The evolution of role-playing games in the 1980s is part of the history of tabletop role-playing games, which began in the 1970s when historical reenactment, improvisational theatre, parlour games, and fantasy wargame rulesets combined. Multiple TTRPGs were produced between the 1970s and early 1990s.
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Chaosium staff realized by the late 1970s that Steve Perrin's RuneQuest system could become the company's "house system," letting it use one set of game mechanics for multiple games. Greg Stafford and Lynn Willis proved this correct by slimming the RuneQuest rules down into the 16-page Basic Role-Playing (1980). Ars Magica (1988) emphasized characterization and storytelling over game mechanics and combat. Co-author Mark Rein-Hagen brought the game to White Wolf, Inc. and took the same approach in Vampire: The Masquerade (1991), whose gothic horror setting appealed to the growing goth subculture. Italian role-playing games included the completely narrative Holmes & Company (1987), a detective game with not even rules for combat, and On Stage! (1995), where players bid for control of each scene and take turns as game master.
Dungeons & Dragons was built on open-ended gameplay, unlike previous war games that reenacted real battles. Players collaborate in a collective adventure guided by a "dungeon master," who serves as both lead storyteller and referee.
The 1980s arcade boom gave way to home consoles and computers, which allowed deeper and longer games than a single quarter could buy on an arcade machine. The U.S. video game industry crashed in 1983.
Critical Play by Mary Flanagan examines how games reflect and shape society.
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