THE HISTORY OF D&D
WHERE IT ALL BEGAN
Let me take you back to a time before the internet, before MMORPGs, and definitely before “Stranger Things” made rolling a D20 cool.
Picture this: It’s the 1970s, and a group of socially awkward but incredibly creative folks are gathered around a table, clutching rulebooks that read more like arcane texts than anything resembling a modern game manual. They’re probably in someone’s basement, surrounded by shag carpeting, wood panelling, and the faint smell of pizza rolls. That, my friends, is where the magic of Dungeons & Dragons began.
Now, if you’re new to D&D, you might be wondering, “How did this game become the granddaddy of all role-playing games?” And if you’re a seasoned adventurer, you’re probably thinking back to your first character, likely a chaotic good elf ranger with a mysterious past (because who wasn’t, right?).
Either way, this journey through the history of D&D is going to be a wild ride, filled with nostalgia, a few cringe-worthy moments (hello, Satanic Panic!), and a lot of love for a game that’s brought together millions of players around the world.
We’re about to take a deep dive into the rich, sometimes quirky, always fascinating history of Dungeons & Dragons.
THE ORIGINS
(1960s-1970s)
Alright, adventurers, let’s set our Wayback Machine to the 1960s, an era of radical change, questionable fashion choices, and, surprisingly, the birth of what would become the world’s most famous tabletop role-playing game.
But before we had the Dungeon Master weaving tales of epic quests and the rogue picking locks with a flick of the wrist, we had wargames. Yep, those heavy, rule-intensive games with names like Chainmail (basically a proto-D&D rule set).
This is where our story begins, with two guys who loved pushing miniatures around a battlefield as much as they loved dreaming up new worlds.
Enter Gary Gygax and Dave Arneson, the co-creators of D&D and the original nerdy dream team.
If you think Gygax sounds like a name ripped straight from a fantasy novel, you’re not wrong… it’s no wonder he went on to create one of the most legendary games of all time.

DAWN OF THE DUO
GARY GYGAX, a man with a mind for rules and a passion for games, working a day job but spending his nights and weekends dreaming up new ways to make his miniatures battles more exciting.
Gygax started out in the wargaming scene, creating *Chainmail*, which introduced a fantasy supplement that allowed players to bring magic, dragons, and other fantastical elements into their tabletop battles.
It was like someone cast Enlarge on the concept of wargaming.
Then, along came DAVE ARNESON…
A fellow wargamer who thought, “Hey, what if we focused less on armies and more on individual heroes and their stories?” And just like that, the seed for D&D was planted.
Arneson brought his own innovative ideas to the table, blending Gygax’s rules-heavy approach with a storytelling element that allowed players to truly inhabit their characters.

The Birth of the Game
In 1974, after a lot of late-night brainstorming, playtesting, and probably a few arguments over how many hit points a dragon should have, the first edition of Dungeons & Dragons was published.
The game was sold in a plain brown box, which, let’s be honest, looked more like something you’d find in the back of a storage closet than the ground-breaking game it was. Inside were three booklets, a handful of reference sheets, and a whole lot of potential.

This was the beginning of what we now know as the world of D&D. A world where anything was possible if you had a good enough imagination and a decent roll of the dice.
The early rules were… well, let’s just say they were “flexible,” which is a nice way of saying they were as clear as a wizard’s cryptic prophecy. But that was part of the charm! Players had to use their creativity to fill in the gaps, making the game their own.
The first groups of players were often just a bunch of friends gathered around a table, improvising their way through dungeons filled with monsters, traps, and the occasional riddle that made no sense whatsoever. And yet, despite (or maybe because of) its rough edges, D&D sparked something incredible.
It wasn’t just a game… it was an experience, a shared adventure that brought people together in a way no other game had before.
So there you have it, the humble beginnings of Dungeons & Dragons. From wargames to wizards, Gary Gygax and Dave Arneson took the first steps on a journey that would lead to a multi-generational phenomenon.
ENTERING THE MAINSTREAM:
(1980’s)
So, we’ve made it through the murky, mysterious origins of D&D, and now it’s time to step into the bright, neon-lit world of the 1980s, a decade known for its even more questionable fashion, epic Saturday morning cartoons, and the explosion of Dungeons & Dragons into the mainstream.
If the 70s were all about basement sessions and hand-drawn maps, the 80s were when D&D burst out of the basement and into pop culture…
Though, not without a few bumps along the way.
The Golden Era
Ah, the 80s. A time when you could roll a natural 20 and then turn on your TV to watch your favourite characters save the world in tight spandex and big hair. D&D was growing, not just in player numbers but in cultural impact.
The release of Advanced Dungeons & Dragons (AD&D) in 1977 set the stage, but it was during the 80s that the game really hit its stride.
AD&D was a game-changer (pun intended). It introduced more complexity, more character classes, and a whole lot more rules. But that didn’t stop players from diving in headfirst. After all, the more convoluted the rulebooks, the more time you got to spend arguing with your DM about why your half-elf bard should be able to seduce the dragon. Good times, right?
This was also the era of the first D&D boom. The game started appearing in toy stores, comic shops, and even mainstream bookstores. TSR, the company behind D&D, was churning out rulebooks, modules, and all sorts of D&D paraphernalia faster than you could say “roll for initiative”.
Players were getting hooked, not just on the game itself, but on the entire culture surrounding it. Dice collecting became a thing (raise your hand if you still have a set of glow-in-the-dark D20s from this era), and suddenly, being a dungeon master was cooler than ever, if by “cool,” you mean you got to wield the ultimate power over your friends’ fates.
But with great power comes… well, a lot of misconceptions.
The Satanic Panic
No 80s D&D discussion would be complete without talking about the *Satanic Panic*. For those of you who weren’t around to experience it (lucky you), this was the period when some people, mostly well-meaning but misinformed parents, religious groups, and media outlets, decided that D&D was somehow linked to devil worship, dark rituals, and who knows what else.
It’s a little hard to believe now, but back then, people actually thought that if you spent your Saturday nights rolling dice and pretending to be a wizard, you might end up summoning demons in your basement. Of course, anyone who’s actually played D&D knows that the closest most of us came to summoning anything was when we rolled a critical fail and “summoned” a lot of groans and laughter from the table.
Books like Mazes and Monsters (which got turned into a movie starring a very young Tom Hanks!) and media reports fanned the flames, painting D&D as a gateway to all sorts of dark paths. TSR, the company behind D&D, found themselves in the middle of a moral firestorm, and many players suddenly found themselves defending their favorite hobby to parents who just didn’t get it.
But here’s the thing: The Satanic Panic, as ridiculous as it was, also helped D&D in a weird way. It gave the game an air of mystery and danger that only made it more appealing to the rebellious teens of the 80s. After all, what could be cooler than playing a game that the grown-ups didn’t understand and actively feared?
So while the Satanic Panic was a bizarre and challenging time for D&D, it also solidified the game’s place in popular culture!
THE DARK AGES
(1990’s)
After the bright lights and big dice of the 80s, the 1990s brought a bit of a cold spell for Dungeons & Dragons.
It was a time of change, not just for the game, but for the world around it. As video games became more advanced and more popular, D&D faced its first real challenge, a struggle to stay relevant in a rapidly evolving entertainment landscape.
But, like any good adventuring party, D&D wasn’t about to go down without a fight.
When D&D Went Goth
So, the 90s. The era of grunge music, flannel shirts, and the rise of the goth subculture. It was a decade where angst was cool, and everything was a little darker, a little moodier, and a lot more introspective. And guess what… D&D wasn’t immune to the trends of the time.
While D&D was still hanging on, it was clear that the game had lost some of its luster. The new generation of gamers were getting their fix from video games, Final Fantasy, The Legend of Zelda, and Diablo were becoming the go-to sources for fantasy escapism.
These games offered instant gratification, amazing graphics (for the time), and didn’t require reading a hundred-page rulebook before diving in.
Meanwhile, other tabletop RPGs were making their mark by leaning into the darker, more gothic vibes of the decade. Games like *Vampire: The Masquerade* embraced this trend with open arms (and fanged teeth), offering players the chance to explore their brooding, angst-ridden sides in a world of supernatural intrigue. Compared to the gritty, modern appeal of these games, D&D started to seem a little… old-fashioned.
It didn’t help that D&D was going through some identity crises of its own. The release of Advanced Dungeons & Dragons 2nd Edition in 1989 brought a slew of changes, some good, some confusing. The game was moving away from its roots in high fantasy and exploring new settings, like the Planescape and Dark Sun campaigns, which were awesome in their own right but also a bit of a departure from the classic swords-and-sorcery feel.

As cool as these new settings were, they didn’t quite capture the mainstream attention that the traditional fantasy D&D had enjoyed. And so, as the 90s marched on, D&D started to fade a little into the background, overshadowed by newer, shinier distractions.
The TSR Turbulence (And Wizards to the Rescue)
Behind the scenes, things weren’t looking much better. TSR, the company that had brought D&D to life, was going through some serious struggles.
By the mid-90s, TSR was drowning in debt, bogged down by a combination of poor business decisions and an oversaturation of product lines. It was a classic case of trying to do too much at once and losing sight of what made the game special in the first place.
For a while, it looked like the worst might happen, that D&D, the game that had started it all, might actually disappear. TSR’s financial troubles were no secret, and the community was left wondering if this was the end of their beloved game. It was a dark time, both for the company and for the players who had grown up with D&D as a cornerstone of their imaginations.
But, just when it seemed like all hope was lost, a saviour appeared, like a well-timed deus ex machina in the final act of a campaign. In 1997, Wizards of the Coast (WotC), the company best known at the time for the wildly popular trading card game Magic: The Gathering, swooped in and bought TSR. It was the gaming equivalent of a Level 20 cleric casting Resurrection.
Under WotC’s leadership, D&D was given a new lease on life. The company streamlined the business, cutting down on the clutter and refocusing on what made D&D great in the first place: the joy of storytelling, the thrill of rolling dice, and the camaraderie of sitting around a table with friends. This set the stage for the game’s eventual comeback, but that’s a story for the next section.
Like any good hero, the game just needed to go through its dark night of the soul before coming out stronger on the other side.
THE RENAISSANCE
(21st Century)
After surviving the trials of the 1990s, Dungeons & Dragons was ready for a comeback.
The 2000s marked the beginning of a new era for the game… a renaissance, if you will… where it reclaimed its rightful place at the top of the tabletop gaming world.
This is the story of how D&D evolved, adapting to the times while staying true to its roots, and how it once again became a cultural phenomenon.
The Launch of 3rd Edition (the Rules Finally Made Sense)
The year 2000 was a big one for D&D. With Wizards of the Coast now at the helm, the game got a much-needed facelift in the form of the 3rd Edition.
This was a game changer because it streamlined the rules and made the game more accessible to both new players and those who had been rolling dice since the days of THAC0.
For those unfamiliar, THAC0 (To Hit Armor Class 0) was the system used in earlier editions to determine if an attack hit.
It was, to put it mildly, confusing as heck. You had to subtract numbers from other numbers and… well, perhaps I’ll just stop there.

3rd Edition introduced the d20 system, where everything was based on rolling a 20-sided die and adding modifiers. It was simpler, cleaner, and most importantly, it made combat and skill checks a lot easier to manage. No more looking up obscure tables to see if your attack hit… now, you just had to roll high and hope for the best.
This shift not only made the game more accessible but also more fun, as it allowed players to focus on the storytelling and role-playing aspects rather than getting bogged down in the minutiae of the rules.
The release of 3rd Edition also saw the introduction of new core books with sleek, modern designs, replacing the older, sometimes arcane-looking tomes. The Player’s Handbook, Dungeon Master’s Guide, and Monster Manual became the holy trinity of D&D, and for many, these books were their first introduction to the game. They made D&D feel fresh and new, while still retaining the classic fantasy elements that had always made it special.
This period also marked the beginning of the Open Game License (OGL), which allowed third-party publishers to create their own content compatible with D&D.
This opened the floodgates for a wealth of new adventures, settings, and supplements, further expanding the D&D universe and giving players even more ways to customize their campaigns.
The Rise of 5th Edition
Fast forward to 2014, and Dungeons & Dragons was ready for another evolution.
By this time, 4th Edition had come and gone, and while it had its fans, it also sparked some controversy within the community. Some felt it was too focused on combat and didn’t have the same feel as the earlier editions. But then came 5th Edition, which struck the perfect balance between accessibility and depth.
5th Edition took everything that had come before and refined it into what many consider the best version of D&D yet. It embraced the storytelling and role-playing aspects that had always been at the heart of the game, while still offering enough tactical depth to satisfy those who loved crunching numbers and optimizing their characters. The rules were streamlined yet flexible, allowing DMs and players to make the game their own without getting bogged down in too much complexity.
What really set 5th Edition apart, though, was the timing. It arrived just as the world was becoming more interconnected, thanks to the internet and the rise of social media. Suddenly, playing D&D wasn’t something you just did with your local group in a dimly lit room, it was something you could share with the world.
Actual-play podcasts and live streams like Critical Role became massive hits, introducing millions of new players to the game and showing that D&D was more than just a game, it was a way to tell epic, collaborative stories.
5th Edition also leaned into the diversity of its player base. The game’s new rulebooks and adventures featured characters of different races, genders, and backgrounds, reflecting the growing inclusivity within the community. D&D had evolved from a niche hobby to a cultural phenomenon that welcomed everyone, whether you were a veteran player or someone who had never rolled a D20 in your life.
This period also saw the rise of online tools much like the Mythic website you find yourself on now, which made it easier than ever to play D&D no matter where you were. Whether you wanted to join a campaign with friends across the globe or just roll up a quick character sheet on your phone, these tools brought D&D into the digital age, ensuring that the game could continue to grow and evolve.
The 2000s and 2010s were a time of rebirth for D&D, as it adapted to a changing world and embraced new technologies while staying true to its roots.
THE PRESENT & FUTURE
As we wrap up our journey through the history of Dungeons & Dragons, it’s clear that this game has not only survived but thrived, evolving with each generation of players.
Now, with the release of the 2024 Player’s Handbook and the Dungeon Master’s Guide, we’re stepping into a new era for D&D.
The 2024 updates bring a fresh take on familiar rules, streamlining mechanics while enhancing flexibility for both players and Dungeon Masters. With clearer character creation, expanded backgrounds, and new abilities, the game is more accessible than ever without sacrificing the depth we love.
This latest edition reinforces D&D’s place at the heart of tabletop gaming, proving that after 50 years, the adventure is far from over.
Whether you’re diving into the 2024 rules for the first time or a veteran revisiting old favorites, the future of D&D looks brighter than ever.
The birth of Mythic Arcanum
In 2024, something truly magical emerged from the depths of the D&D world… Mythic Arcanum.
Crafted by a duo with the same drive and vision that brought Dungeons & Dragons to life. Like Gygax and Arneson before us, we set out to build something that would ignite imaginations and bring players together.
Mythic Arcanum isn’t just a platform, it’s a living, breathing hub where Dungeon Masters, players, and creators unite to build, explore, and share unforgettable adventures.
Whether you’re creating a new character, diving headfirst into an epic campaign, or connecting with fellow adventurers, Mythic Arcanum is here to fuel the fire.
We’re the new age of dreamers and storytellers. ready to take THE game to the next level.