History of Role-playing Games - 1980s: Growth and Controversy

1980s: Growth and Controversy

Literary and mythological references helped draw new fans to the game. Success became a mixed blessing for TSR. The company was involved in some legal disputes and criticism from some religious groups was increasing. During this time the company underwent dramatic growth, peaking at 300 employees in 1984.

New publishers entered the scene, such as Chaosium (RuneQuest, 1978, and Call of Cthulhu, 1981), Iron Crown Enterprises (RoleMaster, 1980), Palladium (Palladium Fantasy Role-Playing Game, 1983), Victory Games (James Bond 007 RPG, 1983), and West End Games (Paranoia, 1984). These games were all based on a characteristics/skill system, following the trail blazed by Traveller.

Translations allowed the hobby to spread to other countries. Traveller was translated into Japanese in 1984, quickly followed by Dungeons & Dragons in 1985. New games began to be produced outside America, such as Midgard (1981) and The Dark Eye (1983) in Germany, Drakar och Demoner (1982) in Sweden, Warhammer Fantasy Roleplay (1986) in the United Kingdom, Adventurers of the North, Kalevala Heroes (1989) in Finland and Enterprise: Role Play Game in Star Trek (1983) and Sword World RPG (1989) in Japan. France also was hit by the role-playing wave in the mid 1980s, as seen by the translations into French of Dungeons & Dragons in 1983 (first role-playing game to be translated), Call of Cthulhu in 1984, Advanced Dungeons & Dragons in 1986 and RuneQuest in 1987, and by original products such as the Légendes series (Jeux Descartes, 1983), Mega (Jeux et Stratégie, 1984), Empire Galactique (Robert Laffont, 1984), or Rêve de Dragon (Nouvelles Éditions Fantastiques, 1985; English translation Rêve: the Dream Ouroboros by Malcontent Games, 2002). Translations into Spanish of Dungeons & Dragons (Dalmau Carles Pla, 1985), Call of Cthulhu (Joc Internacional, 1988), RuneQuest (Joc Internacional, 1988), Middle-earth Role-Playing (Joc Internacional, 1989) and Traveller (Diseños Orbitales, 1989) were published in Spain during the 1980s. Spanish speaking countries didn't start their own role-playing games production before the 1990s: Aquelarre (Joc Internacional, 1990) and Mutantes en la sombra (Ludotecnia, 1991) were published in Spain and Laberinto saw publication for the first time in Mexico in 1998 (Gráfica Nueva de Occidente).

Role-playing games began to influence other media. A new genre of video games arose from early mainframe computer imitations of RPGs, with Akalabeth and Rogue both published in 1980; the genre inherited many of the settings and game mechanics of RPGs as well as the name, and went on to have its own varied history. An animated television series based on Dungeons & Dragons was produced in 1983, also called Dungeons & Dragons.

The second edition of Dungeons & Dragons, launched in 1988, downplayed literary elements to reduce objections. Surviving artifacts of this heritage and its influence on the wider gaming community include widespread use of Tolkienesque character types and the persistence of the gaming term "vorpal." Borrowed from Lewis Carroll's poem Jabberwocky, this was the first edition's most powerful magic sword.

Up to this stage, each game had tied itself to a particular setting; If a player wanted to play in a science-fiction game and a fantasy game, they had to learn two game systems. Attempts were made in Advanced Dungeons & Dragons to allow cross-genre games using Gamma World and Boot Hill rules, but the obscure rules went largely unused. Some companies bucked this trend, however. Chaosium produced a book titled Basic Role-Playing (1981), which was the first generic role-playing game system. It originated in the fantasy-oriented RuneQuest role-playing game rules and was used in Call of Cthulhu, Stormbringer' and other games. The Hero System, first introduced in Champions (1981), was also used in Justice, Inc. (1984), Fantasy Hero (1985) and other games. Steve Jackson Games followed with GURPS (the Generic Universal Roleplaying System) in 1986.

Champions also introduced game balance between player characters to role-playing games. Whereas in Dungeons & Dragons players created characters randomly using dice, newer games began to use a system whereby each player was given a number of character points to spend to get characteristics, skills, advantages, getting more points by accepting low characteristics, disadvantages, and so forth.

Read more about this topic:  History Of Role-playing Games

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