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In t r o d u c t io n


                           The D u n g e o n s  &  D r a g o n s   r o le p la y in g   In the D u n g e o n s   & D r a g o n s  game, each player
                           game is about storytelling in w orlds of   creates an adventurer (also called a character) and
                           sw ords and sorcery. It shares elements   teams up with other adventurers (played by friends).
                           with childhood games of make-believe. Like   W orking together, the group might explore a dark dun­
                           those games, D & D  is driven by imagina­  geon, a ruined city, a haunted castle, a lost temple deep
                           tion. It’s about picturing the towering castle   in a jungle, or a lava-filled cavern beneath a mysterious
                           beneath the stormy night sky and imagining   mountain. The adventurers can solve puzzles, talk with
                 how a fantasy adventurer might react to the challenges   other characters, battle fantastic monsters, and discover
                 that scene presents.                              fabulous magic items and other treasure.
                                                                     One player, however, takes on the role of the Dungeon
                                                                   Master (DM), the gam e’s lead storyteller and referee.
                     Dungeon  Master (DM): After passing through the
                                                                   The DM creates adventures for the characters, who nav­
                   craggy  peaks, the  road takes  a  sudden turn  to the east   igate its hazards and decide which paths to explore. The
                   and  Castle  Ravenloft towers  before you.  Crumbling   DM might describe the entrance to Castle Ravenloft,
                   towers  of stone  keep  a  silent watch  over the approach.   and the players decide what they want their adventurers
                                                                   to do. Will they walk across the dangerously weathered
                   They  look  like abandoned  guardhouses.  Beyond  these,
                                                                   drawbridge? Tie themselves together with rope to mini­
                   a wide chasm  gapes,  disappearing  into the deep
                                                                   m ize the chance that som eone will fall if the drawbridge
                   fog  below. A  lowered  drawbridge spans the chasm,   gives way? Or cast a spell to carry them over the chasm?
                   leading to an  arched  entrance to the castle courtyard.  Then the DM determines the results of the adventur­
                   The chains  of the drawbridge creak  in the wind, their   ers’ actions and narrates what they experience. Because
                                                                   the DM can improvise to react to anything the players
                   rust-eaten  iron  straining with the weight.  From  atop
                                                                   attempt, D&D is infinitely flexible, and each adventure
                   the  high  strong walls,  stone  gargoyles  stare at you
                                                                   can be exciting and unexpected.
                   from  hollow sockets  and  grin  hideously. A  rotting
                                                                     The game has no real end; when one story or quest
                   wooden  portcullis,  green with  growth,  hangs  in the   wraps up, another one can begin, creating an ongoing
                   entry tunnel.  Beyond  this, the main  doors  of Castle   story called a campaign. Many people who play the
                   Ravenloft stand  open,  a  rich warm  light spilling into   game keep their cam paigns going for months or years,
                                                                   meeting with their friends every week or so to pick
                   the courtyard.
                                                                   up the story where they left off. The adventurers grow
                     Phillip  (playing Gareth):  I  want to  look at the
                                                                   in might as the campaign continues. Each monster
                   gargoyles.  I  have a feeling they’re  not just statues.  defeated, each adventure completed, and each treasure
                     Amy (playing Riva): The drawbridge looks  precarious?  recovered not only adds to the continuing story, but also
                   I  want to  see  how sturdy it is.  Do  I  think we can  cross   earns the adventurers new capabilities. This increase
                                                                   in power is reflected by an adventurer’s level.
                   it,  or is  it going to collapse  under our weight?
                                                                     There’s no winning and losing in the D u n g e o n s  &
                                                                   D r a g o n s  game—at least, not the way those terms are
                   Unlike a game of make-believe, D&D gives structure   usually understood. Together, the D M  and the players
                 to the stories, a way of determining the consequences   create an exciting story of bold adventurers who confront
                 of the adventurers’ action. Players roll dice to resolve   deadly perils. Som etim es an adventurer might com e to
                 whether their attacks hit or m iss or whether their adven­  a grisly end, torn apart by ferocious monsters or done in
                 turers can scale a cliff, roll away from the strike of a   by a nefarious villain. Even so, the other adventurers can
                 m agical lightning bolt, or pull off som e other dangerous   search for powerful magic to revive their fallen comrade,
                 task. Anything is possible, but the dice make som e out­  or the player might choose to create a new character to
                 com es m ore probable than others.                carry on. The group might fail to complete an adventure
                                                                   successfully, but if everyone had a good time and created
                                                                   a memorable story, they all win.
                     Dungeon  Master (DM):  OK,  one at a time.  Phillip,
                   you’re  looking at the gargoyles?
                                                                   W o r ld s  of A d v e n t u r e
                     Phillip: Yeah.  Is there any hint they  might be
                                                                   The many worlds of the D u n g e o n s  &  D r a g o n s  game
                   creatures  and  not decorations?
                                                                    are places o f magic and monsters, of brave warriors and
                     DM:  Make an  Intelligence check.             spectacular adventures. They begin with a foundation
                     Phillip:  Does  my  Investigation  skill  apply?  of medieval fantasy and then add the creatures, places,
                     DM:  Sure!                                    and magic that make these worlds unique.
                                                                     The worlds of the D u n g e o n s  &  D r a g o n s  game exist
                     Phillip  (rolling a d20):  Ugh.  Seven.
                                                                   within a vast cosm os called the multiverse, connected
                     DM: They  look like  decorations to you. And  Amy,
                                                                   in strange and mysterious ways to one another and to
                   Riva  is  checking out the drawbridge?          other planes of existence, such as the Elemental Plane
                                                                    of Fire and the Infinite Depths of the Abyss. Within
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