Friday, July 11, 2025

From the Brontës to Braunstein

The history of roleplaying games is, by now, well known, at least in broad outline. In the early 1970s, a handful of imaginative wargamers, drawing on a variety of inspirations, both literary and ludic – I hate jargon like that but I can think of no better word – devised a new kind of game. What began as an offshoot of miniatures wargaming blossomed into something wholly novel: Dungeons & Dragons, the first roleplaying game and the start of an entirely new hobby. What’s less often asked is whether something like D&D could have arisen earlier. Could roleplaying games have been invented, not merely in embryonic form, but recognizably so, decades before their actual debut?

It’s a question I was recently asked by a reader via email, though, as I told him in my reply, it's also one I've mulled over many times myself. On the one hand, it seems completely plausible. Human beings have always told stories, assumed roles, and imagined themselves as other people. On the other hand, roleplaying games, as we understand them today, require more than just imagination. They require rules, structure, and a framework for shared storytelling that’s open-ended but repeatable, not to mention playable by groups of people. That’s a tall order and one, I suspect, that might not have been fulfillable much earlier than it actually was.

Even so, I think it's a question worth exploring, as I told my correspondent. That's why I decided to devote this post to the topic, including some brief speculation about just what a roleplaying game produced prior to 1974, had it been created, could have looked like.

Before doing that, though, I wanted to offer a rough definition of what I mean by a "roleplaying game." To my mind, a roleplaying game is not just a game with characters or a narrative, but one in which players assume the roles of imaginary personas within a shared, evolving, fictional world. There must also be open-ended interaction with that world, adjudicated by a set of rules or by a human referee (probably both). In other words, the game must provide a mechanism for ongoing collaborative storytelling that can generate new situations, rather than merely following a pre-written script.

We can quibble about my definition and, truth be told, I'm not entirely happy with it, but I think it's good enough for my present purposes. Given the parameters, then, under what conditions could such a thing even arise?

To start, there must be a culture of play – not just childhood play, but adult leisure time devoted to structured, often abstract, pastimes. This criterion, I think, narrows the field considerably. While games of all kinds are ancient, hobby gaming of the kind that leads to things like miniatures battles, science fiction conventions, or fanzine communities is a fairly recent phenomenon. Prior to the mid-20th century, hobbies tended to be solitary (e.g. collecting stamps, building model trains) or social but formal (e.g. cards, chess, sports). The idea of imaginative, improvisational group play as a serious adult pursuit was likely a bridge too far for most societies until not all that long ago.

Then there is the economic component. RPGs are, by their nature, complex. They typically involve rulebooks, paper, dice, pencils, maybe miniatures, and a steady stream of new materials to read and incorporate. All of this presupposes access to affordable printing, widespread literacy, and sufficient disposable income to indulge in what is, quite frankly, a non-essential pastime.

Add to this the influence of fantasy literature, particularly the kind that fosters immersion in imaginary worlds. While such literature absolutely existed prior to the 20th century – my Pulp Fantasy Library series includes multiple examples of what I'm talking about – the genre had not yet reached the critical mass needed to inspire a broader movement of readers-turned-creators. That wouldn't come until the rise of the pulps and, later, the mass popularity of J.R.R. Tolkien.

All of which is to say: I don’t believe roleplaying games were inevitable. Nor do I believe they could have arisen all that much earlier than they did. Nevertheless, there are a few intriguing possibilities worth considering.

Of all the earlier eras that might have given rise to something resembling a roleplaying game, the Victorian period is perhaps the most plausible. The Victorians were inveterate hobbyists, fond of catalogs, elaborate parlor games, and gentlemanly pastimes pursued with a zeal that often bordered on the obsessive. More significantly, they were among the first to develop formal wargames, none more famous than H.G. Wells’s Little Wars, published in 1913 (technically, post-Victorian, but I'm OK with that).

While Little Wars lacks the improvisational openness and character-centered focus of a true roleplaying game, it nevertheless offers tantalizing glimpses of the path not taken. For example, it encourages the invention of fictional armies and, by implication, fictional countries to support them. Wells himself recounts some of his battles in narrative terms, portraying himself and his opponents as imaginary generals leading imaginary forces, complete with strategic dilemmas and dramatic turns of fate. In this, one can detect the germ of roleplaying. With a slight cultural shift and a bit more emphasis on character over campaign, one can almost imagine Little Wars evolving into something more like a roleplaying game.

One might also consider the games of the Brontë children, consisting of invented worlds, described through stories, poems, and letters. Inspired by a set of toy soldiers given to Branwell Brontë in December 1827, the siblings each created an imaginary kingdom, complete with its own geography, history, and cast of recurring characters. These were private amusements rather than games in any formal sense. There were, for instance, no rules or adjudication, but they demonstrate that the impulse for immersive, serialized storytelling existed, even among children raised in relative isolation. The Brontës' creations are reminiscent in some ways to a referee’s campaign setting, continuously expanded and revised over time and in response to changing events within it.

What’s striking about these two examples is how each contains one half of what roleplaying games would eventually become. Wells provided rules and structured play, but his battles lacked characters in the personal, individual sense and unfolded largely without narrative continuity beyond what the players themselves imposed. The Brontës, by contrast, created intricate, evolving worlds filled with characters and stories, but they did so without any formal rules or mechanisms for shared adjudication. In both cases, the essential components were present but disconnected: storytelling without structure and structure without storytelling. What was lacking was a bridge between these imaginative impulses and the domain of systematized, collaborative play, a framework that could make private fantasy into a repeatable, transmissible experience shared by many. The alchemy of open-ended narrative bound to procedure – the heart of roleplaying games in my opinion – had not yet been discovered.

It was not until the interwar period that some of these conditions began to change. The rise of pulp magazines introduced vast new audiences to tales of fantasy, science fiction, and weird horror. These stories, though often formulaic, laid the groundwork for shared genres and tropes. Even more important were the fandoms that grew up around them, through letters columns, conventions, and amateur press associations. Consider, for example, that H.P. Lovecraft met some of his closest friends, many of whom went on to become influential writers of fantasy and science fiction themselves, through APAs to which he belonged.

These fan communities did more than read. They created. They wrote fiction, debated continuity, argued over setting and character details, and occasionally even imagined themselves in the worlds they loved. This tendency only deepened after World War II, as mass printing and distribution became cheaper and more accessible and science fiction and fantasy matured as genres. Early versions of LARPing, the Society for Creative Anachronism, and the first fantasy board games all emerged from this stew of fannish creativity. It is no accident that Gygax and Arneson also came from this world. Without it, Dungeons & Dragons could never have been created or, if it had been created, would never have found a large audience.

Had someone in the 1930s or 1940s attempted to create a roleplaying game, I suspect it would have looked very different from what we know today. Possibly, it might have taken the form of an elaborate correspondence game, with players sending letters in-character to a central referee, who adjudicated events and mailed back results. Alternately, it might have resembled a parlor game with scripted outcomes. In any case, I suspect it would have remained confined to a small circle of friends, passed between them alone and never published. All of these are intriguing counterfactuals, of course, but they also highlight how contingent the birth of the RPG truly was. It required more than creative individuals. It required the right cultural, economic, technological, and especially social context.

Could roleplaying games have been invented earlier than they were?

In theory, yes. In practice, I highly doubt it. Too many of the prerequisites simply weren’t present until the 1960s and early ’70s: the widespread embrace of fantasy fiction, the do-it-yourself ethos of fandom, the democratization of leisure, and a new cultural openness to improvisation and play. It’s tempting to view RPGs as inevitable, as something that had to happen, but history rarely works that way. In another timeline, Gary Gygax might have remained an insurance underwriter and Dave Arneson a gifted but obscure tinkerer with wargames rules. The creation of Dungeons & Dragons was, in many ways, a happy historical accident.

Even so, it's fun to imagine a world in which Edwardian gentlemen gather in a smoky drawing room, taking on the roles of Martian adventurers or subterranean explorers, while a bespectacled referee consults a sheaf of densely typed rules from behind a screen and invokes the power of the d12. Alas, it never happened nor was it likely to have done so.

25 comments:

  1. “Possibly, it might have taken the form of an elaborate correspondence game, with players sending letters in-character to a central referee, who adjudicated events and mailed back results.”

    This might have happened without us knowing about it! But the people engaging in it would have to have been pretty obscure or we likely would know about it.

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    1. I feel pretty confident that things like this did happen and we don't know about it. For me, an important part of invention is that what is invented is shared and disseminated. If not, it's mostly a historical curiosity rather than something more significant.

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  2. Makes me wonder about ancient times. Would the Greeks or Romans have found pleasure in role playing games, or the Egyptians?
    I can imagine the rules being passed down by word of mouth, playing through adventures with the gods themselves, fighting mythical beasts that may be way more real to them.

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  3. Interesting analysis. The amalgamation of rules and storytelling, along with randomization with dice... And the fantasy elements. Lightning in a bottle.

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  4. I think you underestimate the level of recreational time previous generations had. Remember that Parker Brothers were formed effectively around jigsaw puzzles, that cost almost a days wage ($3 in 1905) which the whole family did as a group. There were many puzzle lending libraries, and clubs.

    The seeds were there. Gygax's main contribution may have been codifying, then SELLING the product, which no one else, not Wesely or Arneson thought to do

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    1. You have anticipated a point I plan to make in an upcoming post.

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  5. In the March 3, 1941 issue of Life Magazine there was a story about a sort of proto LARP and Wargame created at the University of Nebraska, Lincoln called “Life Visit the Planet Atzor. https://www.hplhs.org/pdf/PeltonLifeSpread.pdf

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    1. I have seen that and almost included a reference to it in this post. Perhaps it's worthy of a separate discussion.

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    2. After reading the linked Life article, I was curious whatever happened to the group. I found this link, https://nebnewspapers.unl.edu/lccn/sn96080312/1941-03-14/ed-1/seq-3/ocr.txt, apparently published in the Daily Nebraskan 11 days after the Life article, which suggests there was considerable "geek-shaming" in 1941 (no surprise). The article reports that "some" of the students involved "say the whole thing is an outgrown kids game and they don't wish to be included in it," and "they had outgrown that sort of thing long ago." Also, "Students [presumably of the college but not members of the group] definitely state that they do not want people to think this sort of business is associated with normal student activity. In fact they 'wonder why Life ever ran the darn thing.' "

      That makes me sad, but -- to his credit -- the founder, Frederick Lee Pelton, claimed that "the recent publicity has been wonderful for Atzor. It has brought them out of a slump. They plan to do big things now."

      I didn't find anything more about the group's eventual fate, but I'd love to hear about it if anyone else knows.

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    3. Interesting, that seems to be primarily a wargame, with some costuming and pageantry. It would be interesting to understand if there was anything that dragged it beyond a wargame.

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  6. Very interesting post. Just a fast personal note: I have just read Die RPG and Die Comic. In both of them Kieron Gillen, the author, speak about H.G. Wells, The Bronte family and Lovercraft and, above all into the Comic, use them as narrative engines for the story. That's all. Just a simple and fast personal note. Thank you for your post.

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  7. “the genre had not yet reached the critical mass needed to inspire a broader movement of readers-turned-creators.” This is absolutely incorrect. On his death in 1905 Jules Verne had sold 30 million maybe more copies of his books worldwide.

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    1. That's a very good point, but did Verne (or Wells or Burroughs ...) inspire fandoms of the sort that later fantasy and sci-fi authors did? I don't know. I know Doyle did with Sherlock Holmes, but what was the impact of that fandom in its day? I haven't done very much research into this, so I am more than happy to be proven wrong.

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    2. Much early sci-fi and fantasy, and specifically Verne appeared first not as novels but as serialized stories in monthly periodicals like Magasin d'éducation et de récréation. Verne’s work most definitely inspired fan clubs, letters and spirited discussions which are documented through letters. Verne himself often responded to letters written to him. Especially by his younger readers.

      Respectfully, believe your post is biased greatly toward recentism. Even if we discounting Verne, Burroughs is another pre-great war author that generated a fandom around his fiction which could have inspired a earlier evolution point for RPGs to have been invented.

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    3. You may be right! As I said, I'm very open to the possibility that I'm overlooking something important about earlier eras. Of course, since we're engaging in counterfactual speculation – we know there weren't RPGs before the '70s – it's academic anyway. But I do appreciate your pointing this out to me. It's useful food for additional thought.

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  8. I agree, and think there may have been a time between 400 BCE and 400 CE when enough of the ingredients for the development of a role playing game existed. By 400 BCE there were advanced societies that provided enough leisure time for the study of things such as philosophy, with groups gathering to discuss and imagine themselves in various situations and what they believed their senses would perceive in those conditions with specific written paradoxes and puzzles (modules anyone?) shared and solved together. There were large city libraries as early as 300 BCE, with the advent of plentiful cheap papyrus, the largest of which containing hundreds of thousands of books. Reading Ovid’s “Metamorphoses” written in 3 CE is similar to reading the pulps of the early 1900’s, so there was even the “fuel” for the imagination of the fantastic. This all existed until the Roman Emperor Theodosius I, in 391 CE, actively pursued a campaign to wipe out the libraries and their books that contained references to a past and beliefs he didn’t like, and therefore were bad for society as a whole. It took over a thousand years to recover from this man’s actions.

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  9. To paraphrase Dave Wesely “If it wasn’t for Gary Gygax D&D would have just been that game Arneson ran for his friends in his basement”. I believe this is from The Dreams in Gary’s Basement documentary. So we already have historical proof of the existence of multiple small, highly localize, collaborative storytelling “games”. Long prior to D&D but it was D&D that finally broke out most importantly because it was a commercial product.

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    1. I don't think I knew Wesely said that. I very much agree.

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    2. The quote from Dave Wesley, is from a trailer for the unreleased D&D history documentary "The Great Kingdom". It begins at the 3:00 Mark: "Gary (Gygax) made the difference. If Gary hadn't stuck his neck out, put his whole life, economic future, his house, his family, everything as a business, on the line getting Dungeons and Dragons into print. The only people playing Dungeons and Dragons, or whatever it became called would be people who have met Dave Arneson and played that silly thing he does." https://www.youtube.com/watch?app=desktop&v=Ocq8qiKFLtI

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  10. Fascinating, thoughtful post, James.

    I think another potential catalyst for RPGs in an alternate reality is Improv. A popular, collaborative, shared storytelling game, complete with rules of engagement.

    It lacks the heroic pulp fantasy genre, but RPGs do not require that.

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  11. See Jon Peterson's Playing at the World, Volumes 1 and 2. He dives into this topic exhaustively. Particularly interesting to me were the examples of wargames that started to introduce the individual character aspect, including traits and stats (or more accurately cases of people playing wargames in this fashion).

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  12. In 1870, a Prussian anti-militarist decides to satirize kriegspiels by adopting them to the most ridiculous thing he can think of: mythology and fairy tales...

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  13. I suspect that one of the impulses leading to the creation of this hobby was pushing back against institutionalized alienation from imagination and storytelling. Modern ideas about intellectual property and ownership of culturally significant stories (copyright, plagiarism) have a way of disenfranchising potential storytellers and turning them into consumer-spectators. I think electronic media reinforce that sense of spectatorship, at least until the internet allows at least the appearance of democratization of those media.

    Before the last few centuries no one looked particularly askance at anyone picking up popular characters and riffing on them within the flexible bounds of oral tradition (use of conventional poetics, characters, and situations, limited innovations, and subject to more or less immediate feedback by an audience).

    This dynamic means that people in traditional society are not just spectators to culturally important stories; anyone can participate, potentially (or at least anyone who has the social sanction to tell stories in a social situation).

    I think this is a reason why major RPG releases (at least through the first two decades of the hobby) tended to follow trends in fandom--RPGs, like fanfic and cosplay and other fan productions, are a way to close the psychic loop and participate. Without alienation from/hunger for narrative brought on by radio and tv and intellectual property, I wonder if RPGs could have emerged for want of a compelling function.

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  14. I wrote a pair of alternate history stories about a timeline where RPGs (Adventure Games) arose as a result of the first science fiction convention.

    The History of Travelling
    https://batintheattic.blogspot.com/2009/11/travelling-alternate-vision-of-rpgs.html

    Travelling Continued
    https://batintheattic.blogspot.com/2009/11/travelling-continued-alternate-look-at.html

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  15. It's also worth considering HG Well's Floor Games: https://archive.org/details/floorgames00well/page/n9/mode/2up

    But that really just seems to be imaginative play with no resolution system.

    I think it really did need some gelling of a war gaming hobby with resolution by rolling dice to set the stage. That really seems unlikely to have happened much earlier.

    And then to explode in popularity, it needed things like the SCA and SF fandom to share it out.

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