Gygax wound up publishing Dungeons & Dragons in 1974 under the imprint of a new company
called Tactical Studies Rules (TSR) started by himself and a few associates. He‟d expected it tobe a success, although in the war gamers‟ highly specialized world, that usually meant
sales ofabout 8000 copies. He and his friends had optimistically forecast a big hit
—
which meant sellingmaybe 50,000 copies, making it a near-record breaker. The game reached far beyond theirexpectations, spreading largely by word of mouth across college campuses around the United
States. By the time it had been out a year, Gygax and his partners were revising TSR‟s
estimates. Maybe it would ultimately sell a million copies, they thought, stunned. Even that waswell short of the truth. By the early 1980s, when Dungeons & Dragons and similar gamesreached the peak of their popularity, the number of people playing role-playing games in theUnited States was somewhere between four and five million, Gygax estimated.Those early role-playing communities had roots in earlier games, just as computer gamerscould later look to Gygax and his kin as predecessors. Serious, adult-oriented war games, usingtoy soldiers, had become popular in Germany in the late1800s, and the games spread acrossEurope and America. Even committed pacifist author H.G. Wells had been a devotee, writing abook on the subject called Little Wars in 1913. In mid-century America, a game publisher calledAvalon Hill started releasing strategy games based on the Civil War, Revolutionary War, WorldWar II, and other battles, helping to initiate a renewed interest in war gaming; Gygax and
Arneson had been among devotees of that company‟s games, and their local groups in Lake
Geneva and Minneapolis were dedicated to that type of play before the advent of role-playinggames.Paper gamers, as they would come to be known after the rise of the computer age, served verymuch as prototypes for the kinds of digital communities that would come later. The players weremostly male, mostly young, and mostly white and middle class. Computer researchers andprogrammers
—
a demographic that seemed drawn in disproportionate numbers to fantasy
novels like J.R.R. Tolkien‟s Lord of the Rings series—
loved the game. They played it in itsoriginal form, and because their medium was code and computer, not paper and dice, they triedto replicate its magic on their machines. Throughout the 1970s, digital versions of the gameappeared on university and other publicly accessible networks, and spread quickly throughprogramming circles.Paper games were heavy on violence and fantasy, as computer games later would be. In thebest cases, storytelling and genuine role-playing defined play, although these elements variedwith the quality of the imaginations of people running the g
ames. In Gygax‟s mind, at least, ithasn‟t been an accident that so much of gaming tradition has been centered on violence, from
chess to war games to D&D to Quake, nor that players tended to be males.
“Games tend to answer a lot of deep instinctive things,” he says. “Maybe its men‟s maleaggressiveness that makes them want to play games. There‟s a competitive aggressiveness togames, even Monopoly. You‟re there to win.”
But whoever was playing, Dungeons & Dragons created the kind of communities sustained bysimple physical presence. The games were played in garages, basements, and dorm roomsacross the country by small groups of people. The factthat their games took them outside themainstream of American popular entertainment culture helped solidify their bonds. Over thecourse of a night, a weekend, or even months
—
amid piles of empty soda cans, pizza boxes,
and more than a few “roaches”—
players worked together to get out of each dangerously lethalsituation their Game Master threw them into.
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