People have likely played games for as long as humanity has existed. Whether it’s games of chance, games of strategy, games of skill—or likely a little bit of each—we’re always up for a little friendly competition. But what about games of imagination? Though relatively new when compared to the vast history of activities like chess, backgammon, or cards, role-playing games (RPGs) offer a unique intersection of performance, play, and creativity that has made them increasingly popular ever since they first emerged in the 20th century.
In the six lectures of A Short History of Role-Playing Games, gaming consultant and avid gamer Jamin Warren will take you on a whirlwind tour of role-playing games, tracing a fascinating story of community-building, technical innovation, and, occasionally, cultural backlash. While Dungeons & Dragons is perhaps the best-known RPG of the last few decades, it is only one of a vast repository of games that range from dice-rolling tabletop adventures to cutting-edge digital games and live-action formats. As you trace the history and development of RPGs, you’ll see why these experiences that fuse storytelling, theater, and gameplay have developed an immense fanbase while having a significant impact on pop culture, especially in television and film.
From its roots in Noh drama of Japan to the rise of tabletop gaming communities in the 1970s and 80s to massively multiplayer online games like World of Warcraft, role-playing games have become both a genre and an industry. Whether you’re interested in playing RPGs or just fascinated by their sudden pop-culture presence, this course is the perfect introduction to the ever-expanding realm of role-playing games.
Very interesting topic and a wide view on the topic. I didn't care too much about the Critical Theory view on Role Playing Games. Additionally, I would argue it does more damage to view certain races in a fantasy world through a human racial comparison. Just my opinion, but calling an Ork or Goblin a racial stereotype feels like the person calling out that race is a bigger racist to associate said fantasy race with a group of humans. Whether or not the initial creators of the fantasy race had racial implications, to put that spin on it taints the innocent view of the fantasy world going forward.
What I enjoyed about the book was the historical perspective starting from theatrical shows and the growth into the cultural movement it is today. Especially the war games in the early Renaissance/late middle ages. I am interested in learning more about that, as well as the various iterations of Chess mentioned.
Overall, I don't regret reading this book, it was pretty cool. I did have some issues with reading too deep into the fantasy world building and turning it into a social justice rant, when I don't imagine the original creator of the mythos, Tolkien, had any intention for that.
Jamin Warren's A Short History of Role-Playing Games delivers exactly what its title promises: a concise, engaging survey of RPG evolution from tabletop origins to digital dominance. Warren proves to be a knowledgeable guide through this history, offering solid narration and clear enthusiasm for the subject matter that makes for an enjoyable listening experience.
The audiobook's greatest strength is its educational value. Warren traces the development of role-playing games with clarity and precision, making complex industry shifts and design philosophies accessible without oversimplifying. The sections on D&D's origins are particularly compelling, exploring how Gary Gygax and Dave Arneson's creation sparked a cultural phenomenon. The discussion of tabletop versus digital RPGs is another highlight, thoughtfully examining how each format shaped the genre and influenced the other.
What holds this back from five stars is inherent to the format Warren chose: it needs more depth. While the title accurately promises a short history, many topics feel like they deserve deeper exploration. The breadth of RPG history means certain games, designers, and evolutionary moments get only surface-level treatment when they warrant more substantial analysis. This is an effective survey, but listeners hoping for comprehensive deep dives will finish wanting more.
The narration itself is competent and clear, though the audio format doesn't particularly enhance or detract from the content. It's a straightforward delivery of information that works perfectly fine but doesn't add theatrical flair or additional dimension.
This audiobook is squarely aimed at a niche audience: RPG enthusiasts, gaming historians, and people genuinely curious about how this corner of gaming culture developed. If you're already invested in the RPG world and want to understand its historical trajectory, this is an excellent primer. Casual listeners or those with only passing interest may find it too specialized.
A solid, informative history that succeeds as an introduction but leaves you wishing for the longer version.
This is a huge topic that Warren breaks into six easy to follow lectures. Beginning with it’s roots in acting, Warren tracks the development of the concept of Role-Playing Games and, to my surprise, shows that tabletop and computer RPGs were developing at the same time. (When I thought about this, I knew it was true. I was playing some of those early computer RPGs like Zork and Enchanter three or four years after I played Dungeons and Dragons for the first time. But for some reason, I hadn’t realized how the two mediums were feeding each other.)
It's when he gets to computer RPGs that the lectures really take off as Warren explores the complex relationship between the Japanese gaming industry and the American ones and how each piloted different aspects of RPGs. It’s always a delight to hear about games you played or knew about being mentioned in a book like this. It adds a pleasant feeling of nostalgia to the learning experience.
In summation, Warren hooked me. I’d be interested in exploring a much more detailed history of this subject.
Having been in the gaming community for many more decades than I should admit to, I can say that this is a decent overview lecture series. It does have a heavy focus on Dungeons and Dragons to the exclusion of other TTRPGs. There is very little, if any, mention of other major TTRPG companies that caused huge shifts in the field like Steve Jackson Games, White Wolf, or Chaosium. The LARP section also entirely neglected one of the largest types, Salon, that dominated non-boffer LARPing throughout the 90s and early 00s. Perhaps, if this was longer these gaps would not have happened.
There is some centering of women's and minorities' experience within the gaming community. As someone who got used to rarely seeing someone who looked like me at the table until the last few decades, I found it interesting and informative.
Jamin Warren gives an detailed overview of both the history and variety of Role-Payling Games. From the Japanese early NO Theater, Italiaan Renaissance roles to modern TTRPG and Computer Games. Truth be told I knew quiet a bit of this particular topic, especially the more modern side of things, but I certainly didn't expect the history of Role-Play to go that far back.
As such I wat pleasantly surprised to learn a bunch of new stuff and als expand my definition of what exactly Role-Play is exactly. As it turns out that beyond the modern TTRPG and Computer stuff there is much more to the concept.
In all a pleasant surprise in a five hour package.
Okay. There were some interesting amounts of info. The lecturer makes ridiculous and unsubstantiated claims that somehow the guys from Minnesota who made D &D were somehow influenced to create role playing games by mostly unknown Japanese and Italian mask role playing theater??? Did they have a degree in theater so they knew about these niche theater troops? Did they have some interest in them? What's wrong with academia. There is no foundation (at least that was presented) to substantiate these bizarre claims. So, otherwise some interesting facts about role playing games but not the greatest.
12/30/25: 4 stars. This was a pretty fun overview of the history of RPGs in both tabletop and video game format, with a lot of details about the origins of D&D and the influence of ttRPGs on CRPGs and JRPGs and vice versa that I didn't know about. I definitely learned a lot! That said, I was hoping this would focus more on trends in ttRPG history that I hadn't known about that led to a lot of the modern developments we're seeing vis a vis narrativist, OSR, and other new movements in the space, and it didn't give me that. Still, an enjoyable listen!
Interesting topic, and very brief overview of it, but did go into a bit more detail on specific aspects (the rift between Gary Gygax and Dave Arneson, creators of Dungeons and Dragons), the thread from wargaming like Kriegspiel through tabletop RPGs to J-RPGs and computer gaming, MUDs and other online games, etc.) than I would have expected from an overview.
This was a short, interesting history of RPGs, both tabletop and online. Not sure someone not into RPGs would enjoy it, but I liked the background info. it gave. If you're really into RPGs, you'll know a decent amount of this already, but I'm sure there will be a few nuggets of new info. here for you to appreciate.
This was surprisingly interesting, tracing online gaming to tabletop gaming ( with some cool history about how the design of one other) then tracing tabletop gaming back to military strategy simulations and theatre tradition (Japanese noh theatre and comedia del arte).
I really enjoyed this book! I just wanted way more history and much less writing that sounded like someone’s university paper. When 1/6th is looking to the future, I felt like I got cinched on the actual history which is what I wanted. But it was good. Just not great. AU
Very broad, very shallow. A few interesting facts here and there as well as a few interesting theories, but not much exploration goes into any of those to make any part all that compelling.
Still, it could be a good primer before doing further reading or research.