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Chapter 1 Preparing for Adventure
In This Chapter Exploring the origins and objectives of DUNGEONS & DRAGONS Looking at the components of the game Explaining the role of the Dungeon Master Examining the things you need to play Understanding the different expressions of the game Joining a 1st-level game
veryone played make-believe during childhood. Whether you played Ecops and robbers, cowboys and Indians, superheroes, or firefighters, you opened up your imagination and pretended to be something other than your- self. DUNGEONS & DRAGONS is a game of the imagination, a roleplaying game where players take on the roles of amazing heroes in a medieval fantasy set- ting. It’s just like make-believe, only more sophisticated, grown up, and fun. D&D gives form and structure to your imagination, creating a leisure activity that’s more interactive and open-ended than any movie, novel, or computer game.
The backdrop for D&D is a mythological world of fairy tales, epic adventures, and monsters, where heroes gain power and magic to win against all kinds of challenges and villains. This backdrop owes much to fantasy novels, includ- ing The Lord of the Rings trilogy by J.R.R. Tolkien, but also to a sort of collec- tive consciousness consisting of material from comic books, TV shows, movies, andCOPYRIGHTED other fantasy-related influences. MATERIAL Over the course of more than 30 years, D&D has, in turn, influenced such media and helped set the stage for the computer game industry. This chapter provides an overview of the game and explores some of the topics that we discuss in greater detail throughout the book. 06_292907-ch01.qxp 6/9/08 2:49 PM Page 10
10 Part I: D&D Crash Course What Is D&D?
The DUNGEONS & DRAGONS Roleplaying Game is full of fantastic locations, strange creatures, magic items, treasure, and lots of monsters. Imagine an ancient place and time. Imagine a world much like our own, long ago, where armored warriors use swords and bows, castles sit atop wooded hills, and thatched cottages clump together here and there across the countryside.
The origin of D&D It started with wargames, a popular pastime in became a phenomenon. A year later, a new which participants re-create famous battles on version of the game, Advanced DUNGEONS & a tabletop using metal figures. In the mid-1960s, DRAGONS (AD&D), was introduced, published in Gary Gygax formed a small group of wargamers a series of high-quality hardcover books. who met regularly and set out to publish new The 1980s continued to see remarkable growth wargames. This led to the development of the for the game, and new initiatives started during Chainmail miniatures rules, and by 1971, Gygax this decade. D&D novels were introduced, a added supplemental rules that expanded the cartoon series debuted on Saturday morning game to include fantastic creatures such as TV, and new fantasy worlds (called campaign elves, dwarves, and monsters. settings) for D&D such as DRAGONLANCE and In 1972, Dave Arneson came to Gygax with a FORGOTTEN REALMS appeared. In 1989, the second new take on the traditional wargame. Gone edition of AD&D hit the shelves, and the 1990s were the massive armies. Each player had a saw the birth of even more campaign settings, single character like the “hero” characters in including RAVENLOFT, DARK SUN, and PLANESCAPE. Chainmail. A storyteller ran the game, unfolding In 1997, TSR changed hands. Wizards of the a narrative in which the players were free to Coast, makers of the phenomenal trading card choose their own courses of action for their game MAGIC: THE GATHERING, purchased the com- characters. This was a cooperative experience, pany and moved most of the creative staff to not a competitive wargame, in which the play- its offices in Washington State. In 2000, the 3rd ers joined forces to defeat villains and gain edition of the DUNGEONS & DRAGONS game was rewards. released. This combination of miniatures gaming and In 2008, D&D 4th Edition hit the shelves. The player imagination created a totally new expe- newest edition concentrates on making a great rience. Gygax and Arneson collaborated on a game even better, ratcheting up the fun and set of rules, but they weren’t able to find a pub- speed of play, as well as adding online compo- lisher. So in 1974, Gygax formed a company (that nents via the D&D Insider Web site (www. eventually was called TSR, Inc.) and published dndinsider.com). Today the game is more DUNGEONS & DRAGONS himself. popular than ever. Some 5 million people play In 1977, the rules were totally rewritten, and the D&D every month, using their imaginations and original DUNGEONS & DRAGONS Basic Set was having fun with their friends. released. Sales rose rapidly, and the game 06_292907-ch01.qxp 6/9/08 2:49 PM Page 11
Chapter 1: Preparing for Adventure 11
D&D: It’s good for you A few times over the long history of the uplifting, inspirational, and thought provoking. DUNGEONS & DRAGONS game, some people have And it’s fun, too! You sit in the same room with tried to knock it as something silly or even harm- other people, socialize, and create amazingly ful. Nothing could be further from the truth. D&D deep fantasy worlds in which good battles evil promotes teamwork and socialization. It on a regular basis — and good usually wins out teaches math and reading skills. It encourages in the end. What could be better than that? creativity and imaginative problem solving. It’s
Imagine that in this ancient time magic really works, and that humans aren’t the only intelligent species roaming the land.
D&D lets you explore this imaginary world. With the game, some willing friends, and your imagination, you strike out on epic quests set in this long- ago place that never existed but is as familiar as your own recollections. The D&D game lets you participate in the ultimate interactive story. In this story, you and the other players determine what happens next. How does the adventure end? That’s the best part — the ending isn’t determined until you and your character get there!
For a number of reasons, D&D is different from other games you may have played: