When We Were Wizards

Traction Media

WHEN WE WERE WIZARDS charts the rise and fall of Gary Gygax, the co-creator of Dungeons & Dragons and co-founder of TSR, the company that published it. Despite its enduring popularity, few fans know the true story of ambition, disillusionment, rancor, and betrayal behind the game’s meteoric rise. As D&D took off in the late 70s and early 80s, family bonds were tested, friendships were betrayed, and personal demons were unleashed. For Gary, realizing the American Dream was only the first step; hanging on to it was even harder. read less
Society & CultureSociety & Culture
Introduction - When We Were Wizards
Jun 27 2022
Introduction - When We Were Wizards
Three years ago, screenwriter, Adam Turner and archivist Paul Stormberg embarked on a project about Gary Gygax, Dungeons & Dragons®, and the company he founded to publish the game, TSR. During the course of this project we recorded our ongoing conversations, not only about the cultural impact of the game, but the profound personal impact it had on Gary, his family, friends, and colleagues. The result is an unprecedented 10-episode podcast that tells the story with the voices of the people who were there, through never before seen interviews, personal letters, and internal company documents.  D&D® was the world's first published role-playing game and, as such, is one of the few types of table-top games ever created by humanity. Can we say who created chess? Or dice? No, of course not. But we can name the persons who created Dungeons & Dragons®, and we can tell their story. This is that story. One of dreamers and gamers who changed the world. Dungeons & Dragons® is a truly global phenomenon. An estimated 50 million people have played the game since it was created and it has been translated into dozens of languages. Nearly 14 million people play it currently and 9 million people watch livestreams of other people playing it. It pervades popular culture and has become part of the very fabric of our civilization. Gary Gygax believed in the power of games to transcend age, gender, ethnicity, culture, language, religion, and class. Even as a child, that power drew him to games like chess, cribbage, mahjong, and others. But all those games were based on competition. In a millenia of game design, a thousand years of human history, no one had broken this paradigm of us vs. them, victory or defeat. The purposes of games were to win, and losing meant failure. But for the first time in thousands of years, D&D® gives us something different. It’s a game whose only boundary is the imagination of everyone sitting around the table playing it. Where the shared experience is the reward. Join Adam and Paul as they explore the origins of a cultural phenomena and how it changed the lives of those who created it and then the whole world.