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| − | '''Dungeons & Dragons''' (D&D or DnD) is a [[role-playing]] game with a medieval theme featuring [[myth]]ical creatures such as [[elf|elves]], [[dwarf (mythology)|dwarves]], [[orc]]s, and [[dragon]]s. Players take the role of characters who solve a series of heroic adventures or quests. Largely considered harmless fantasy, the game has attracted some criticism. | + | '''Dungeons & Dragons''' (D&D or DnD) is a [[role-playing]] game with a medieval theme featuring [[myth]]ical creatures such as [[elf|elves]], [[dwarf (mythology)|dwarves]], [[orc]]s, and [[dragon]]s, but also semi-fictionalized [[demons]]. Players take the role of characters who solve a series of heroic adventures or quests. Though argued to be a harmless game, it has attracted a variety of criticism. |
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| | Players typically do not compete against one another; rather, the players cooperate to achieve goals and objectives while a referee, in this case called the ''dungeon master'' (DM) or ''game master'' (GM), interprets rules and adjudicates the success or failure of the players' efforts. | | Players typically do not compete against one another; rather, the players cooperate to achieve goals and objectives while a referee, in this case called the ''dungeon master'' (DM) or ''game master'' (GM), interprets rules and adjudicates the success or failure of the players' efforts. |
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| − | The game was first published in 1974 by Tactical Studies Rules (TSR). Most of those rules and many of the subsequent rules were authored by [[Gary Gygax]]. There are some who claim that [[Dave Arneson]] was the actual "inventor" of D&D, but this claim is disputed, not least by the fact that many references were authored by Gygax. The game was eventually sold to [[Wizards of the Coast]], a division of Hasbro.<ref>Wizards of the Coast's [http://www.wizards.com/dnd D&D site]</ref> | + | The game was first published in 1974 by Tactical Studies Rules (TSR). Most of those rules and many of the subsequent rules were authored by [[Gary Gygax]]. There are some who claim that [[Dave Arneson]] was the actual "inventor" of D&D, but this claim is disputed, not least by the fact that many references were authored by Gygax. After its original publisher TSR, Inc., went bankrupt, the game was sold to [[Wizards of the Coast]], a division of Hasbro.<ref>Wizards of the Coast's [http://www.wizards.com/dnd D&D site]</ref> |
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| − | In the late seventies the game's popularity exploded and it can rightly be said that the game is now a part of American culture. ''Dungeons & Dragons'' spawned countless variations and permutations, but during the earliest days of the game's growth, there were accusations that the game contributed to Satanic worship, teen suicide and general moral depravity. These criticisms have largely been addressed and the game remains controversial to only a tiny minority of Americans. | + | In the late 1970s, the game's popularity exploded, particularly on college campuses. ''Dungeons & Dragons'' spawned countless variations and permutations, but during the earliest days of the game's growth, there were accusations that the game contributed to Satanic worship, teen suicide and general moral depravity. These criticisms have been repeatedly addressed by the game's creators and defenders. |
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| | The 4th Edition of the game is the most recent, released in 2008. | | The 4th Edition of the game is the most recent, released in 2008. |
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| − | ==D&D Terminology==
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| − | Because D&D was a revolutionary game, it developed its own unique set of terminology to describe certain concepts in the game. Here's a quick list of important game terms which may be important to understand the game and its impact on American society.
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| − | ::* ''Dungeon Master'' --- The Dungeon Master (DM) is not the player's opponent or ally, but is the game's referee. As the referee, it is the DM's responsibility to adjudicate the results player's actions. Additionally, the DM must play the role of monsters and the player's opponents. The DM has a duty to make the game fair, fun and playable. Many derivative games refer to this player as the Game Master or GM.
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| − | ::* ''Player'' --- Any participant in the game that is not the DM.
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| − | ::* ''Player Character'' --- The player character (or character) is the player's in-game persona. The character is most usually a heroic archetype such as a warrior, priest, wizard or rogue of some kind. The game allows for each archetype (called a "class") to possess unique skills and powers. If the player character survives the game session, the character can advance in experience and acquire higher levels and powers.
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| − | ::* ''Monster'' --- A monster is any creature or in game character who may provide a challenge to the player characters. Many ''monsters'' like dragons or giants are monstrous, but others are fantastic such as pixies or unicorns. The DM chooses the actions of monsters.
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| − | ::* ''Campaign'' --- In traditional games, the game ends and the game session ends. In D&D, the game continues through multiple sessions with the game always picking up where the last session ended. A series of game sessions that have some internal logic or structure is called a ''campaign''.
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| − | ::* ''Spells'' --- In D&D, the term ''spells'' describe imaginary powers bestowed to certain player characters. This would be analogous to [[Gandalf]]'s fireworks or [[Merlin]]'s enchantments. In the game, spells are designed to mimic the powers and abilities found in fantasy literature and have no further relation to [[witchcraft]] or anything occult.
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| − | ::* ''Experience Points'' --- Experience Points or XP are a metric representing the number of the heroic actions of a player character has achieved in a given campaign. The more XP a character acquires, the more powers and abilities the character has in the game. [[Image:dnddice.jpg|thumb|right|Some of the unusual dice required to play Dungeons & Dragons.]]
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| − | ::* ''d20'' --- Actions and combat in D&D are most often resolved by rolling polyhedral [[dice]]. While standard dice are six-sided cubes, polyhedral dice have can have 20, 12, 10, 8, 6, or 4 sides. To distinguish between dice the standard nomenclature is ''d#'' where the # indicates the number of sides on the die. The d20 is the most commonly rolled die in D&D.
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| | ==Game play== | | ==Game play== |
| − | ''Dungeons & Dragons'' is a free-form game in which a referee (the Dungeon Master) describes a situational problem to the players and then the players reply with any imaginable response. The exploits of players can occur in any fantasy setting but at some point the adventure often occurs in a ''dungeon'' or subterranean locale not unlike ''[[Khazad-dûm|Moria]]'' in [[Tolkien]]'s ''[[The Lord of the Rings]]''. For example a DM might say to the players, "You have arrived the edge of a deep pit. The pit is so deep as to prevent you from seeing the bottom and so wide as to look impossible to jump. Far below you hear hissing and rustling as if a thousand poisonous snakes await you in the darkness." | + | ''Dungeons & Dragons'' is a free-form game in which a referee (the Dungeon Master) describes a situational problem to the players and then the players reply with any imaginable response. The exploits of players can occur in any fantasy setting but at some point the adventure often occurs in a ''dungeon'' or subterranean locale not unlike ''[[Khazad-dûm|Moria]]'' in [[Tolkien]]'s ''[[The Lord of the Rings]]''. |
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| − | Depending upon how motivated the players are to continue in this direction, the players might ask the DM various interrogatories such as "Is it possible to walk along the edge of the pit and continue down the passage?" or "Is there anything on the opposite side of the pit to which we might be able to tie a rope?"
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| − | Next the players will decide what course of actions their characters will take. Each player tries to take advantage of his character's unique talents. For example, the player of the rogue will know that his character is skilled at climbing walls. By jamming his fingers and toes into the cracks in the mortar, the rogue can negotiate along the wall to the opposite side. If the character's actions are reasonable and relatively easy to accomplish the DM allows for them to happen without further comment. If the action is more outrageous, or risky, the DM consults rules and conventions to determine which dice will govern the success of the action.
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| | At the end of each gaming sessions, the DM grants all players a number of Experience Points (XP's) to represent the player accomplishments. When the character has acquired enough Experience Points, the character can gain more powers and abilities. | | At the end of each gaming sessions, the DM grants all players a number of Experience Points (XP's) to represent the player accomplishments. When the character has acquired enough Experience Points, the character can gain more powers and abilities. |
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| | "Good" characters strive to do acts of goodness and while avoiding actions which are hurtful to others. "Evil" characters think only of their own needs. Animals and certain other creatures don't care much about good or evil. At the same time "Lawful" characters believe that it is important to adhere to the rule of law, while "Chaotic" characters are more concerned with personal freedoms than with laws. Some characters do not care whether an action is lawful or chaotic, but only whether it is good or evil. By combining these two frameworks, we arrive at the nine alignments: lawful good, neutral good, chaotic good, lawful neutral, true neutral ("neutral neutral"), chaotic neutral, lawful evil, neutral evil, or chaotic evil. | | "Good" characters strive to do acts of goodness and while avoiding actions which are hurtful to others. "Evil" characters think only of their own needs. Animals and certain other creatures don't care much about good or evil. At the same time "Lawful" characters believe that it is important to adhere to the rule of law, while "Chaotic" characters are more concerned with personal freedoms than with laws. Some characters do not care whether an action is lawful or chaotic, but only whether it is good or evil. By combining these two frameworks, we arrive at the nine alignments: lawful good, neutral good, chaotic good, lawful neutral, true neutral ("neutral neutral"), chaotic neutral, lawful evil, neutral evil, or chaotic evil. |
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| − | These alignments help a player separate what the player or referee would do in a given situation from how the character or monster might react in the same situation. Some DMs forbid evil characters as they are often disruptive to the game, though the rules do not expressly require that players choose good characters. | + | These alignments help a player separate what the player or referee would do in a given situation from how the character or monster might react in the same situation. Some DMs forbid evil characters as they are often disruptive to the game, though the rules do not expressly require that players choose good characters. The ability to play evil characters has been among the criticisms against the game. |
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| | In the original versions of the game, only the "ethical" (Law/Chaos) axis of morality was present. The "moral" (good/evil) axis was added in later editions. 4th Edition removes the axis concept, resulting in the alignments lawful good, good, unaligned, evil, and chaotic evil. | | In the original versions of the game, only the "ethical" (Law/Chaos) axis of morality was present. The "moral" (good/evil) axis was added in later editions. 4th Edition removes the axis concept, resulting in the alignments lawful good, good, unaligned, evil, and chaotic evil. |