Dungeons and Dragons
|Tabletop RPG Fandom|
|Name:||Dungeons & Dragons, Advanced Dungeons & Dragons|
|Company:||TSR, Wizards of the Coast|
|Official Site:||Wizards of the Coast Dungeons & Dragons page|
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Dungeons and Dragons is a tabletop role-playing game in a sword-and-sorcery setting, originally published by TSR in 1974. It was purchased by Wizards of the Coast in 1997. It is currently in its fifth edition.
D&D is so prevalent that it is often used as a synonym to RPGs and TTRPGs in general.
"Fanzines sprung up globally in response to the desires of individuals, clubs or publishers to put out the good word of fantasy role playing. Like NonTSR items, these publications were not produced or necessarily approved by TSR. Also like NonTSR, one can witness the creative energy of early role playing in its prime. These 'zines contain a treasures trove of information ranging from convention reports, published game reviews, new game mechanic alternatives and even reviews of other 'zines." 
- Anytime, Anywhere (multifandom, 2002)
- The Beholder
- The Dungeoneer
- The Trap Manual (1979)
- Dragon Lords (early 1980s)
- The Palantir (late 1970s)
Many D&D groups met in libraries, especially school libraries. In the 80's, junior-high and high school gaming groups were common; most of these were D&D-based, with occasional experiments with other RPGs. Most groups had no formal club membership. Some had an established Game Master; others rotated that role between members. Library staff was generally supportive as long as the groups didn't get too loud. For many kids, this was their first introduction to non-age-segregated social groups.
Some D&D groups tried live-action roleplaying (not yet known as LARPing), with varying degrees of satisfaction. Some limited this to cosplay or development of conlangs associated with the game; others created elaborate "dungeons" in outdoor settings or buildings, sometimes in restricted-access areas. Some of these activities fed the anti-D&D hysteria that tied into the "satanic panic" of the late 80's/early 90's.
Some parents and Christian conservatives feared that D&D was a gateway to the occult. The 1984 tract by Chick Publications, Dark Dungeons, implied that D&D groups were introductions to witchcraft, and that players whose characters died were likely to commit suicide. Many sensationalist news articles used any teen suicide where the child had played D&D to imply or claim that the game was the direct cause of death. This backlash convinced a lot of gamers that they were surrounded by idiots who couldn't tell the difference between game pieces (albeit textual game pieces) called "spells" and real supernatural abilities.
Treatment of Women in D&D
There are some D&D players who are not very accepting of women (and even minorities) in their favorite hobby.
Women have noticed exclusion in many fan bases that are traditionally deemed more “nerdy” by the general public. Because these fan bases are often predominantly male, many women feel under pressure to be a “perfect” player, lest they be criticized and accused of not knowing how the game works. While it’s not always so black and white, it’s easy to see the way women are often assumed to be “fake fans,” and are treated that way. It’s something that is far more common than it should be, and is something that honestly deterred me from gravitating towards fantasy games. However, this behavior doesn’t represent the fanbase in the slightest. The majority of people in the community, that I have experienced personally and online, have been accepting and ready for all kinds of inclusivity. So while this is not how most D&D players are, those that do take part in such behavior do cause an unfortunate ripple, and are important to be aware of.
- rape in d&d
Racism in D&D
In the set up of D&D, certain races (orcs and drow in particular) have been defined as "evil races". As they were also the only races explicitly described as having darker colored skin, such definition was considered racist. When, during design o 5th edition of the rulebook, the company moved away from the idea of "evil races", some D&D fans argued that lack of pre-defined evil races would impact the conflict in D&D. Other fans cheered the change. Discourse appeared discussing whether or not "evil races" were in fact needed in D&D.
What people don't seem to understand is that:
No evil races ≠ No conflict
You can still construct corrupted nations, a convoluted history between forces that end up in xenophobic behavior among them. It isn't that we want uwu bean orcs, we don't want boring-ass dnd games
It's also fair to portray racism in your setting, create narratives and systems that allow for it to exist. The problem comes when it is in your campaign and you don't have a second thought about it and play it for laughs.Also demons still exist to kill hordes of things