Wargames
Drawing inspiration from Chess, Helwig, Master of Pages to the Duke of Brunswick created a battle emulation game in 1780. According to Max Boot's book War Made New (2006, pg 122), sometime between 1803 and 1809, the Prussian General Staff developed war games, with staff officers moving metal pieces around on a game table (with blue pieces representing their forces and red pieces those of the enemy), using dice rolls to indicate random chance and with a referee scoring the results. Increasingly realistic variations became part of military training in the 19th century in many nations, and were called "kriegspiel" or "wargames". Wargames or military exercises are still an important part of military training today.
Wargaming moved from professional training to the hobby market with the publication of Little Wars, children's toy soldier game, by H.G. Wells in 1913. A niche hobby of wargaming emerged for adults that recreated model games around actual battles from the Napoleonic period onward. Although a single marker or miniature figure typically represented a squad of soldiers, some "skirmish level" or "man to man" games did exist where one figure represented one entity only.
The board wargame Diplomacy, invented by Allan B. Calhamer in 1954 and released in 1959, made social interaction and interpersonal skills part of its gameplay. A live-action variant of Diplomacy named Slobbovia was used for character development rather than conflict.
In the late 1960s, fantasy elements were increasingly used in wargames. Linguist M. A. R. Barker began to use wargame-like sessions to develop his creation Tékumel. In 1970, the New England Wargamers Association demonstrated a fantasy wargame called Middle Earth at a convention of the Military Figure Collectors Association. Fantasy writer Greg Stafford created the board wargame White Bear and Red Moon to explore conflicts in his fantasy world Glorantha, though it did not see publication until 1974.
Gary Gygax of the University of Minnesota's wargaming society developed a set of rules for a late medieval milieu. This unusual wargame saw publication in 1971 under the name Chainmail. Although Chainmail was a historical game, later editions included an appendix for adding fantasy elements such as wizards and dragons.
A wargame session was held at the University of Minnesota in 1969, with Dave Wesely as the moderator, in which the players represented single characters in a Napoleonic scenario centering around a small town named Braunstein. This did not lead to any further experimentation in the same vein immediately, but the ground had been laid. It actually bore greater resemblance to later LARP games than what would conventionally be thought of as a role-playing game. Wesely would, later in the year, run a second "Braunstein," placing the players in the roles of government officials and revolutionaries in a fictional banana republic. The two games would be used partially by Dave Arneson who was a participant, to focus his ideas regarding a fantasy realm known as Blackmoor, and by 1971, Arneson would be running what could be conventionally recognized as a role-playing game based on his Blackmoor world.
Blackmoor contained core elements that would become widespread in fantasy gaming: hit points, experience points, character levels, armor class, and dungeon crawls. Like the wargames it grew from, Blackmoor used miniature figures and terrain grids to illustrate the action. The key difference with the Blackmoor games, which allowed it to become a game distinct from the wargame-based Braunsteins, was the ability of the players to set their own character goals, in addition to the scenario goals set by Arneson. Arneson and Gygax then met and collaborated on the first Dungeons & Dragons game.
Read more about this topic: History Of Role-playing Games