Page 6 - Player's Handbook
P. 6

INTRODUCTION

                       HEDUNGEONS& DRAGONSROLEPLAYING           In the DUNGEONS& DRAGONSgame, each player
                      game is about storytelling in worlds of  creates an adventurer (also called a character) and
                      swords and sorcery. !t shares elements   teams up with other adventurers (played by friends).
                      with childhood games of make-believe. Like  Working together, the group might explore a dark dun-
                      those games, 0&0 is driven by imagina-   geon, a ruined city, a haunted castle. a lost temple deep
                       tion. !t's about picturing the towering castle  in a jungle, or a lava-filled cavero beneath a mysterious
                      beneath the stormy night sky and imagining  mountain. The adventurers can solve puzzles, talk with
             howa 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 game's lead storyteller and referee.
                Oungeon Master (OM):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
              They look like abandoned guardhouses. Beyond these,  to do. WilI they walk across the dangerously weathered
              a wide chasm gapes, disappearing into the deep   drawbridge? Tie themselves together with rope to mini-
                                                               mize the chance that someone will fali 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
              rust.eaten iron straining with the weight. From atop  the DM can improvise to react to anything the players
              the high strong walls, stone gargoyles stare at you  attempt, 0&0 is infinitely f1exible, and each adventure
                                                               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 ofCastle  story called a campaign.  Many people who play the
              Ravenloft stand open, a rich warm light spilling into  game keep their campaigns going for months or years.
              the courtyard.                                   meeting with their friends every week or so to pick
                Phillip (playingGareth): Iwant to look at the  up the story where they left off. The adventurers grow
                                                               in might as the campaign continues. Each monster
              gargoyles. I have a feeling they're not just statues.  defeated, each adventure completed, and each treasurc
                Amy(playingRival:The drawbridge looks precarious?  recovered not only adds to the continuing story, but also
              Iwant to see how sturdy it is. Do I think we can cross  earos the adventurers new capabilities. This increase
              it, or is it going to collapse under our weight?  in power is reflected by an adventurer's leveI.
                                                                There's no winning and losing in the DUNGEONS&
                                                               DRAGONSgame-at  least, not the way those terms are
              Unlike a game of make-believe, 0&0 gives structure  usually understood. Together, the DM and lhe 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. Sometimes an adventurer might come to
             whether their attacks hit or miss or whether their adven-  a grisly end, toro apart by ferocious monsters or done in
             turers can scale a cliff, roll away from the strike of a  bya nefarious villain. Even so, the other adventurers can
             magicallightning  bolt, or pull off some other dangerous  search for powerful magic to revive their fallen comrade,
             task. Anything is possible, but the dice make some out-  or the player might choose to create a new character to
             comes more 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 ali win.
                Oungeon Master (OM):OK, one at a time. Phillip,
              you're looking at the gargoyles?                 WORLDS OF ADVENTURE
                Phillip:Yeah. 15 there any hint they might be  The many worlds of the DUNGEONS& DRAGONSgame
              creatures and not decorations?                   are places of magic and monsters, of brave warriors and
                OM: 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,
                OM: Sure!                                      and magic that make these worlds unique.
                                                                The worlds of the DUNGEONS& DRAGONSgame exist
                Phillip (rolling a d20): Ugh. Seven.           within a vast cosmos called the multiverse,  connected
                OM:They look likedecorations to you. And Amy,  in strange and mysterious ways to one another and to
              Rivais checking out the drawbridge?              other planes of existence. such as the Elemental Plane
                                                               of Fire and the lnfinite Depths of the Abyss. Within


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