If you’ve ever rolled dice in a basement, argued over historical accuracy, or spent an unreasonable amount of time painting tiny soldiers, you owe a debt of gratitude to the International Federation of Wargamers (IFW). While it may not be a household name today, the IFW played a critical role in shaping not just the wargaming hobby but also the creation of Dungeons & Dragons. Yes, dear reader, without the IFW, there might never have been a 20th-level wizard hurling fireballs at an unsuspecting band of goblins.
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The Birth of the IFW
The 1960s were a heady time for wargamers. With Avalon Hill churning out historical board games and table top wargaming gaining popularity, enthusiasts craved a way to connect beyond their local gaming groups. Enter the International Federation of Wargamers, founded in 1965 as a way to unify players, share ideas, and, most importantly, organize conventions.
The IFW was the brainchild of Bill Speer, a wargaming enthusiast who saw the need for an organized community. The idea was simple: create a network where gamers could exchange strategies, discuss rules, and, perhaps, grumble about dice rolls in a structured setting. And, in true wargamer fashion, they even had newsletters—because nothing says “passion for gaming” quite like an intricately detailed, mimeographed publication.
A Gathering of the Minds: Gen Con and the IFW’s Role
If you’ve ever attended Gen Con, one of the largest gaming conventions in the world, you can thank the IFW. In 1967, a young wargaming enthusiast named Gary Gygax—yes, that Gary Gygax—organized a small gathering of fellow IFW members in Lake Geneva, Wisconsin. The event, which started humbly in the Horticultural Hall, attracted a handful of players who wanted to roll dice and talk strategy.
Little did they know, this gathering would evolve into Gen Con, a powerhouse of gaming that would eventually outgrow its origins, moving from small-town Wisconsin to Indianapolis, where thousands of gamers now converge annually. Without the IFW’s structure and community-building efforts, it’s hard to imagine Gygax having the resources or connections to get Gen Con off the ground.
The IFW’s Influence on Dungeons & Dragons
Now, let’s get to the really juicy part: how the IFW indirectly gave birth to Dungeons & Dragons. The wargaming world was already experimenting with fantasy elements before D&D officially existed. The IFW provided a melting pot of creative minds—people who loved history but also weren’t opposed to throwing in a few dragons now and then.
Gary Gygax and fellow IFW members like Jeff Perren were instrumental in developing fantasy wargaming. Their ruleset Chainmail (1971), which evolved from traditional historical battles to include wizards and mythical creatures, laid the foundation for D&D. Without the IFW’s support network and the discussions it fostered, it’s unlikely that the leap from traditional wargames to full-fledged role-playing games would have happened so smoothly.
The Decline of the IFW
Alas, all good things must come to an end. By the 1970s, the IFW had begun to wane. Why? Well, paradoxically, its success was part of the problem. Wargaming as a hobby had exploded, and newer organizations emerged to cater to more specialized interests. More importantly, role-playing games—particularly Dungeons & Dragons—took off in ways no one had anticipated, drawing gamers away from traditional wargames.
The IFW’s structured approach to connecting gamers was no longer necessary in the same way it had been in the ’60s. The rise of dedicated role-playing game communities, new wargaming clubs, and the massive growth of conventions like Gen Con meant that the IFW’s role as a unifying force became less relevant. By the late 1970s, the IFW had faded into obscurity.
The IFW’s Lasting Legacy
Even though the IFW is no longer an active organization, its influence is undeniable. It helped establish the idea that gaming was something worth organizing around, fostering communities, and creating conventions. The wargaming networks it built gave rise to some of the biggest names in gaming history—Gary Gygax, Dave Arneson, and many others who went on to create the role-playing games we know and love today.
So, the next time you roll a 20, paint a Napoleonic-era miniature, or attend a gaming convention, spare a thought for the International Federation of Wargamers. They may not have dragons in their rulebooks, but without them, we might never have had Dungeons & Dragons at all. And that, dear reader, is a world too terrifying to imagine.
