The True Impact of D&D

I am a long-time professor of D&D’s influence on contemporary culture. The thesis, familiar to many of us, begins with the concepts of hit points and experience levels, borrowed from D&D and incorporated into the earliest video games. Where it ends is expressed in eloquent fashion by Jon Peterson at the close of Game Wizards.

Back in 1980, a reporter who asked if D&D was only a passing fad learned that “Gygax and Blume think not. D&D, they say, will last fifty years or more.” As unlikely as it was in the 1970s that this esoteric offshoot of the wargaming hobby might become a pop-culture phenomenon, it is just as unlikely that in 2021 the game would be more popular than ever. As a new generation grows up playing the game, it may be that the true impact of Dungeons & Dragons has yet to be felt.

Jon Peterson’s Triptych
Jon Peterson’s Triptych of D&D History:
Playing at the World: A History of Simulating Wars, People and Fantastic Adventures, from Chess to Role-Playing Games, San Diego: Unreason, 2012 [currently out of print]; The Elusive Shift: How Role-Playing Games Forged Their Identity, Cambridge: MIT, 2020; and Game Wizards: The Epic Battle for Dungeons & Dragons, Cambridge: MIT, 2021.

Peterson’s work is thorough, well-researched, and written from the historian’s objective perspective in a clear, concise style. Jon Peterson carries the lantern by which we explore the labyrinth of D&D’s obscure past, from its creation throughout its continuing evolution.

Find Jon Peterson’s books and read more about D&D history on his blog at playingattheworld.blogspot.com.

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