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''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]]''.
 
''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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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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Players' characters can gain more powers and abilities from earning ''experience points'' for completing various tasks (e.g. solving puzzles, killing enemies) during adventures.
    
===Alignment System===
 
===Alignment System===
 
Because D&D players can basically do "anything" there are moral implications to the choices players make. To provide a frame of reference and to help the game make sense Gygax devised an alignment system.  All characters are required to choose an ''alignment'' and the character must adhere to the beliefs of that alignment. Similarly, all monsters have alignments and thus their actions can be predictable and make sense.   
 
Because D&D players can basically do "anything" there are moral implications to the choices players make. To provide a frame of reference and to help the game make sense Gygax devised an alignment system.  All characters are required to choose an ''alignment'' and the character must adhere to the beliefs of that alignment. Similarly, all monsters have alignments and thus their actions can be predictable and make sense.   
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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.
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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 desires. Morally "Neutral" characters 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. Ethically "Neutral" characters do not care whether an action is lawful or chaotic.  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.
    
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.
 
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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