Lifestyle
Dungeons & Dragons turns 50 this year. Here’s what the game has meant to you.
Vintage game modules from the role-playing game Dungeons & Dragons on display at The Dungeon Hobby Shop and Museum in Lake Geneva, which is located in the old offices of TSR, the company Gary Gygax created to sell the game.
E. Jason Wambsgans/Chicago Tribune/Tribune News Service via Getty Images
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E. Jason Wambsgans/Chicago Tribune/Tribune News Service via Getty Images
The first edition of tabletop role-playing game Dungeons & Dragons was released 50 years ago this year.
Since then, the game’s publisher, Wizards of the Coast, estimates that over 50 million people have played.
And it’s changed a lot since 1974. It was a pastime of nerds in the ‘80s and in part fueled the “Satanic Panic,” a time when concerned parents and news outlets linked the game teen killings and witchcraft.
It’s become more mainstream after featuring in Netflix’s hit series Stranger Things. It also made its way to the big screen multiple times since 2000, most recently with 2023’s Dungeons and Dragons: Honor Among Thieves.
During the pandemic, it became a popular way for friends to stay connected through virtual campaigns held on Zoom or on ‘virtual tabletop’ websites like Roll20. NBC reported that D&D product sales rose 33% in 2020.
That momentum continued after lockdown into 2023, as Baldur’s Gate 3, a video game based on D&D, exploded in popularity, reaching over half a million concurrent players at its peak in September of 2023. It went on to win Game of the Year.
Throughout the decades, it’s remained as a way for its most loyal players to socialize with friends and escape to faraway lands. A few weeks ago, we asked readers and listeners to tell us what role the game has played in their lives.
Nearly 1,000 of you shared your passion for the game. Here are five of your stories.
Memorializing loved ones
James Rubis and his wife Rena played D&D together throughout their relationship. When their daughter Gwen was born in 2003, they switched to online play to save time. As Gwen grew up, she became interested in playing with her parents. One day, Rena was playing an online game and encountered a Beholder – a floating, spherical monster with tentacles that have eyes on their ends. “My daughter saw that, and she went back to her room, and drew a picture of it and gave it to my wife – we still have it hanging on the wall in our spare room,” Rubis said.
A drawing of a beholder, a Dungeons & Dragons monster, done by James Rubis’ late daughter Gwen.
Courtesy James Rubis
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Courtesy James Rubis
The three of them started playing together as a family, in one-off games from Adventure in a Box, a monthly subscription service. “That was our monthly family time,” Rubis said. “We’d play 6 to 8 hours over the weekend once a month.”
In June of 2019, Gwen was killed in an accident while visiting family in California. Two weeks later, the monthly Dungeon in a Box arrived at Rubis’ house. “When I got that, it was like ‘Man, we’re not gonna get to do this again”, he said. He sent an email to the Dungeon in a Box customer service team thanking them for the memories their service allowed them. The co-founder responded, asking if they could honor Gwen’s memory in an upcoming campaign.
Gwen’s character was included in the final chapter of a long sequence of adventures, which was sent to Rubis’ home. “I started going through the book, I found it, it’s been like 6 – 8 months since she had passed away, and I lost it, I just started crying. Because everything they put in there was her story, and how she acted,” he said. “She would’ve loved it.”
Bridging generations
Michael McKenna was introduced to D&D as a kid, when his older brother let him play with his friends. He rediscovered the game in 2017 through Critical Role, a web series where professional voice-actors play D&D in real time. His child Julius wanted to play the game, so Michael put his experience as a high school English teacher to use and wrote a one-on-one campaign for the two of them – and catered to the needs of Julius, who is transgender and has been diagnosed with autism.
“Back then, he had a lot of problems expressing himself,” McKenna said, “but they really loved [D&D]”. The seemingly infinite set of directions to take the campaign started out overwhelming. Michael would ask Julius how his character Greta felt, or how she would react to a situation. “At first, Julius was like I don’t know, so we’d give options. Eventually, it became ‘this is what she’s doing’, and then it became ‘this is what I, Julius, am doing’,” McKenna recounted
“We caught him at 1:30 in the morning, with a flashlight in their bed, and their Chromebook, writing fiction about their D&D character,” McKenna recalled and laughed.“And it’s like you should go to bed responsibly, but it was so great that they were doing that.” At first, Julius kept the contents of the writing to himself, but he began to open up, eventually sharing the game with friends. “They’ve been more comfortable in situations and activities because of exploring things in D&D. They’re more assertive.”
Connecting cultures across borders
Khaver Siddiqi grew up in Karachi, Pakistan. The country has a Sunni Muslim majority, and making friends in other denominations was rare. Siddiqi began playing D&D in 1997, when a friend returned from a trip to England with a copy of the 2nd Edition box set. “We poured over the three books religiously every weekend,” Siddiqi told us “It was truly immersive for us as Pakistani teenagers, being transported to a place completely different from ours.”
Through his immersion in the world of D&D, he became curious about the real-world events and cultures that inspired the campaigns he played. “You go and you read and you realize, ‘Wow, other cultures have this fascinating history and mythology,’” he said. That curiosity then extended back to his view of his own culture, which he could study with a broader perspective. “It gave me a sense of purpose, an anchor in life to be like ‘This is my identity’.”
Siddiqi found community through the game, adding players from the Shia Muslim minority to his D&D party. Playing kept him and the rest of his friends grounded and connected through the country’s political strikes, government changes, and corruption. “There was chaos all around us at some point or another, whether it was political or otherwise. But every Friday night we would get together and play. It would drag into the early hours of Saturday morning or night,” he said.
Siddiqi hopes that the worlds in D&D’s mythology will look more like where he grew up and include facets of his culture. He recalls how important representation has been for his family, “Like Miss Marvel – I have a daughter who looks up to her because she’s like ‘oh yeah, she’s Pakistani-American,’ that’s what was missing for me in D&D when I was growing up. It was all these Euro-centric settings.”
Helping people discover themselves
Abby Morrione Matz, a transgender woman, first chose to play a female character during her first big D&D campaign in 2000. “At this point in my life, I was still trying to get a sense of who I was gender and sexuality-wise. I decided to use it as a platform to try out being a girl in front of my friends,” she said. “I really got to explore myself, as an elf, a wizard, but as a woman for the first time.”
Creating the character, she was inspired by the Lord of the Rings – a text that inspired the world of D&D. “I fell in love with Éowyn,” she described, “I was like ‘oh my god, she’s so cool, I want to play someone like her,’ but I also really liked Gandalf, so I did a wizard, I combined the two.”
Matz’ identity has been generally accepted throughout her D&D community. She found a community looking to start a group for women only. “I contacted [the leader] like ‘how do you feel about trans women?’ and she’s like ‘I’ll see you on Wednesday.’ We’ve built a humongous community since then, I’ve met some of my absolute best friends through this game.”
Platform for mental health and healing
In 2021, Stacia Seaman found her partner Reese in cardiac arrest in her home. “She wasn’t breathing,” Seaman said. “Her heart wasn’t beating. I had to do CPR on her while I waited for the EMTs to arrive.” She had suffered a reaction to an antibiotic and was left with mental and physical impairment due to lack of oxygen in her brain.
Stacia Seaman’s partner, Reese, pictured at the hospital after she was found in cardiac arrest at her home.
Courtesy Stacia Seaman
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Courtesy Stacia Seaman
As Reese slowly recovered, Seaman began slowly introducing new activities. “We started with games,” she said. “We played Go Fish, we played Rummy, we played dominoes, and then she was able to come home.” Then, they reintroduced the game both had played throughout their lives: D&D.
They began by building a D&D Lego set that came with a playable adventure. “[Reese] took one look at that and said ‘When are we going to start playing again?’” Seaman said, “I was thinking we’re not.” But she decided to slowly help Reese begin playing.
They created a character to play together, and Seaman reached out to the leader of a game for them to join, and described Reese’s situation. They welcomed the couple. “That’s one of the things I love about our gaming community: We get young kids, people with autism, and you just work with it,” Seaman said.
Seaman sees the game as benefitting Reese’s recovery.
Seaman credits Dungeons & Dragons for helping her partner Reese recover from a brain injury due to cardiac arrest.
Courtesy Stacia Seaman
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Courtesy Stacia Seaman
“It’s therapeutic,” she said. “It helps her with fine motor control because she’s rolling dice, it’s helping her cognitively because she’s in groups again. She’s just a happier person again. She’ll never be who she was, but she’s a lot more herself.”
Lifestyle
What worked — and what didn’t — in the ‘Stranger Things’ finale
Sadie Sink as Max Mayfield.
Netflix
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Netflix
Yes, there are spoilers ahead for the final episode of Stranger Things.
On New Year’s Eve, the very popular Netflix show Stranger Things came to an end after five seasons and almost 10 years. With actors who started as tweens now in their 20s, it was probably inevitable that the tale of a bunch of kids who fought monsters would wind down. In the two-plus-hour finale, there was a lot of preparation, then there was a final battle, and then there was a roughly 40-minute epilogue catching up with our heroes 18 months later. And how well did it all work? Let’s talk about it.
Worked: The final battle
The strongest part of the finale was the battle itself, set in the Abyss, in which the crew battled Vecna, who was inside the Mind Flayer, which is, roughly speaking, a giant spider. This meant that inside, Eleven could go one-on-one with Vecna (also known as Henry, or One, or Mr. Whatsit) while outside, her friends used their flamethrowers and guns and flares and slingshots and whatnot to take down the Mind Flayer. (You could tell that Nancy was going to be the badass of the fight as soon as you saw not only her big gun, but also her hair, which strongly evoked Ripley in the Alien movies.) And of course, Joyce took off Vecna’s head with an axe while everybody remembered all the people Vecna has killed who they cared about. Pretty good fight!
Did not work: Too much talking before the fight
As the group prepared to fight Vecna, we watched one scene where the music swelled as Hopper poured out his feelings to Eleven about how she deserved to live and shouldn’t sacrifice herself. Roughly 15 minutes later, the music swelled for a very similarly blocked and shot scene in which Eleven poured out her feelings to Hopper about why she wanted to sacrifice herself. Generally, two monologues are less interesting than a conversation would be. Elsewhere, Jonathan and Steve had a talk that didn’t add much, and Will and Mike had a talk that didn’t add much (after Will’s coming-out scene in the previous episode), both while preparing to fight a giant monster. It’s not that there’s a right or wrong length for a finale like this, but telling us things we already know tends to slow down the action for no reason. Not every dynamic needed a button on it.
Worked: Dungeons & Dragons bringing the group together
It was perhaps inevitable that we would end with a game of D&D, just as we began. But now, these kids are feeling the distance between who they are now and who they were when they used to play together. The fact that they still enjoy each other’s company so much, even when there are no world-shattering stakes, is what makes them seem the most at peace, more than a celebratory graduation. And passing the game off to Holly and her friends, including the now-included Derek, was a very nice touch.
Charlie Heaton as Jonathan Byers, Natalia Dyer as Nancy Wheeler, Maya Hawke as Robin Buckley, and Joe Keery as Steve Harrington.
Netflix
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Netflix
Did not work: Dr. Kay, played by Linda Hamilton
It seemed very exciting that Stranger Things was going to have Linda Hamilton, actual ’80s action icon, on hand this season playing Dr. Kay, the evil military scientist who wanted to capture and kill Eleven at any cost. But she got very little to do, and the resolution to her story was baffling. After the final battle, after the Upside Down is destroyed, she believes Eleven to be dead. But … then what happened? She let them all call taxis home, including Hopper, who killed a whole bunch of soldiers? Including all the kids who now know all about her and everything she did? All the kids who ventured into the Abyss are going to be left alone? Perfect logic is certainly not anybody’s expectation, but when you end a sequence with your entire group of heroes at the mercy of a band of violent goons, it would be nice to say something about how they ended up not at the mercy of said goons.


Worked: Needle drops
Listen, it’s not easy to get one Prince song for your show, let alone two: “Purple Rain” and “When Doves Cry.” When the Duffer Brothers say they needed something epic, and these songs feel epic, they are not wrong. There continues to be a heft to the Purple Rain album that helps to lend some heft to a story like this, particularly given the period setting. “Landslide” was a little cheesy as the lead-in to the epilogue, but … the epilogue was honestly pretty cheesy, so perhaps that’s appropriate.
Did not work: The non-ending
As to whether Eleven really died or is really just backpacking in a foreign country where no one can find her, the Duffer Brothers, who created the show, have been very clear that the ending is left up to you. You can think she’s dead, or you can think she’s alive; they have intentionally not given the answer. It’s possible to write ambiguous endings that work really well, but this one felt like a cop-out, an attempt to have it both ways. There’s also a real danger in expanding characters’ supernatural powers to the point where they can make anything seem like anything, so maybe much of what you saw never happened. After all, if you don’t know that did happen, how much else might not have happened?
This piece also appears in NPR’s Pop Culture Happy Hour newsletter. Sign up for the newsletter so you don’t miss the next one, plus get weekly recommendations about what’s making us happy.
Listen to Pop Culture Happy Hour on Apple Podcasts and Spotify.
Lifestyle
The Best of BoF 2025: Conglomerates, Controversy and Consolidation
Lifestyle
Sunday Puzzle: P-A-R-T-Y words and names
On-air challenge
Today I’ve brought a game of ‘Categories’ based on the word “party.” For each category I give, you tell me something in it starting with each of the letters, P-A-R-T-Y. For example, if the category were “Four-Letter Boys’ Names” you might say Paul, Adam, Ross, Tony, and Yuri. Any answer that works is OK, and you can give answers in any order.
1. Colors
2. Major League Baseball Teams
3. Foreign Rivers
4. Foods for a Thanksgiving Meal
Last week’s challenge
I was at a library. On the shelf was a volume whose spine said “OUT TO SEA.” When I opened the volume, I found the contents has nothing to do with sailing or the sea in any sense. It wasn’t a book of fiction either. What was in the volume?
Challenge answer
It was a volume of an encyclopedia with entries from OUT- to SEA-.
Winner
Mark Karp of Marlboro Township, N.J.
This week’s challenge
This week’s challenge comes from Joseph Young, of St. Cloud, Minn. Think of a two-syllable word in four letters. Add two letters in front and one letter behind to make a one-syllable word in seven letters. What words are these?
If you know the answer to the challenge, submit it below by Wednesday, December 31 at 3 p.m. ET. Listeners whose answers are selected win a chance to play the on-air puzzle.
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