Interview with Andrea Furlan: The History and Beauty of Role-Playing Games (RPGs)
- Andrea Furlan

- Sep 2, 2025
- 3 min read

Q: Andrea, let’s start from the beginning. What is a role-playing game (RPG), in simple words?
A: A role-playing game is a game where you don’t win by collecting points, but by creating a story together with others. You play a character—making them act, think, and speak—and together you build a shared narrative. It’s not a solitary pastime; it’s a social, creative, almost theatrical experience. That’s why RPGs have left such a strong mark on popular culture, influencing everything from books and movies to modern game design.
Q: How did role-playing games start?
A: RPGs were born in the 1970s with Dungeons & Dragons. America was leaving behind the hippie era and looking for new imaginative worlds. Gary Gygax and Dave Arneson had a brilliant idea: transform miniature wargames into stories centered on individual characters. This is how tabletop RPGs began—a new genre of gaming where imagination, storytelling, and strategy came together. Other early classics include Tunnels & Trolls and Traveller, which expanded the RPG design to fantasy and science fiction alike.
Q: And then came the golden years, right?
A: Absolutely. This is also when I personally discovered RPGs. I still remember holding the famous D&D “Red Box” in my hands—a tiny booklet, some colorful dice—and the sheer excitement when I began reading the manual. It was like opening a door to an infinite world. TSR was producing adventure modules like bread rolls, and professional role-playing games were emerging on nearly every theme imaginable. Some were unforgettable, others less so, but all came from a period of incredible creative ferment.
Q: What happened in the 1990s?
A: That was a revolutionary decade. Vampire: The Masquerade (1991) changed everything. Dice became secondary; interpretation, storytelling, and atmosphere took center stage. I personally ran Vampire campaigns for years, with players keeping diaries of their characters and sessions that lasted until 4 a.m. The emotional intensity was incredible. RPGs were no longer just games—they were collective performances. Other influential titles included Cyberpunk 2020 and Call of Cthulhu, which pushed the boundaries of RPG design toward narrative complexity and psychological depth.
Q: Then came the difficult years…
A: Yes, the late ’90s and early 2000s were tough. The rise of collectible card games, like Magic: The Gathering, drew many players away from tabletop RPGs. While card games were exciting and accessible, I felt people were missing out on the unique depth of role-playing games. For me, RPGs offer an irreplaceable experience: storytelling, collaboration, and the thrill of shared imagination. Seeing that overshadowed was disheartening.
Q: And today, where do RPGs stand?
A: Today, RPGs are enjoying a true renaissance. Online platforms, streaming, and crowdfunding have revitalized tabletop role-playing games. There’s something for everyone: minimalist games, narrative-driven RPGs, experimental titles, and reimagined classics. The RPG scene is richer and more diverse than ever.
I’d also note that role-playing games are increasingly used as professional tools. With my T3-Method, for example, I use role-playing dynamics to “hack” corporate reality and uncover hidden team dynamics. It’s the same power RPGs have always had: bringing to the surface what would otherwise remain invisible. This approach shows how role-playing games can influence not only entertainment and RPG design but also team development and organizational learning.
Q: A personal question: what is your all-time favorite RPG?
A: That’s a tough one! But if I had to choose just one, I’d pick Call of Cthulhu. In that game, the protagonist isn’t the invincible hero, but a fragile human facing the unknown. And perhaps that’s the greatest lesson an RPG can give: it’s not always about winning—it’s about the story, the choices, and the experience.
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