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- This article is about the role-playing game. See also the movie Dungeons & Dragons and the cartoon series Dungeons & Dragons, both of which were based on this game.
The original
Dungeons & Dragons set
Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy role-playing game (RPG) published by Gary Gygax and David Arneson in January 1974. It was first published by Gygax's company, Tactical Studies Rules (TSR) and subsequently spawned the RPG industry. D&D is by far the most well-known and best selling RPG game, with an estimated 20 million players and over $1 billion in book and equipment sales as of 2004.
The rights to D&D were sold to Wizards of the Coast in 1997, a company later bought by Hasbro. Owing partially to heavy marketing, products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2002.
Overview and history
Dungeons & Dragons evolved in the early 1970s from the Chainmail system of wargaming rules by Gary Gygax and Jeff Perren; Gygax and Arneson designed D&D to take place in a fantasy setting based upon popular fiction and mythology. It was influenced by The Lord of the Rings, popular Greek and Norse mythology, the pulp fiction stories of Robert E. Howard, Edgar Rice Burroughs, and many of the more contemporary fantasy authors of the 1960s and 1970s, such as Jack Vance, Fritz Leiber and Michael Moorcock. The game developed the RPG concept of a referee (the Dungeon Master) who creates the fictional setting of the game, plays antagonists and supporting characters, and moderates the action of the adventures.
The game evolved from wargames with soldiers, in which onlookers were given characters to play during the battle. Gygax and Arneson were playing an Arthurian Knights version when someone decided they wanted to play Merlin. Later, they decided to hide in a cave and they decided that if Merlin existed, then a monster might be in the cave.
Cover of the
D&D Basic Set, 2nd printing
The original D&D game allowed players to play characters in three classes: fighters, magic-users (wizards), and clerics (priests). Players could choose to have their characters be Hobbits, Dwarves, or Elves; later versions termed these three "races" as "demi-humans". The players would embark upon imaginary adventures, where they would battle many kinds of fictional monsters from goblins to dragons to ten foot gelatinous cubes, while gathering treasure and experience points as the game progressed. These character classes, monsters, and fantasy world settings were greatly expanded and improved with further editions of the game.
D&D took the world of wargaming by storm, creating its own niche and giving birth to a multitude of role-playing games, based on every genre imaginable. Science fiction, horror, superheroes, cartoons, westerns, spies and espionage, and many other fictional settings were adapted to role-playing games, with several of these games also being published by TSR. However, "fantasy role-playing" loosely based on the world of D&D, continues to dominate the field of role-playing games as of 2004.
Editions
D&D has gone through several revisions. The first edition (1974) featured just a few character classes and monsters. Supplements published in the next two years (Greyhawk, Blackmoor, and Eldritch Wizardry) greatly expanded the character classes, monsters and spells. Advanced Dungeons & Dragons (AD&D) was published between 1977 and 1979, collecting rules from the original version and the supplements into three volumes, and extensively revising the system. In 1980, the Dungeons & Dragons name was used for a simplified version of the game that was incompatible with the more mainstream AD&D.
In 1989, AD&D Second Edition was published, which revised the rules again, consolidating some character classes, disposing of some fan favorites, and revising the combat system slightly. It was during this time that the current owners of TSR (Gygax and Arneson had earlier left) angered many fans with several extreme practices intended to make up for declining sales, such as inflating prices, excessive split pricing of individual game products, and relentless copyright infringement lawsuits. A long decline in popularity followed into the 1990s, resulting in TSR filing for bankruptcy in 1998; TSR never emerged from bankruptcy, and was in the end purchased by former competitor Wizards of the Coast.
In 2000, a third revision, called Dungeons & Dragons Third Edition (or 3E for short), was published by Wizards of the Coast. It is the basis of a broader role-playing system designed around 20-sided dice, called the d20 system. The edition removed old arbitrary restrictions on class and race combinations, and included skills and feats to allow players to customize their characters. It also rationalized movement and combat, though some thought these latter changes complicated matters by adding tortuous rules regarding "attacks of opportunity" and putting all movement on a square grid.
The introduction of the d20 system made it possible for authors to write new games and game supplements without the need to develop a unique rules system and, more importantly, without the need for approval from Wizards of the Coast. The d20 system is an open source version of the D&D core rules that was made available under the open gaming license. This makes it easier to market D&D-compatible content under a broadly recognizable commercial license. Many other companies have produced content for the d20 system, such as White Wolf, AEG, and Malhavoc Press.
Many purist fans of the first two editions of the game did not like the changes made by Wizards of the Coast in the 3rd edition. Some have subsequently have engaged in boycotts of any attempt to play the game using these rules.
In July 2003, a revised version of the 3rd edition D&D rules (termed version 3.5) was released that incorporated numerous minor rule changes. Officially, the new version of the game is simply a "revision" and not a new edition of the game, but with the release of 3.5, Wizards of the Coast abandoned the open source format.
Manuals
Several manuals are required for D&D. The first edition of advanced dungeons and dragons required three core rule books - the Players Handbook, the Dungeon Masters Guide, and the Monster Manual. The vast popularity of these first three rule books encouraged TSR to publish more and more books; by the time the second edition of the game was released, there were over a dozen books, including:
- The Players Handbook – references and tables for players
- The Dungeon Masters Guide – references and tables for game masters
- The Monster Manual – references for monsters in the game, such as characteristics and strength
- Deities & Demigods – a tome of numerous pagan gods and goddesses from myth and fiction (several pantheons were dropped from the third and subsequent printings, including the fictional mythose of H.P. Lovecraft, Michael Moorcock's Elric of Melniboné and Fritz Lieber's Lankmar; therefore the first and second printings are considered more valuable)
- Fiend Folio – containing more monsters for adventures (mostly from the UK)
- Monster Manual II – even more monsters
- Unearthed Arcana – supplementary player's handbook material, including barbarian, cavalier, and thief acrobat classes, and many addtional spells.
- Manual of the Planes – A description of planes of existence in the DnD cosmos, including hell, the abyss, and limbo.
- Dungeoneer's Survival Guide – Addition material pertaining to underground adventuring.
The second edition expanded the number books, and included such things was character kits for Wizards, Elves, and Halflings.
The third and 3.5 editions greatly clarified and streamlined the rules. The provided constant and consistant rules for different monster types, effects (invisibility, fatigue, etc..) and spells, whose effects have always been the subject of lively debate amongst players. More significant was the open sourceing of the rules in the form of a System Reference Document that could be used by third party game companies to create their own Dungeons and Dragons compatable products.
The Players Handbook, Dungeon Masters Guide and Monster Manual were clearly labeled as the three core rulebooks, and the first and second editions of the books, though no longer official, are highly-prized by collectors. Examples in good condition (which is rare since these books got a lot of use from players) can fetch prices many times their cover value.
The pen-and-ink illustrations within these volumes, especially the Monster Manual is uneven—some artwork is amateurish (as was all D&D art in the early days), while some show skillful use of lines and media. Despite their uneven quality, some fans regard these illustrations as the best in the series.
Modules
S1: Tomb of Horrors module
See List of Dungeons & Dragons modules
TSR produced numerous "modules" for AD&D. These modules were pre-made adventures for users to play and use. They contained a backstory, maps and one or more objectives for the players to achieve. While they still needed to be moderated by a Dungeon Master, these modules allowed players to experience adventures without the effort of creating and testing adventure content. Many modules were play-tested at conventions such as Gen Con prior to publishing, so were fairly refined and balanced.
Many modules were produced over the years and some popular ones went through several printings.
Dice
Dungeons & Dragons is noted for introducing the use of polyhedral dice. While the game uses traditional six-sided dice from time to time, many other types of dice are used more frequently. D&D's popularity prompted its competitors to adopt the use of many-sided dice, though this trend has been reversed with the introduction of "third generation" role playing games.
The use of
polyhedral dice, like this 20-sided die, was popularized by
D&D and are an important part of
D&D and the new d20 system.
The new d20 System bases most rolls around a 20-sided die, which allows for more nuances than a six-sided die. The second most common die for use is the "Percentile Die"—a roll of two 10-sided dice, one with 0-9 and one with 00, 10, 20, 30, 40, 50, 60, 70, 80, and 90, to produce a number from 1 to 100 (a roll of "00" and "0" is treated as 100)—useful for determining chance and for randomly generating treasures.
The dice used, and what they are used for are:
- d4 – 4-sided, used for low-level damage and the hit points of weak creature, this is the average health of a level 1 Wizard
- d6 – 6-sided, used in the same way as a d4, this is below-average health, and average damage
- d8 – 8-sided, again used in the same way as a d4, this is the average health of a level 1 Cleric
- d10 – 10-sided, used like a d4, this is the average health of a level 1 Fighter
- d12 – 12-sided, quite rare as a hit die or damage die.
- d20 – the most-used die, a 20-sided die is used for most checks of ability, e.g. trying to open a stuck door or attempting to barter for a low price and to determine if an attack hits. These are the two most common rolls in the d20 System, hence its name.
- d100 – usually referred to as a "Percentile Die", usually rolled with two dice, a d10 for tens and a d10 for units, 00 is read as 100%. These are used for random generation from large charts and to check percentage chances (e.g. wearing light armour gives a 5% chance of failure when casting a spell)
Miniature figures
Dungeons & Dragons continued the use of miniature figures in the much the same way they were used in its direct precursor, Chainmail, and other miniature-based wargame systems. These miniature figures represent characters -- fighters, mages, dwarves, and so on -- and monsters, adding to the immersiveness of the game.
In the 1980s, numerous companies sprung up offering miniature figures for D&D and related role-playing games. Some of the most respected were Ral Partha and Citadel, noted for their high-quality and attention to detail. TSR even partnered itself with one miniature manufacturer, Grenadier, and released their figures under the D&D brand. Despite this clever marketing partnership, Grenadier figures were usually derided for poor quality and unrealistic proportions.
Miniatures were used in a variety of ways. Often they were placed on acetate-covered graph paper with walls and other entities drawn with grease pencils. As the adventurers advanced, the grease pencil markings could be wiped off and a new area drawn. Some players would build entire floor tiles and walls sets from wood or cardboard and would invest in large inventories of trees and other location objects to make the gaming even more immersive.
As with dice, many players became attached to certain figures in their collection. Many players spent hours carefully painting their figures with exacting detail. This attachment still exists today and, even though pre-painted figures are now readily available, the hobby of miniature figure painting is still very popular.
Over time, Dungeons & Dragons (and other role-playing games) evolved beyond the need for miniatures as an aid to line-of-sight resolution and combat. Challenges within the game began to require interaction, association, and problem solving. Gameplay became rather more portable as players and referees discovered that miniatures weren't essential.
Eventually, Dungeons & Dragons returned to its wargaming roots with the development of rules systems for miniatures-based wargaming. Supplements such as Swords and Spells and Battle System provided rules systems to depict battles between armies of men, goblins, elves, perhaps one or more dragons and giants, etc. Individual figures would (once again) represent 10 or 20 man-sized combatants, though one dragon miniature would represent one dragon.
As of 2003, however, Wizards of the Coast created the Dungeons and Dragons Miniatures Game, which involved plastic, randomly assorted, prepainted figurines, which could be used with either the Role-Playing Game or the new miniatures game. Currently four different 'sets' for the game are available (Harbinger, Dragoneye, Archfiends and Giants of Legend). In the miniatures game, there is a one miniature: one character ratio.
Other media
A movie, Dungeons & Dragons, very loosely based on the gaming conventions, was released in 2000. It was a box office bomb. Despite this, plans were announced in 2004 for a sequel.
A much more popular Dungeons & Dragons Animated Series preceded this in the 1980s, which involved comparatively rich plots, engaging ethical storylines, human character flaws, etc.
In 2003, a computer animated motion picture entitled Scourge of Worlds was produced for DVD, featuring iconic characters created for the Third Edition. In keeping with the spirit of the game, this is an interactive movie that asks viewers to decide what actions the heroes should take at crucial points in the story, allowing hundreds of different story-telling combinations.
While not technically a D&D product, the anime Record of Lodoss War is closely related to D&D and strongly influenced by it.
A number of computer role-playing games such as Pool of Radiance (1988), DragonStrike (1990), Forgotten Realms Unlimited Adventures (1993), Baldur's Gate (1998) and its sequels, Planescape: Torment (1999), Icewind Dale (2000) and its sequels, and Neverwinter Nights (2002) use Dungeons & Dragons-based rules. Forty-nine computer RPGs had been released and sold under the D&D license as of October 2002. Most use licensed D&D rules, while a few others use the more recent open-source d20 system for game mechanics as well as trademarks licensed from Wizards of the Coast. In these computer games, the rules are usually modified to enhance PC-based game play. Some players go so far as to say that computerized versions are so different from pen-and-paper games that they really are different experiences, and shouldn't be lumped together.
A number of video game console and arcade games such as Warriors of the Eternal Sun (1992, Sega Genesis), Dungeons & Dragons: Tower of Doom (1993, arcade), and Slayer (1995, 3DO) were created with the D&D theme in mind, all of which barely touched on the dynamic role-playing nature of the D&D system, but all of which were designed and marketed under the D&D license. Seven console and two arcade games had been released and sold under the D&D license as of October 2002. While the game is not officially credited, the popular 1980s arcade game Gauntlet is also seen as being influenced by the D&D game.
Seven board games were also sold under the D&D license. One of them, Dungeons & Dragons Computer Labyrinth Game in 1980 was the original board game which was a computer/board game hybrid and the first D&D licensed game that contained digital electronics.
Magazines devoted to supporting Dungeons & Dragons include Dungeon Magazine and Dragon Magazine.
A great many original novels -- more than 100 -- have been published based upon the many worlds of Dungeons and Dragons and its spin-offs such as Dragonlance. In 2002-2004 a series of novels based upon the iconic characters created for the Third Edition was published.
Other settings
TSR created many fantasy realms called campaign settings in which D&D games can be based, although product development has ceased for most of them. These fantasy worlds include:
- Greyhawk: Gary Gygax's original campaign, expanded into an official game supplement and greatly exanded upon; along with Dave Arneson's Blackmoor, it is probably the longest-running campaign in existence.
- Forgotten Realms: created by author and game designer Ed Greenwood as his own personal campaign and detailed in a long series of articles in Dragon, this campaign became the setting most popular with D&D gamers in the 1990s.
- Dragonlance: the first fictional world to be intentionally produced and marketed as an RPG supplement, with product tie-ins (novels, role-playing modules, figurines, etc.) prepared and manufactured when it was first released. The success of the Dragonlance series encouraged role-playing game producers to invent and market additional fictional game worlds. Often attributed to Tracy Hickman and Margaret Weis, the writers of the original novels, but actually created by Tracy Hickman and his wife.
- Dark Sun: a discontinued campaign setting based on the harsh world of Athas, which was once a life-teeming ocean blue planet, but which has since been stripped of its fertility by uncontrolled use of defiling magic, although a small offshot of magicians called preservers tends to maintain life and ultimately restore the primeval lushness.
- Ravenloft: A "gothic" horror setting originally created for an adventure module, Ravenloft, then expanded into an entire series and full campaign setting.
- Mystara: A campaign setting that evolved from Dave Arneson's Blackmoor setting.
- Planescape: A campaign setting that closely involves many different "planes of existence," as developed for the D&D game and outlined in the gaming manual entitled Manual of the Planes.
- Spelljammer: A D&D supplement that moves that world of fantasy role-playing into an "outer space" setting.
- Kara-Tur: An oriental setting based losely on mythical Japan and China.
- Eberron: The newest official D&D setting. Wizards of the Coast decided that they needed a new setting to push novels and game products like Dragonlance and Forgotten Realms. So, they decided to hold a massive contest to take entries. Eberron was the winner.
Controversies
The game's commercial success led to lawsuits between Arneson and Gygax starting in 1979, over issues of royalties, particularly for AD&D for which Arneson was not given credit by TSR. Those suits were settled out of court by 1981.
Beyond lawsuits, greater controversies have surrounded D&D due to allegations of its connections to devil worship, as well as claims that RPGs in general lead to suicide. These allegations were popularized in a novel called Mazes and Monsters by Rona Jaffe. The book was turned into a TV movie featuring a young Tom Hanks in the key role of a mentally unstable collegian who experiences psychotic episodes and loses himself in the game world. It should be noted that the allegations in the book and movie were based on false information. A detective believed a depressed young man had killed himself because of D&D when in fact he had simply dropped out of college for reasons unrelated to D&D.
Such negative portrayals of role-players, ironically, may have originated from an initial inability of some outside observers to properly differentiate between reality and the immersive role-playing aspects of game play. Perception, or rather misperception, has been the major prejudice that role-players have had to face over the years. For instance religious fundamentalists have found the fact that roleplaying characters, for all that they existed solely in imaginary fantasy worlds, were given the "ability" to cast "spells" and use "magic" to be anathema and anti-God. Unfortunately such unwarranted accusations continued well beyond the 1980s and into the 1990s. There have been numerous studies exploring this allegation that have generally concluded that not only does it not seem to encourage suicide, but players of this kind of game are in fact less prone to take their own lives. For example, studies conducted by Michael Stackpole show that the suicide rate is actually lower among gamers than non-gamers.
Often this connection is pointed out when young people are indicted for crimes, such as a 2001 murder of Robert M. Schwartz, a prominent scientist in Loudoun County, Virginia. The connection was also made during the investigation of the Stephanie Crowe murder in San Diego, where Stephanie's teenage brother and two friends were accused of the killing because prosecutors said that the killing reflected a brother's hatred of his sister and the three boys' interest in role-playing fantasy games. The three youths maintain they are innocent and a transient named Richard Tuite was later arrested, charged, and convicted of manslaughter. [1] (http://www.courttv.com/trials/tuite/)
The Swedish National Board for Youth Affairs has published a report on "Roleplaying as a hobby." The report describes roleplaying as a stimulating hobby that promotes creativity. [2] (http://www.ungdomsstyrelsen.se/kat/0,2070,7,00.html)
The controversy involving occult influences on Dungeons & Dragons led TSR to remove lengthy references to demons, devils, and other supernatural monsters commonly associated with "sorcery" from the Second Edition of the game. Players and fans of the game reacted to the move with complaints and ridicule, seeing this as a move towards political correctness on the part of the publishers. These popular supernatural monsters were returned to the core rules of the game with the release of the Third Edition. A few Third Edition products have gone into even further detail on the activities of demons and demon worshippers than those of previous editions, such as the Book of Vile Darkness, which bears a "For Mature Audiences Only" label.
Legacy
The publication of the first Dungeons & Dragons game in 1970 marked the dawn of modern role-playing games, and was the first dice-based system, establishing many of the conventions that have dominated the genre: character record sheets, progressive character development, combat-centred game mechanics, and game-master-centred story development. While many of the ingredients of D&D were in the air at that time (character-based role-play (historical reenactment and improvisational theatre), game world simulations (wargaming), and for-gaming fantasy milieus (Glorantha's board games, and to a lesser extent Tekumel)), the subsequent development of dice-based roleplaying underlines the debt owed to the original creation of Gygax and Arneson. Other game developers expanded on and improved aspects of the Dungeons & Dragons game. A staggering number of mainstream and independent RPGs offer alternatives to D&D.
Through the 1970s, '80s, and '90s, new RPG writers and publishers released new role-playing games. The first arrivals to achieve lasting influence were the Gloranthan RuneQuest, released by Chaosium in 1976, and the science fiction role-playing game Traveller, released by Game Designers Workshop in 1978. Some of the later systems include Chaosium's Call of Cthulhu, Champions by Hero Games, GURPS by Steve Jackson Games and Vampire: The Masquerade by White Wolf Game Studio. New types of meta-games were developed too, such as miniatures combat strategy games like Battletech and Warhammer 40k. On some level, collectible card games (CCGs) like Magic: the Gathering owe a respectful nod to the original D&D.
In 1997, Wizards of the Coast acquired TSR and gained ownership of Dungeons & Dragons. Afterwards, Wizards made available the d20 System under the Open Gaming License (OGL). Under this license, authors are free to use the d20 System when writing their own games and game supplements. A strong fanbase loyal to the d20 System has encouraged the growth and rejuvenation of the pencil and paper role-playing game industry. The OGL is also responsible for resurrecting out-of-print games like Call of Cthulhu using the new system.
See also
External links
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