Procedural game content generation has regained some interest in recent years, both among the academic community and game developers alike. In this thesis, we use strategy games as an application for the procedural generation of game content. Today’s computer strategy games have their roots in the board- and roleplaying games of the 20th century and enjoy great popularity. Since then strategy games were refined and transformed over two centuries into a medium of entertainment. wargames) in the late 18th century, intended for the education of young cadets. The first strategy games were published as “Kriegspiele” (engl. Players must utilise armies and resources to their advantage on a battlefield to win a “virtual war”. Both terms directly hint at the subject of strategy games: warfare. The word “strategy” is derived from the Greek word strathgìc (strategós), meaning (the) general, resp. Strategy games are a popular genre of games with a long history, originating from games like Chess or Go. In the end we will heed the traveler’s warnings of addiction, obsession and identity lost, and share a tale or two of fans annual conventions. Subsequently, our quest will lead us through RPGs digital transformation and allocation into several complementary offspring of the gaming behemoth. Afterwards, we chart role-playing’s course through the tumultuous 1980s and its unholy marriage with broadcast slander. In our review of role-playing games, we will address the origins of role play, several influential archetypes, and their impact on the development of the forerunner to all modern RPGs, Dungeons & Dragons. From the tales of great bounty at the genres inception, to the tribulations and perilous reporting by news media that nearly paralyzed an industry we seek to pay homage to one of the oldest forms of play and narrative synergy. Role-playing games have traversed a daunting path through history, evocative of the fantastical and harrowing stories depicted in the pages of their aging rules books.
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