How one magazine helped launch an entire gaming industry
In short: Before Dungeons & Dragons became a global phenomenon, it was just a niche subgenre of wargaming. A single publication, originally called The Strategic Review, helped bridge that gap, eventually evolving into Dragon—the definitive voice for a new era of role-playing adventures.
Launched in June 1976 by TSR, Inc., Dragon emerged after the company realized that role-playing games were separating themselves from their wargaming origins. Originally intended to support the growing popularity of Dungeons & Dragons, the magazine became a vital launching point for rules, spells, and monsters that would define the hobby. It even served as the debut platform for the Forgotten Realms campaign setting, created by Ed Greenwood in the 1980s.
The publication's history is marked by significant shifts in ownership and format. After being published by TSR, the magazine was acquired by Wizards of the Coast in 1997. In 2002, Paizo Publishing took over the license, using the magazine to promote major multi-issue adventures like the Age of Worms. While the print edition reached its final issue, #359, in September 2007, the brand transitioned into digital spaces, including an online version and the later digital-only Dragon+ app.
Dragon's influence extended beyond mere instruction; it was a cultural hub for the gaming community. It featured everything from fantasy fiction—including an excerpt from George R.R. Martin's A Feast for Crows in issue #305—to specialized columns like Sage Advice. Despite early criticisms regarding its role as a 'house organ' for TSR, the magazine's impact was solidified when it won the 1984 Origins Award for Best Professional Roleplaying Magazine.
Today, the legacy of Dragon lives on through the digital tools and content provided by Wizards of the Coast, continuing to feed the complex mechanics of modern Dungeons & Dragons through online character builders and community updates.
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- Summary by Intellect · source: Dragon (magazine)
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