Brief Timeline of TTRPGs

1970s: The Birth of TTRPGs

  • 1971: Chainmail by Gary Gygax and Jeff Perren introduces medieval combat rules for miniatures, laying groundwork for RPGs.
  • 1974: Dungeons & Dragons (D&D), created by Gary Gygax and Dave Arneson, is published by TSR, becoming the first true tabletop role-playing game.
  • 1977: Advanced Dungeons & Dragons (AD&D) is released, streamlining and expanding the original ruleset.
  • 1978: RuneQuest, another influential fantasy TTRPG, debuts with its own unique mechanics.

1980s: The Rise and Controversy

  • 1981: Call of Cthulhu by Chaosium introduces investigative horror based on H.P. Lovecraft.
  • 1983: Dungeons & Dragons: Basic Set is revised, becoming a gateway for new players.
  • 1984-1985: The D&D cartoon series and licensed toys help bring the game to mainstream audiences.
  • 1989: AD&D 2nd Edition is released, refining rules and expanding content amidst the "Satanic Panic."

1990s: Expanding Genres

  • 1991: TSR releases Dark Sun and Spelljammer, introducing unique campaign settings.
  • 1993: Vampire: The Masquerade pioneers story-driven, Gothic horror TTRPGs.
  • 1997: Wizards of the Coast acquires TSR, saving the financially troubled D&D.
  • 1999: The Forgotten Realms setting flourishes as a fan favorite.

2000s: The Modern Era

  • 2000: Dungeons & Dragons 3rd Edition modernizes the game with the d20 System.
  • 2003: D&D 3.5 refines the 3rd Edition ruleset.
  • 2008: D&D 4th Edition introduces MMO-inspired mechanics, sparking mixed reactions.
  • 2009: Pathfinder gains popularity as a refinement of D&D 3.5.

2010s: The Renaissance of TTRPGs

  • 2010: Actual play shows like Critical Role bring TTRPGs into the streaming era.
  • 2014: D&D 5th Edition revitalizes the game with narrative-focused gameplay.
  • 2016: The Netflix series Stranger Things highlights D&D, boosting its mainstream appeal.
  • Late 2010s: Indie TTRPGs like Blades in the Dark expand storytelling possibilities.

2020s: A New Golden Age

  • 2020: Online TTRPG play surges during the COVID-19 pandemic.
  • 2022: Wizards of the Coast announces One D&D, a digital evolution of the game.
  • 2023: The Dungeons & Dragons: Honor Among Thieves movie reinvigorates interest in the game.
  • Present Day: TTRPGs enjoy unprecedented popularity and diversity.

The Dark Times: The Satanic Panic

The Satanic Panic was a period of widespread fear and moral hysteria in the United States during the 1980s and early 1990s, fueled by sensationalist media, evangelical rhetoric, and societal anxieties. It centered on the belief that Satanic cults were secretly infiltrating society, engaging in ritual abuse, and corrupting children through pop culture. Claims of "Satanic Ritual Abuse" (SRA), often unsubstantiated or outright false, gained traction through high-profile court cases and media coverage. Books like Michelle Remembers and talk shows amplified these fears, creating a moral crusade against perceived threats. This cultural phenomenon reflected deeper concerns about changing family dynamics, youth rebellion, and the rise of counterculture.

Dungeons & Dragons (D&D) became one of the key targets of the Satanic Panic, accused of promoting witchcraft, occultism, and devil worship among its players. As a game rich in fantasy elements like magic, demons, and mythical creatures, it was misinterpreted by critics as a tool for indoctrinating youth into Satanic practices. The death of teenager James Dallas Egbert III in 1979, erroneously linked to D&D by sensational media coverage, fueled this narrative. Evangelical figures like Patricia Pulling, founder of Bothered About Dungeons & Dragons (BADD), led campaigns to ban the game, claiming it caused psychological harm and even suicide. These accusations were baseless but had a chilling effect on players and the game's publishers, TSR. Despite the panic, D&D endured and the controversy ironically brought it greater visibility, eventually cementing its place in popular culture.