Timeline Of Tabletop Role-playing Games
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Timeline Of Tabletop Role-playing Games
The following is a timeline of tabletop role-playing games. For computer role-playing games see here. The publication year listed here is the year of the first edition in the original country. Additional editions, translations or adaptations for use in other countries are not included in this list. For editions other than the first, consult the corresponding article. Some games started out as generic role-playing supplements, supplements for other games, or even a different kind of game. Those games are listed in the year when they made the transition to a standalone role-playing game. Unique games with identical or similar titles are listed separately. Unique means games that use different rules or settings but does not include rule revisions by the same author or publisher. 1970s 1974 * ''Dungeons & Dragons'' * ''Rules to the Game of DUNGEON'' 1975 * ''Boot Hill'' * ''Empire of the Petal Throne'' * ''En Garde!'' * ''Tunnels & Trolls'' 1976 * ''Bunnies & Burrows'' ...
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Tabletop Role-playing Game
A tabletop role-playing game (typically abbreviated as TRPG or TTRPG), also known as a pen-and-paper role-playing game, is a form of role-playing game (RPG) in which the participants describe their characters' actions through speech. Participants determine the actions of their characters based on their characterization, and the actions succeed or fail according to a set formal system of rules and guidelines. Within the rules, players have the freedom to improvise; their choices shape the direction and outcome of the game. The terms ''pen-and-paper'' and ''tabletop'' are generally only used to distinguish this format of RPG from other formats, since neither pen and paper nor a table are strictly necessary. Gameplay Overview In most games, a specially designated player typically called the game master (GM) purchases or prepares a set of rules and a fictional setting in which each player acts out the role of a single character. The GM describes the game world and its inhabit ...
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2044
In contemporary history, the third millennium of the anno Domini or Common Era in the Gregorian calendar is the current millennium spanning the years 2001 to 3000 (21st to 30th centuries). Ongoing futures studies seek to understand what is likely to continue and what could plausibly change in the course of this period and beyond. Predictions and forecasts not included on this timeline * List of future astronomical events ** List of lunar eclipses in the 21st century ** List of solar eclipses in the 21st century * Projections of population growth * Climate change ** Representative Concentration Pathway ** Shared Socioeconomic Pathways * Extinction * List of dates predicted for apocalyptic events * Predictions and claims for the Second Coming * Near future in fiction * Works falling into the public domain in the United States 21st century 2000s * See: 2001 * 2002 * 2003 * 2004 * 2005 * 2006 * 2007 * 2008 * 2009 2010s * See: 2010 * 2011 * 2012 * 2013 * 201 ...
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What Price Glory?!
''What Price Glory?!'' is a role-playing game published by James Lauffenburger in 1978. Description ''What Price Glory?!'' is a fantasy system, basically a variant of Original ''D&D'', with a hex-grid position-based combat system and a spell-point system for magic. Publication history ''What Price Glory?!'' was designed by John Dankert and Jim Lauffenburger, and published by James Lauffenburger in 1978 as a 140-page digest-sized book. The print run was 500 copies, of which 300 were distributed by Gamescience Gamescience is an American game company that produces role-playing games and game supplements. History Gamescience Corp. was started by Phillip E. Orbanes in 1965. In that year, the company published the wargame Vietnam which was reviewed in iss .... Artwork was performed by Thomas E. Sprimont. In 2022, the intellectual property rights of What Price Glory was acquired by Precis Intermedia. Reception References Fantasy role-playing games Role-playing games intr ...
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The Complete Warlock
''The'' () is a grammatical article in English, denoting persons or things already mentioned, under discussion, implied or otherwise presumed familiar to listeners, readers, or speakers. It is the definite article in English. ''The'' is the most frequently used word in the English language; studies and analyses of texts have found it to account for seven percent of all printed English-language words. It is derived from gendered articles in Old English which combined in Middle English and now has a single form used with pronouns of any gender. The word can be used with both singular and plural nouns, and with a noun that starts with any letter. This is different from many other languages, which have different forms of the definite article for different genders or numbers. Pronunciation In most dialects, "the" is pronounced as (with the voiced dental fricative followed by a schwa) when followed by a consonant sound, and as (homophone of pronoun ''thee'') when followed by a v ...
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Adventure Gaming In The Final Frontier
An adventure is an exciting experience or undertaking that is typically bold, sometimes risky. Adventures may be activities with danger such as traveling, exploring, skydiving, mountain climbing, scuba diving, river rafting, or other extreme sports. Adventures are often undertaken to create psychological arousal or in order to achieve a greater goal, such as the pursuit of knowledge that can only be obtained by such activities. Motivation Adventurous experiences create psychological arousal, which can be interpreted as negative (e.g. fear) or positive (e.g. flow). For some people, adventure becomes a major pursuit in and of itself. According to adventurer André Malraux, in his '' Man's Fate'' (1933), "If a man is not ready to risk his life, where is his dignity?". Similarly, Helen Keller stated that "Life is either a daring adventure or nothing." Outdoor adventurous activities are typically undertaken for the purposes of recreation or excitement: examples are adv ...
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Starships & Spacemen
''Starships & Spacemen'' is a role-playing game published by Fantasy Games Unlimited in 1978. Description ''Starships & Spacemen'' is a science-fiction space-adventure system. The rules cover character creation, experience, the Space Fleet Service, human and alien races, psionics, alien plants and animals, equipment, spaceships and spaceship combat, and running the game. The focus is ship combat and problem-solving; personal combat is de-emphasized. Publication history ''Starships & Spacemen'' was designed by Leonard H. Kanterman, M.D., with art by Rick Bryant, and was published by Fantasy Games Unlimited in 1978 as an 86-page book with two cardstock reference sheets. ''Starships & Spacemen'' is now owned by Goblinoid Games, who released a 2nd edition of it in 2013 via crowdfunding. Reception Richard Bartucci reviewed ''Starships & Spacemen'' in '' The Space Gamer'' No. 18. Bartucci commented that "With all of the SF genre to draw upon, Dr. Kanterman has restricted himself al ...
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RuneQuest
''RuneQuest'' (commonly abbreviated as RQ) is a fantasy tabletop role-playing game originally designed by Steve Perrin, Ray Turney, Steve Henderson (game designer), Steve Henderson, and Warren James, and set in Greg Stafford's mythical world of Glorantha. It was first published in 1978 by Chaosium, The Chaosium. Beginning in 1984, publication passed between a number of companies, including Avalon Hill, Mongoose Publishing, and The Design Mechanism, before finally returning to Chaosium in 2016. ''RuneQuest'' is notable for its system, designed around percentile dice and an early implementation of skill (role-playing games), skill rules, which became the basis for numerous other games. There have been several editions of the game. History In 1975, game designer Greg Stafford released the fantasy board game ''White Bear and Red Moon'' (later renamed ''Dragon Pass''), produced and marketed by Chaosium, The Chaosium, a publishing company set up by Stafford specifically for the release ...
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Legacy (role-playing Game)
''Legacy'' is a role-playing game published by Legacy Press in 1978. Description ''Legacy'' is a universal system intended to simulate any genre or historical period, but with only enough information to enable play in prehistoric societies. A complex and very specific system of skill definitions requires the GM to create statistics for higher level civilizations. The game includes character creation, combat, and skill rules, and a large section covering how to run the game. Publication history ''Legacy'' was designed by David A. Feldt, and published by Legacy Press in 1978 as a 160-page book with 48 cardstock sheets and a transparent overlay. Reception Steve Lortz reviewed ''Legacy'' for ''Different Worlds'' magazine and stated that "This game may not be of much use to a person who simply wants to slaughter monsters and rake up loot, but I recommend it highly to people who are interested in role-playing hard science fiction or using role-play as a medium for naturalistic simu ...
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John Carter, Warlord Of Mars (role-playing Game)
''John Carter, Warlord of Mars'' is a role-playing game published by Heritage Models, Inc. in 1978. Description ''John Carter, Warlord of Mars'' is a science-fantasy system based on Edgar Rice Burroughs's novels of Barsoom, a Mars ruled by various humanoid warrior races that fight with sword and gun. Although it mainly consists of man-to-man combat rules for use with miniatures (as they were published to support a line of Barsoomian figures), it does include some rules for role-playing. Publication history ''John Carter, Warlord of Mars'' was designed by Michael S. Matheny, with a cover by Russ Manning, and published by Heritage Models, Inc. in 1978 as a 64-page book. There were at least two printings with different interior layout but both had a copyright date of 1978. One had a full color cover and one had a red tinted cover. Reception John J. Nutter reviewed ''John Carter, Warlord of Mars'' in ''The Space Gamer'' No. 24. Nutter commented that "Mr. Matheny has built a sound ...
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