Dragons, TSR publishes a collector’s boxed set including the Basic, Expert and Companion set rules along with modules and character sheets.

TSR, Inc. Releases the first novel in the Dragonlance saga after two years of development. Dragonlance make TSR the number one publisher of fantasy and science fiction novels in the nation.

1985

The new hardbound AD&D titles Unearthed Arcana and Oriental Adventures are released.

The former Deities & Demigods is retitled Legends & Lore for a reissue. TSR publishes Mentzer’s Masters set for high-level adventuring based on Basic D&D.

Gen Con relocates to Milwaukee, where it will stay through 2002

1986

TSR introduces Dungeons Adventures magazine, an all-adventure bi-monthly. The Advanced Dungeons & Dragons Dungeoneer’s Survival Guide and Wilderness Survival Guide are published. For the ultimate adventuring in Basic D&D, Mentzer finishes his expansions with the immortals Set.

1987

The immense Forgotten Realms campaign setting is released; it will be the setting of numerous modules, novels and computer games.

TSR publishes the Advanced Dungeons & Dragons Manual of the Planes. A small team of designers starts work on the second edition of the AD&D game

1988

strategic Simulation Incorporated (SSI) releases the personal computer game Pool of Radiance, the first licensed computer adaptation of the AD&D system, and the first computer game set in the Forgotten Realms campaign setting. A number of “Gold Box” games based on the same AD&D engine follow.

1989

Advanced Dungeons & Dragons Second Edition is released, under lead designer David “Zeb” Cock. Releases for Second Edition include; The Dungeon Master Guide; Player’s Handbook; Monstrous Compendium Volumes 1, 2 and 3; Complete Fighter’s Handbook; and Complete Thief’s Handbook.

The RPGA Network branches out into Norway, Sweden, Denmark, the U.K., Isarel, and Australia.

1990

The Ravenloft campaign settting is released, featuring Count Strahd Von Zarovich, one of the most popular and enduring villains of the AD&D game.

TSR Publishes the Hollow World campaign set. Dragonlance come to the computer in the SSI “Gold Box” title Champions of Krynn.