Magic: the Gathering saved roleplaying games, and that's not even hyperbole. If not for Richard Garfield's game, we wouldn't have D&D today.
Magic: the Gathering gave Wizards the Coast license to print money--and print it they did, making enough to pick up D&D as a vanity project. While WotC spent a few years spinning up the engines and would eventually release 3rd edition, which was beloved by an entire generation of gamers, Magic: the Gathering was far and away more successful. Without Magic: the Gathering propping it up, D&D 3rd Edition and the experimental Open Gaming License might not have reinvigorated tabletop gaming. But where does it all begin? Come back to the halcyon days of Magic's beginning as we take a look at the first gathering... of magic.
Funnily enough, the story of Magic: the Gathering starts with Dungeons & Dragons. Richard Garfield, like most 13-year-olds in the time of D&D who also really loved games of all stripes, was curious about D&D. But back in those days, Dungeons & Dragons spread through whispers, rumors, and magazine articles and could be hard to come by. When Garfield's FLGS didn't have a copy, Garfield, rather than giving up on D&D decided to develop his own version of the game.
He developed a game based around what he believed D&D to be from descriptions of the game--he had heard that you mo...