Until the 1990s, roleplaying games were often intimidating, aimed at an audience already familiar with Dungeons & Dragons and The Lord of the Rings. There was a lot of reading involved – games like 1988's Pool of Radiance were accompanied by a manual full of numbered paragraphs of text you'd be directed to read at various points to find out what was
This article originally appeared on www.rollingstone.com: How 'Diablo' Defined the Hack-and-Slash Roleplaying Game
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