Dungeons & Dragons
By the late 1970s, Dungeons & Dragons had become a
favourite pastime of certain types of
too-smart-for-their-own-good, socially awkward adolescents who
preferred to think of themselves as Chaotically Good Elves in a
mystic realm rather than as the Chaotically Dressed Geeks they
actually were in real life.
If you played this back in the early 80s you were likely to own
a TRS-80, and would annoy everyone with your irritating penchant
for reciting entire Monty Python routines.
This was the world of Dungeons & Dragons, a place where
elves, basilisks, giants, and dragons still roamed the land, a
place where even the most awkward and shy among us could become a
fearless fighter, cunning thief, or powerful magic-user.
Gary Gygax and Dave Arneson first turned a love of Lord of
the Rings-style fantasy into a playable adventure back in
1973. The result was Dungeons & Dragons which turned the
gaming world completely on its ear and ushered in an entire new
category of games: role-playing games (or RPGs).
Unlike traditional board games, Dungeons & Dragons
technically didn't even need a board. Most D&D games used some
form of map, but the adventure largely took place in the
imaginations of those playing.
One gamer served as the Dungeon Master, the all-seeing eye that
narrated the adventure, held all the secret maps, and controlled
all the non-player characters. The rest of the lot each took a
character of his or her own.
Most were created by rolling the many-sided dice that came with
the D&D set - 12, 20, 10, 8, 4, 6, and others. After choosing
what race your character would be (human, dwarf, halfling, and so
on), the luck of the die determined how strong your character was
in certain attributes - strength, intelligence, dexterity,
charisma, etc. - as well as vital Hit Points (essentially, the
amount of damage your character could take).
As your character began to take shape, you were allowed to
choose a character class. A high Strength value pointed toward a
future as a Fighter, while a strong Wisdom factor made for a good
Cleric, and on it went. For some, creating characters was half the
fun - many a D&D player had a whole Trapper Keeper full of
creations like Wolric the Wise, Thandar Dwarf-Lord or Sindar Mage
- but the quest was just beginning.
Adventures often took the form of official D&D modules -
packs that contained all the information and maps a Dungeon Master
needed to take the players into the heart of evil for a thrilling
quest. Only the DM knew where the trail would lead - players had
to learn and make snap decisions as the game went along. It was
here that the role-playing really went into effect.
The Paladin in your party may have been gung-ho about taking on
that trio of hobgoblins, but the Thief would just as soon have
snatched that chest of treasure and been on his way. Each decision
was up to the players, while the outcome depended on the roll of
the various dice.
The rules were numerous, enough to require a separate Dungeon
Master's Guide and Player's Handbook, and the D&D
literature continued to expand as the game grew in popularity. Monster
Manuals, Unearthed Arcana, The Rouges Gallery,
and an array of quest modules offered a wide spectrum of D&D
adventures, along with the ability of any good DM to create his or
her own.
The more battles the characters fought and won, the more
experience points they earned, thereby moving up in
"character levels". Fighters got stronger, Magic-Users
learned new spells, and so on, as players graduated to more
advanced adventures with tougher monsters and more perilous
perils.
As the 1980s began, D&D was fast becoming a cult favourite,
spreading everywhere from college dorms to kids' sleepovers. TSR
(the company formed by Gygax and Arneson) expanded the D&D
line with rule upgrades and a more elaborate Advanced Dungeons
& Dragons set. But that was merely the beginning of D&D's
offshoots.
The game became a genuine phenomenon in the late 70s and early
80s, expanding into board games, video games, die-cast and PVC
figures, comics, books, and even a Saturday morning cartoon. Not
only that, but D&D's rising tide buoyed all ships in the
role-playing harbour, as TSR and other companies offered RPGs with
sci-fi, superhero and other themes.
Along with the products, D&D also spawned its share of
controversy. Several parents groups and religious organisations
denounced the game as dabbling in the occult, and the made-for-TV
movie Mazes and Monsters (starring a little-known Tom
Hanks) exposed the 'evils' of the game.
Around the schoolyard, rumours spread about that kid who killed
that other kid because he got way too into his barbarian role, or
that other kid who committed suicide when his D&D character
died. The game took on an air of the forbidden, which only made it
that much more attractive to young gamers.
Pat Pulling, after unsuccessfully suing a teacher for allegedly
"killing" her emotionally unstable son, who had
committed suicide in an unrelated fashion after the teacher had
"cursed" the boy during a feisty game of D&D, formed
BADD (Bothered About Dungeons and Dragons) to combat what she saw
as an evil influence on children.
Mostly all D&D really did was waste a LOT of time (games
could pretty much go on forever!) and a lot of money, on things
like dice with 4, 6, 8, 10, 12, 20 and 100 sides, lead figurines
of wizards and trolls and a series of hardback guidebooks that
told you the hit points of a dwarf . . .
The RPG fury simmered down a bit by the mid-80s, as many early
D&D players reached the age where reality took more and more
time out of fantasy's schedule. The game thrived with its core
audience of die-hard fantasy buffs, however, and new Dungeons
& Dragons editions continue to be released into the new
millennium.
TSR eventually sold out to Magic: The Gathering makers
Wizards of the Coast, who in turn sold to Hasbro, but the D&D
brand name still draws in wizarding wannabes today.
Through video games like Baldur's Gate, a December 2000 Dungeons
& Dragons feature film, and the ongoing original game,
Dungeons & Dragons' eternal quest for danger, battle, treasure
and fantasy continue to offer at least a brief respite from this
everyday and ordinary world of ours.
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