TIME March 5, 2008
How D&D Changed the Culture
Posted by James Poniewozik
http://en.wikipedia.org/wiki/Gary_Gygax
http://virtuallaw.tistory.com/170
we knew that the game was nothing like that. As the F&G scene shows, it was an escape, but a creative, involving and deeply social one. It involved acting, co-operation and constant invention and wit.
It wasn't a precursor to the Internet or videogames exactly--people were playing text-based role-playing games at the same time--but it was a precursor to the Web and the kind of cultural experiences that it made possible. You adapted personae, you played on a "field" that was theoretically limitless, and as on the Web, the narrative was nonlinear: going down digressive rabbit holes was not only possible, but encouraged, and sometimes the greatest pleasure of the game.
http://www.time-blog.com/tuned_in/2008/03/what_dd_did_for_tv.html
What D&D has in common with Lost--and with today's videogames, and with social networking, and with any entertainment today that's enhanced by fan interactions and online analysis--is that it established a model where entertainment and story wasn't simply something that was handed down to you with a predetermined outcome and a rigid set of rules. It was something that you helped to create, that in fact would not exist without the enthusiasm and imagination that you brought to it.
http://en.wikipedia.org/wiki/Gary_Gygax
http://virtuallaw.tistory.com/170