Dungeons & Dragons
From Wikipedia, the free encyclopedia
Dungeons & Dragons | |
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The 3rd Edition Dungeons & Dragons logo |
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Designer(s) | Gary Gygax and Dave Arneson; 3rd Edition by Monte Cook, Jonathan Tweet and Skip Williams |
Publisher(s) | Tactical Studies Rules Wizards of the Coast |
Publication date | 1974 (Original) 1977–79 (1st Edition) 1989 (2nd Edition) 2000 (3rd Edition) 2003 (v.3.5) |
Genre(s) | Fantasy |
System | d20 system |
Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy tabletop role-playing game (RPG) currently published by Wizards of the Coast. The original Dungeons & Dragons, designed by Gary Gygax and Dave Arneson, was first published in 1974 by Gygax's company Tactical Studies Rules (TSR). Originally derived from miniature wargames (particularly Chainmail),[1] D&D's publication is widely regarded as the beginning of modern role-playing games—and by extension, the entire role-playing game industry.[2]
Players of D&D create characters who embark upon imaginary adventures in which they battle monsters, gather treasure, interact with each other, and earn experience points to become increasingly powerful as the game progresses. D&D departs from traditional wargaming by assigning each player a specific character, as opposed to an army. Miniature figures or markers on a grid are sometimes used to represent these characters. D&D also introduced the concept of a Dungeon Master (DM), a referee and storyteller responsible for maintaining the fictional setting of the game.
The early success of Dungeons & Dragons led to a proliferation of similar game systems, such as Tunnels and Trolls,[3] Traveller and RuneQuest.[4] Despite this competition, D&D has continued to dominate the role-playing game industry throughout its existence, enjoying a nearly impenetrable market position.[5] In 1977 the game was split into two different versions: the simpler Dungeons & Dragons and the more complex Advanced Dungeons & Dragons (abbreviated as AD&D or ADnD).[6] In 2000, the simpler version of the game was discontinued, and the complex version was renamed simply Dungeons & Dragons with the release of its 3rd Edition.[7] The current version of the game, released in July 2003, is Dungeons & Dragons v.3.5 (also known as the Revised 3rd Edition or D&D3.5).
As of 2006, Dungeons & Dragons remains the best-known[8] and best-selling[9] role-playing game, with an estimated 20 million having played the game and over US$1 billion in book and equipment sales.[10] Dungeons & Dragons is known beyond the game for other D&D branded products, references in popular culture and some of the controversies that have surrounded it, particularly a moral panic in the 1980s linking it to Satanism and suicide.[11]
Contents |
[edit] Play overview
Dungeons & Dragons is a structured yet open-ended role-playing game. Typically, each player controls only a single character.[12] As a group, these player characters (PCs) are often described as a "party" of adventurers, often each with his or her own areas of specialized talents.[13] During the course of play, each player directs the actions of his or her character and its interactions with the other characters in the game.[14] A game often continues over a series of meetings to complete a single adventure, and longer into a series of related gaming adventures, called a "campaign."[15]
The results of the party's choices and the overall storyline for the game is determined by the Dungeon Master (DM) according to the rules of the game and the DM's interpretation of those rules.[16] The DM selects and describes the various non-player characters (NPCs), the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the players' choices and actions.[17] The game's extensive rules—which cover diverse subjects such as social interactions,[18] magic use,[19] combat,[20] and the effect of environment on PCs[21]—help the DM to make these decisions. The Dungeon Master may choose to deviate from the published rules[22] or make up new ones as he or she feels necessary.[23]
The most recent versions of the game's rules are detailed in three core rulebooks: The Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.[24] A Basic Game boxed set contains abbreviated rules to help beginners learn the game.[25]
The only items required to play the game are the rulebooks, a character sheet for each player, and a number of polyhedral dice. The current editions also assumes the use of miniature figures or markers on a gridded surface; items that were optional in earlier editions.[26] Many other items are available to enhance the game, some of the most popular being optional expansion rulebooks, pre-designed adventures and campaign settings.[27]
[edit] Game mechanics
Before the game begins, each player creates his or her player character (PC) and records the details (described below) on a character sheet.
First, a player rolls dice to determine his or her character's ability scores,[28] which consist of strength, dexterity, constitution, intelligence, wisdom and charisma.[29] The player then chooses a race (species), a character class (similar to a profession), an alignment (a moral and ethical outlook) and a number of skills and feats to enhance the character's basic abilities.[30] Additional background history, not covered by specific rules, is often also used to further develop the character.[31]
During a game, players describe their PC's intended actions, such as punching an opponent or picking a lock, and converse with the DM in character who describes the result or response.[32] Trivial actions, such as picking up a letter or opening an unlocked door, are usually automatically successful. More complex or risky actions are determined by rolling dice. Factors contributing to success include the character's abilities, skills and the difficulty of the task.[33]
As the game is played, each PC grows and changes over time as they gain experience. Characters gain (or sometimes lose) experience, skills,[34] wealth, and may even change alignment[35] or add additional character classes.[36] One key way characters progress is by earning experience points (XP) when they defeat an enemy or accomplish a difficult task.[37] Acquiring enough XP allows a PC to advance a level, which grants the character improved class features, abilities and skills.[38] XP can also be lost in some circumstances, such as creatures that drain energy, or certain magical powers which require payment of an XP cost.[39]
Hit points (hp) are a measure of a characters vitality or health determined by the class or race, level and constitution. They are temporarily reduced in combat and losing hp is the most common way to die,[40] although death can also be caused by ability[41] or level loss.[42] If a PC dies it is often possible for the dead character to be resurrected through magic, although some penalties may be imposed as a result. If this is not possible, or if the player chooses, he may create a new PC to resume playing.[43]
[edit] Adventures and campaigns
A typical Dungeons & Dragons game consists of an "adventure", which is roughly equivalent to a single story.[44] Adventures are usually designed by the DM either from scratch or by using pre-made adventures (previously known as modules) which have been published throughout the history of Dungeons & Dragons. Published adventures typically include a backstory, maps, and goals for PCs to achieve, some include illustrations or handouts.
A series of adventures is commonly referred to as a "campaign".[45] The locations where these adventures occur, whether a city, country, planet or an entire universe are often also called a campaign but are more correctly referred to as a "world" or "campaign setting".[46] The settings are based in various Fantasy subgenres and feature varying levels of magic and technology.[47] Popular campaign settings for Dungeons & Dragons include Greyhawk, Dragonlance, Forgotten Realms, Mystara, Spelljammer, Ravenloft, Dark Sun, Planescape and Eberron.[48]
[edit] Miniature figures
The wargames from which Dungeons & Dragons evolved used miniature figures to represent combatants. D&D initially continued the use of miniatures in a fashion similar to its direct precursors. The original D&D set of 1974 required the use of the Chainmail miniatures game for combat resolution.[49] By the publication of the 1977 game editions, combat was mostly resolved verbally and miniatures were no longer required for game play, although some players continue to use them as a visual reference.[50]
In the 1970s, numerous companies began to sell miniature figures specifically for Dungeons & Dragons and similar games. In 1977, the British manufacturer Miniature Figurines Limited became the first company to partner with TSR and release miniatures under the official Dungeons and Dragons label.[51] Other licensed miniature manufacturers who produced official figures include Grenadier Miniatures (1980 - 1983),[52] Citadel Miniatures (1984 - 1986),[53] Ral Partha,[54] and TSR itself.[55] Most of these miniatures used the 25 mm scale, except those by Ral Partha for 1st edition Battlesystem that are 15 mm.[56][57]
Periodically, Dungeons & Dragons has returned to its wargaming roots with supplementary rules systems for miniatures-based wargaming. Supplements such as Battlesystem (1985 & 1989)[58][59] and a new edition of Chainmail (2001)[60] provided rule systems to handle battles between armies by using miniatures.
Dungeons and Dragons 3rd Edition (2000) assumes the use of miniatures to represent combat situations in play, an aspect of the game that was even more emphasized in the v3.5 revision. The Dungeons & Dragons Miniatures Game (2003) which is sold as sets of plastic, randomly assorted, pre-painted miniatures, and can be used as either part of a standard Dungeons & Dragons game or as a stand-alone collectible miniatures game.[61]
[edit] Game History
[edit] Sources and Influences on the Development of D&D
The immediate predecessor of Dungeons & Dragons was a set of medieval miniature rules written by Jeff Perren. These were expanded by Gary Gygax, whose additions included a fantasy supplement, before the game was published as Chainmail. Dave Arneson used Chainmail to run games where players controlled a single character instead of an army, an innovation that inspired D&D.[1]
Many Dungeons & Dragons elements also appear in hobbies of the mid- to late twentieth century (though these elements also existed previously). Character-based role playing, for example, can be seen in historical reenactment and improvisational theatre.[62] Game-world simulations were well-developed in wargaming. Fantasy milieus specifically designed for gaming could be seen in Glorantha's board games among others.[4] Ultimately, however, Dungeons & Dragons represents a unique blending of these elements.
The theme of D&D was influenced by mythology, pulp fiction, and contemporary fantasy authors of the 1960s and 1970s. The presence of halflings, elves, dwarves, half-elves, orcs, dragons and the like often draw comparisons to the work of J.R.R. Tolkien. Gygax maintains that he was influenced very little by The Lord of the Rings (although the owners of that work's copyright forced the name change of hobbit to halfling), stating that he included these elements as a marketing move to draw on the popularity of the work[63][64]
The magic system, in which wizards memorize spells that are forgotten once cast, was heavily influenced by the Dying Earth stories and novels of Jack Vance.[65]
The original alignment system (which grouped all players and creatures into "Law", "Neutrality" and "Chaos") was derived from the novel Three Hearts and Three Lions by Poul Anderson.[66] A troll described in this work also influenced the D&D definition of that monster.[64]
Other influences include the works of Robert E. Howard, Edgar Rice Burroughs, A. Merritt, H.P. Lovecraft, Fritz Leiber, L. Sprague de Camp, Fletcher Pratt, Roger Zelazny, and Michael Moorcock.[67] Monsters, spells, and magic items used in the game have been inspired by hundreds of individual works ranging from A. E. van Vogt's "The Destroyer" (the Displacer Beast), Lewis Carroll's "Jabberwocky" (Vorpal sword) to the Book of Genesis (the clerical spell "Blade Barrier" was inspired by the "flaming sword which turned every way" at the gates of Eden).[66]
[edit] Edition history
Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming practices can make it difficult to distinguish between the different editions.
The original Dungeons and Dragons was a box set published in 1974[68] with several supplements and magazine articles of official rules published over the next few years.
In 1977, TSR released two new versions of the game: Advanced Dungeons & Dragons (AD&D) and Dungeons & Dragons (sometimes called Basic D&D to distinguish it from AD&D, though TSR never used that term).
The version called Dungeons & Dragons (1977 - 1999), by virtue of being published as discrete sets with increasing complexity, was seen as an introductory version of AD&D. The very first version of the Basic Set[69] was intended to be something that could serve as an introduction to either AD&D, not yet fully published, or original D&D, which was at that time still being published.[70] The game however became an evolution of original D&D somewhat distinct from it. Although simpler overall, it included rules for some situations not covered in AD&D. There were five sets Basic (1977, revised in 1981 and again in 1983),[71] Expert (1981, revised in 1983),[72] Companion (1983),[73] Master (1985),[74] and Immortals (1986, 1991)[75] each covering game play for higher character experiences levels than the former. The first four were later compiled as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia (1991).[76]
Advanced Dungeons & Dragons (or AD&D) was a more complex version of the game. It was designed create a tighter more structured game system than the loose framework of the original game.[77] While seen by many as a revision of D&D,[7] AD&D was at time declared to be "neither an expansion nor a revision of the old game, it is a new game."[77] The AD&D game was not intended to be directly compatible with D&D and requires some conversion to play between the rule sets.[78] The term Advanced describes the more complex rules and does not imply "for higher-level gaming abilities." Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: The Player's Handbook (PHB),[79] the Dungeon Master's Guide (DMG),[80] and the Monster Manual (MM).[81] Several additional books published throughout the 1980s, notably Unearthed Arcana (1985),[82] included a large number of new rules.
Advanced Dungeons & Dragons 2nd Edition (sometimes referred to as AD&D2 or 2nd Ed) was published in 1989, once again as three core rulebooks. The Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder which was later replaced by the hardcover Monstrous Manual in 1993. The release of AD&D2 also corresponded with an effort to remove aspects of the game which had attracted negative publicity. This edition removed references to demons and devils, suggestive artwork, and playable, evil-aligned character types (such as assassins and half-orcs).[83] Aside from these revisions the rules underwent a number of minor changes including for the addition of non-weapon proficiencies (which originally appeared in 1st Edition supplements) and the division of spells into schools and spheres.[84] In 1995, the core rulebooks were slightly revised and a series of Player's Option manuals were released as optional core rulebooks.[85] Although still referred to by TSR as the 2nd Edition,[86] this revision is seen by some fans as a distinct edition of the game and is sometimes referred to as AD&D 2.5.[87][88]
Dungeons & Dragons 3rd Edition (also referred to as D&D3 or 3E and not to be confused with the 1983 edition of the basic D&D game) was released in 2000 following three years of development which began when a near-bankrupt TSR was bought by Wizards of the Coast in 1997.[89] The 3rd Edition was the largest revision of the D&D rules to date, and also served as the basis for a broader role-playing system designed around 20-sided dice, called the d20 System.[90] The 3rd Edition rules were designed with the intention of making them more internally consistent and significantly less restrictive than previous editions of the game, allowing players much more flexibility in creating the characters they wanted to play.[91] Skills and feats were introduced into the core rules to encourage players to further customize their characters.[92] The new rules also standardized the mechanics of action resolution and combat.[93]
Dungeons & Dragons v.3.5 In 2003, the 3rd Edition rules were revised (also known as Revised 3rd Edition or D&D3.5). This release incorporated hundreds of rule changes (mostly minor) and expanded the core rulebooks.[94]
A wide variety of optional supplements have been published for every edition of D&D. These supplements commonly include new rules, items, spells, and creatures. Other supplements include new adventures or detail entire fantasy worlds. The various editions of Dungeons & Dragons have won many Origins Awards, including All Time Best Roleplaying Rules of 1977, Best Roleplaying Rules of 1989, and Best Roleplaying Game of 2000 for the three flagship editions of the game.[95]
[edit] Influence
Dungeons & Dragons was the first modern role-playing game and it established many of the conventions which have dominated the genre.[96] Particularly notable are the use of dice as a game mechanic, character record sheets, use of numerical attributes, and gamemaster-centered group dynamics.[97]
Over the years, many gamers have criticized various aspects of the Dungeons & Dragons rules. Within months of Dungeons & Dragons's release, new role-playing game writers and publishers began releasing their own role-playing games, with most of these being in the fantasy genre. Some of the earliest other role-playing games inspired by D&D include Tunnels and Trolls (1975), Empire of the Petal Throne (1975), Chivalry and Sorcery (1976),[3] the science fiction Traveller (1977) and RuneQuest (1978).[4]. Some later key games influenced include Chaosium's Call of Cthulhu (1981), Champions (1982), GURPS (1986)[98] and Vampire: The Masquerade (1992).[99]. Dungeons & Dragons and the games it influenced also fed back into the genre's origin—miniatures wargames—with combat strategy games like Warhammer Fantasy Battles.[100] D&D also had a large impact on modern video games.[101]
With the launch of Dungeons & Dragons's 3rd Edition, Wizards of the Coast made the d20 System available under the Open Gaming License (OGL) and d20 Trademark License. Under these licenses, authors are free to use the d20 System when writing games and game supplements.[102] The OGL and d20 Trademark License also made possible new games, some based on licensed products like Star Wars, and also new versions of older games, such as Call of Cthulhu.
During the 2000s, there has been a trend towards recreating older editions of D&D. Necromancer Games, with its slogan "Third Edition Rules, First Edition Feel"[103] and Goodman Games "Dungeon Crawl Classics" range[104] are both examples of this in material for d20 System. Other companies have created complete game systems based on earlier editions of D&D. Key examples include:
- HackMaster (2001) by Kenzer and Company is a licensed, non-OGL, semi-satirical follow-on to 1st and 2nd Edition.[105]
- Castles & Crusades (2005) by Troll Lord Games a reimagining of early editions by streamlining rules from OGL,[106] is being supported by Gary Gygax.[107]
- OSRIC (Old School Reference & Index Compilation) is an attempt to re-issue the rules for First Edition AD&D while complying with the OGL.[108]
[edit] Related products
D&D's commercial success has led to many other related products, including (but not limited to) Dragon Magazine, Dungeon Magazine, an animated television series, a film and computer games such as the MMORPG Dungeons & Dragons Online: Stormreach. Hobby and toy stores sell dice, miniatures, adventures and other game aids related to D&D and its game offspring.
[edit] References in popular culture
As the popularity of D&D grew throughout the late 1970s and 1980s, references to the game often began to appear in popular culture. Numerous games, films and cultural references based on D&D or D&D-like fantasies, characters, or adventures have been ubiquitous since the end of the 1970s. Typically, though by no means exclusively, D&D players are portrayed as the epitome of geekdom.[109] References to the game are used as a shorthand to establish characterization or provide the punch line of a joke.[110] Many players, miffed with this stereotype,[111] embrace the fact that the film star Vin Diesel, comedian Stephen Colbert and actor Wil Wheaton have made their D&D hobbies public[112]
[edit] Controversy and notoriety
At various times in its history, Dungeons & Dragons has received negative publicity, in particular from the Christian Right, for alleged promotion of such practices as devil worship, witchcraft, suicide, and murder, and for topless drawings of female humanoids in the original AD&D manuals (mainly monsters such as Harpies, Succubi, etc.)[11] These controversies led TSR to remove many potentially controversial references and artwork when releasing 2nd Edition of AD&D.[83] Many of these references, including the use of the names "devils" and "demons", were reintroduced in the 3rd edition.[113]
Dungeons & Dragons has also been the subject of unsubstantiated rumors regarding players having difficulty separating fantasy and reality, even leading to psychotic episodes.[114] The most notable of these was the saga of James Dallas Egbert III,[115] which was fictionalized in the novel Mazes and Monsters and later made into a TV movie.[116]
The game's commercial success was a factor which led to lawsuits regarding distribution of royalties between the initial creators Gygax and Arneson.[117][118] Gygax later became embroiled in a political struggle for control of TSR which culminated in a court battle and Gygax’s decision to sell his ownership interest in the company in 1985.[119]
Early in the game's history, TSR took no action against small publishers producing D&D compatible material. This attitude changed in the mid 1980s when TSR revoked these rights (even from publishers they had earlier officially licensed, such as Judges Guild),[120] and took action to prevent others from publishing compatible material. This angered many fans.[121] TSR itself also ran afoul of intellectual property law in several cases.[122][123]
[edit] See also
- Dungeons & Dragons iconic characters, the "signature characters" of generic D&D, frequently used as examples
- Jeff Dee, Erol Otus, Jim Roslof, David S. LaForce, David C. Sutherland III and David A. Trampier, early Dungeons & Dragons artists
- Spells of Dungeons & Dragons
[edit] Notes
- ^ a b Gary Gygax Interview. Game Banshee. Retrieved on March 1, 2007.
- ^ Roleplaying Game Introduction & RPG history. roleplay.org (2004). Retrieved on March 15, 2007.
- ^ a b Astinus (April 1998). "A History of Role-Playing Part II: Re-Opening Pandora's Box". Places to Go, People to Be (Issue 2). Retrieved on 2007-02-28.
- ^ a b c Astinus (June 1998). "A History of Role-Playing Part Three: A Golden Age Emerges". Places to Go, People to Be (Issue 3). Retrieved on 2007-02-28.
- ^ Monte Cook, former D&D designer and an independant publisher, describes the extent of D&D's lead in these extreme terms: "Frankly, the difference in sales between Wizards and all other producers of roleplaying games is so staggering that even saying there is an "RPG industry" at all may be generous." Cook, Monte. The Open Game License as I See It, Part II. Retrieved on March 15, 2007.
- ^ Gygax, Gary (June 1979). "From the Sorcer's Scroll: D&D®, AD&D® and Gaming". The Dragon #26 Vol. III (No. 12): 28-30.
- ^ a b Adkison, Peter "What to Name it?" in Third Edition chapter of Jonhson et al. (2004:253)
- ^ According to a 1999 survey in the United States 6% of 12 to 35 year olds have played roleplaying games. Of those who play regularly, two thirds play D&D. Ryan S. Dancey (February 07, 2000). "Adventure Game Industry Market Research Summary (RPGs)". V1.0. Wizards of the Coast. Retrieved on 2007-02-23.
- ^ Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2005. Hite, Kenneth (2006-03-30). State of the Industry 2005: Another Such Victory Will Destroy Us. www.gamingreport.com. Retrieved on February 21, 2007.
- ^ Waters, Darren. "What happened to Dungeons and Dragons?", BBC News Online, 2004-04-26. Retrieved on February 21, 2007.
- ^ a b Waldron, David (Spring 2005). "Role-Playing Games and the Christian Right: Community Formation in Response to a Moral Panic". The Journal of Religion and Popular Culture Vol. IX. Retrieved on 2007-02-27.
- ^ Sometimes if not enough players, each may control more than one character. The Basic Game suggests "If there are characters left over, some players may play more than one. (but they don't have to)" (Tweet 2004) Read This First sheet.
- ^ (Slavicsek & Baker 2005:268) Chapter 21:Roleplaying and Working Together
- ^ (Tweet 2003:5)
- ^ "Encounters are to adventures what adventures are to campaigns"(Cook 2003:129) Introduction of Chapter Five: Campaigns
- ^ (Cook 2003:4) The Dungeon Master
- ^ (Slavicsek & Baker 2005:293) Chapter 23: Running the Game
- ^ (Cook 2003:98) Urban Adventures
- ^ (Gygax 1979:114) Magical Research
- ^ (Tweet 2003:114) Combat
- ^ Mohan, Kim (1986). Wilderness Survivial Guide. TSR. ISBN 088038-291-0.
- ^ (Cook 2003:4) The purpose of sidebars
- ^ (Tweet 2004:32) Make It Up
- ^ The v.3.5. versions of these three books, Tweet (2003), Cook (2003) and Williams (2003), are also available together in a slipcase as Dungeons & Dragons Core Rulebook Gift Set ISBN 0-78693-410-7
- ^ As of 2007 there have been two version of the basic game. Both contained a cut down, introductory version of the D&D v.3.5 rules, miniatures, dice and dungeon map tiles with a 1" grid (Tweet 2004) and (Slavicsek & Sernett 2006).
- ^ What Is D&D?. Wizards of the Coast. Retrieved on February 21, 2007.
- ^ (Slavicsek & Baker 2005:363) Chapter 30: The Ten Best Dungeon Master Resources
- ^ While the original game used 3d6 (Gygax & Arneson 1974) and this continued as the standard version with some version, though variants have been included (Gygax 1979:11), the standard for 3rd edition is "rolling four six-sided dice, ignoring the lowest die, and totaling the other three." (Tweet 2000:4)
- ^ Given is the current standard order for abilities. Before 2nd edition AD&D they were always ordered strength, intelligence, wisdom, dexterity, constitution, and charisma.
- ^ (Tweet 2000:4) Character Creation Basics
- ^ (Gygax 1978:34) Establishing the Character
- ^ (Tweet 2004:24) Exploring
- ^ (Tweet 2003:62) Using Skills
- ^ (Cook 2003:197) How PCs Improve
- ^ Early editions did not allow or had severe penalties for changing alignment (Gygax 1979a:24) but more recent versions are more allowing of change. (Cook 2003:134)
- ^ (Tweet 2003:59) Multiclass Characters
- ^ (Gygax 1979:84) Experience
- ^ (Tweet 2003:58) Experience and Levels
- ^ (Cook 2003:46) Experience Penalties
- ^ (Tweet 2003:145) Injury and Death
- ^ (Cook 2003:289) Ability Score Loss
- ^ (Cook 2003:296) Level Loss
- ^ (Cook 2003:41) Character Death
- ^ (Cook 2003:43) Chapter Three: Adventures
- ^ "A D&D campaign is an organized framework ...to provide a realistic setting for a series of fantastic adventures."(Schend et al. 1991:256)
- ^ "It is important to distinguish between a campaign and a world, since the terms often seem to be used interchangeably.... A world is a fictional place in which a campaign is set. It's also often called a campaign setting."(Cook 2003:129)
- ^ (Williams 1995:45) Properties of Worlds
- ^ Greyhawk, Dragonlance, Forgotten Realms, Mystara, Spelljammer, Ravenloft, Dark Sun and Planescape are the campaign settings given their own chapter in Johnson et al. (2004). Eberron was only released in 2004 and, as of 2007, is one of two campaign settings, the other being Forgotten Realms, still actively supported with new releases by Wizards of the Coast.
- ^ (Johnson et al. 2004:23)
- ^ The first Dungeon Masters Guide gave only a quarter of a page out of a total 240 pages to discussing the option use of miniatures (Gygax 1979:10) Use of Miniature Figures with the Game.
- ^ Beattie, Robert. A Timeline of the Historical Miniatures Wargaming Hobby. Retrieved on June 8, 2006.
- ^ Pope, Thomas (2004-03-25). Grenadier Models, Advanced Dungeons and Dragons. The Stuff of Legends. Retrieved on February 21, 2007.
- ^ Scott, Richard. Otherworld, The Citadel AD&D Miniatures Range. Retrieved on February 21, 2007.
- ^ Pope, Thomas (2000-02-27). Ral Partha. The Stuff of Legends. Retrieved on February 28, 2007.
- ^ Pope, Thomas (1999-11-05). TSR - AD&D. The Stuff of Legends. Retrieved on February 28, 2007.
- ^ For a list the 15 mm Ral Partha Battlesystem figures see Moore, Jeff. 15mm Scale Fantasy Figures. Humberside Wargames Society. Retrieved on March 17, 2007.
- ^ For a photographic example of a 15 mm Ral Partha Battlesystem figure see McCuen, Mike (2002). 15mm BATTLESYSTEM PALADIN 1994. Small Obsessions. Retrieved on March 17, 2007.
- ^ Niles, Douglas (1985). Battlesystem: Fantasy Combat Supplement (boxed set), TSR.
- ^ Niles, Douglas (1989). Battlesystem. TSR. ISBN 0-88038-770-X.
- ^ Tweet, Jonathan; Chris Pramas, Mike McVey (2001). Rulebook: Dungeons & Dragons Chainmail Game. Wizards of the Coast.
- ^ Tweet, Jonathan (2004-05-20). What Are D&D Miniatures?. Wizards of the Coast. Retrieved on February 28, 2007.
- ^ Histrory of RPG. RPG Story (2004). Retrieved on April 4, 2007.
- ^ Kuntz, Rob (April 1978). "Tolkien in Dungeons & Dragons". The Dragon #13 Vol. II (No. 7): 8.
- ^ a b Gygax, Gary (March 1985). "On the influence of J.R.R. Tolkien on the D&D and AD&D games". Dragon #95 Vol. IX (No. 10): 12-13. ISSN 0279-6848.
- ^ Gygax, Gary (April 1976). "The Dungeons and Dragons Magic System". The Strategic Review Vol. II (No. 2): 3.
- ^ a b DeVarque, Aardy R.. Literary Sources of D&D. Retrieved on February 21, 2007.
- ^ The first seven listed here are the "most immediate influences." (Gygax 1979a:224) Appendix N: Inspirational and Educational Reading
- ^ (Gygax & Arneson 1974)
- ^ (Gygax & Arneson 1977)
- ^ Gygax, Gary (December 1978). "Dungeons & Dragons: What Is It and Where Is It Going?". The Dragon #21 Vol. III (No. 8): 29-30. ISSN 1062-2101.
- ^ (Gygax & Arneson 1977, 1981a & 1983a)
- ^ (Gygax & Arneson 1981b & 1983b)
- ^ (Mentzer 1985)
- ^ (Gygax & Mentzer 1985)
- ^ (Mentzer 1986) & (Allston 1992)
- ^ (Schend et al. 1991)
- ^ a b Gygax, Gary (June 1979). "D&D, AD&D and Gaming". The Dragon #26 Vol. III (No. 12): 29-30. ISSN 1062-2101.
- ^ (Schend et al. 1991:291) Appendix 2: AD&D Game Conversions
- ^ (Gygax 1978)
- ^ (Gygax 1979a)
- ^ (Gygax 1977)
- ^ (Gygax 1985)
- ^ a b Ward, James M (February 1990). "The Games Wizards: Angry Mothers From Heck (And what we do about them)". Dragon Magazine #154 Vol. XIV (No. 9): 9. ISSN 0279-6848. ISBN 0-88038-865-X
- ^ Hahn, Joel A; Lawrence "DMGorgon" Mead, Ian Malcomson, Wizards of the Coast Staff (2003). Dungeons & Dragons FAQ. Wizards of the Coast. Retrieved on April 3, 2007.
- ^ Series Listing: AD&D2 Player's Options. RPGnet. Retrieved on April 3, 2007.
- ^ "This is not AD&D 3rd edition" Winter, Steven (1995-02-06) 'Foreword' in Cook, David [1989b] (1995). Player's Handbook, Revised Edition, TSR. ISBN 0-7869-0329-5.
- ^ AD&D Player's Handbook 2.5 PDF. Store. Paizo. Retrieved on April 3, 2007.
- ^ Hiryu (2003-12-07). 2E vs. Revised (web board). Store. Wizards of the Coast. Retrieved on April 3, 2007.
- ^ Adkison, Peter Third Edition chapter in Johnson et al. (2004:250) "After... the idea of acquiring TSR began to swim in my mind it took me maybe thirty seconds to decide, We've got to do a third edition of Dungeons & Dragons."
- ^ Adkison, Peter Third Edition chapter in Johnson et al. (2004:273) D20 and the Open Gaming License
- ^ Adkison, Peter Third Edition chapter in Johnson et al. (2004:255-263) Design Philosophy
- ^ (April 2000) "Countdown to 3rd Edition: Feats and Fighters". Dragon #270 Vol. XXIV (No. 11): 30-31. ISSN 1062-2101.
- ^ (Tweet 2003:4) What Characters Can Do
- ^ (Tweet 2003:4) Why the Revision?
- ^ Archive of List of Origins Award Winners (select year on right). Academy of Adventure Gaming Arts and Design. Retrieved on February 22, 2007.
- ^ "Although we have come a long way since D&D, the essential concept is still the same, and is one that will endure."Darlington, Steve (August 1999). "A History of Role-Playing Part IX: The End and The Beginning". Places to Go, People to Be (Issue 9). Retrieved on 2007-04-03.
- ^ Rilstone, Andrew (1994). Role-Playing Games: An Overview. The Oracle. Retrieved on April 4, 2007.
- ^ Darlington, Steven (November 1998). "A History of Role-Playing Part V: The Power and the Glory". Places to Go, People to Be (Issue 5). Retrieved on 2007-02-28.
- ^ Darlington, Steven (June 1999). "A History of Role-Playing Part VIII: Dark Times". Places to Go, People to Be (Issue 8). Retrieved on 2007-02-28.
- ^ Grady, RJ (2004-08-04). In Genre: THE DUNGEON. RPGnet. Retrieved on April 5, 2007.
- ^ How Dungeon & Dragons shaped the modern videogame. PC Gamer. Future Publishing (2007-02-08). Retrieved on April 3, 2007.
- ^ The d20 System. Wizards of the Coast. Retrieved on April 3, 2007.
- ^ "Role-Play News: How do expect to accomplish that "1st Edition Feel" with your adventures?
Clark: ...we want to be the VW Bug of roleplaying, meaning that we want to have a modern style and appeal but an obvious link to the past." webguy (2001-07-02). Role-Play News Interviews...Bill Webb and Clark Peterson of Necromancer Games [1]. ALS Design Group. Retrieved on 2007-03-20 - ^ Dungeon Crawl Classics. Goodman Games. Retrieved on March 20, 2007.
- ^ Thorn, Mike (2006-06-09). Review of Hackmaster 4th Edition. RPGnet. Retrieved on March 19, 2007.
- ^ "Castles & Crusades is a fantasy RPG, clearly based upon the first edition of AD&D but with streamlined d20-like rules"Mythmere. Castles & Crusades Players Handbook (4.6 stars). Mythmere's Wondrous Resource. Retrieved on March 19, 2007.
- ^ Gary Gygax is writing an entire line of Castle Zagyg products for Castles & Crusades.Castle Zagyg Product Page. Troll Lord Games. Retrieved on March 19, 2007.
- ^ Marshall, Stuart (2006). OSRIC. Retrieved on March 19, 2007.
- ^ Currell, Latasha. "Dungeons and Dragons - 30 Years and Going Strong", The Golden Gate [X]Press Online, The Journalism Department @ San Francisco State University, 2004-09-01. Retrieved on April 3, 2007.
- ^ Examples include (1997-06-18) "Bill Gates Grants Self 18 Dexterity, 20 Charisma". The Onion (Issue 31·21). Retrieved on 2007-04-03. and Cohen, David X.; Ken Keeler, Eric Rogers (writers). Futurama Episode Anthology of Interest I [TV Show]. 20th Century Fox Television.
- ^ Roberts, Tara. "‘D&D’ players defy stereotypes", The Argonaut, University of Idaho, 2005-09-13. Retrieved on April 3, 2007.
- ^ Diesel contributed the introduction, and both Colbert and Wheaton page long personal reflections to Johnson et al. (2004)
- ^ (Williams 2000:41,47)
- ^ Darlington, Steve (August 1998). "A History of Role-Playing Part IV: Part Four: Hell and High Finance". Places to Go, People to Be (Issue 4). Retrieved on 2007-04-03.
- ^ Hately, Shaun (February 1999). "The Disappearance of James Dallas Egbert III (Part I)". Places to Go, People to Be (Issue 6). Retrieved on 2007-02-21.
- ^ Mazes and Monsters at the Internet Movie Database
- ^ (April/May 1981) "Interview with Dave Arneson". Pegasus (Issue 1). Retrieved on 2007-02-23.
- ^ Rausch, Allen (2004-08-19). Dave Arneson Interview. GameSpy. Retrieved on February 23, 2007.
- ^ Gygax, Gary. Gygax FAQ. gygax.com. Archived from the original on 1999-01-28. Retrieved on July 4, 2006.
- ^ Bob, Bledsaw (July 1979). "From the Sorcerer's Scroll: What has Judges Guild done for Dungeons and Dragons®". The Dragon #27 Vol. IV (No. 1): 10-11.
- ^ Vassilakos, Jim. TSR vs. The Internet (v0.3). Retrieved on February 21, 2007.
- ^ Copyright conflicts with the Tolkien Estate lead to removal of references to Hobbits, Ents and others.The Acaeum page on Original D&D Set. Retrieved on February 21, 2007.
- ^ Disputes over licenses lead to Cthulhu and Melniboné mythoi being removed from third and latter printings of Deities & Demigods.The Acaeum page on Deities & Demigods. Retrieved on February 21, 2007.
[edit] References
- Allston, Aaron (1992). Wrath of the Immortals. TSR.
- Cook, David (1989a). Dungeon Master's Guide. TSR. ISBN 0-88038-729-7.
- Cook, David (1989b). Player's Handbook. TSR. ISBN 0-88038-716-5.
- Cook, Monte; Skip Williams, Jonathan Tweet (2000). Dungeon Master's Guide. Wizards of the Coast. ISBN 0-7869-1551-X.
- Cook, Monte; Skip Williams, Jonathan Tweet [2000] (2003). Dungeon Master's Guide v.3.5, revised by David Noonan, Rich Redman, Wizards of the Coast. ISBN 0-7869-2889-1.
- Gygax, Gary; Dave Arneson (1974). Dungeons & Dragons (3-Volume Set). TSR.
- Gygax, Gary; Dave Arneson [1974] (1977). Dungeons & Dragons (Basic Set), edited by J. Eric Holmes, TSR.
- Gygax, Gary; Dave Arneson [1974] (1981a). Dungeons & Dragons (Basic Set), edited by Tom Moldvay, TSR.
- Gygax, Gary; Dave Arneson [1974] (1981b). Dungeons & Dragons (Expert Set), edited by Dave Cook, TSR.
- Gygax, Gary; Dave Arneson [1974] (1983a). Dungeons & Dragons (Basic Rules Set 1), edited by Frank Mentzer, TSR.
- Gygax, Gary; Dave Arneson [1974] (1983b). Dungeons & Dragons (Expert Rules Set 2), edited by Frank Mentzer, TSR.
- Gygax, Gary (1977). Monster Manual. TSR. ISBN 0-935696-00-8.
- Gygax, Gary (1978). Players Handbook. TSR, Inc.. ISBN 0-935696-01-6.
- Gygax, Gary (1979). Dungeon Masters Guide. TSR, Inc.. ISBN 0-935696-02-4.
- Gygax, Gary (1985). Unearthed Arcana. TSR. ISBN 0-88038-084-5.
- Gygax, Gary; Frank Mentzer (1985). Dungeons & Dragons (Set 4: Master Rules). TSR.
- Johnson, Harold; Steve Winter, Peter Adkison, Ed Stark, Peter Archer (2004). 30 Years of Adventure: A Celebration of Dungeons & Dragons. Wizards of the Coast. ISBN 0-7869-3498-0. Softcover edition 2006 ISBN 0-7869-4078-6
- Mentzer, Frank (1984). Dungeons & Dragons (Set 3: Companion Rules). TSR.
- Mentzer, Frank (1986). Dungeons & Dragons (Set 5: Immortal Rules). TSR.
- Pulsipher, Lew (1983). "Introduction to Dungeons & Dragons, Parts I-V". The Best of White Dwarf (Articles Volume II): 10-18.
- Schend, Steven E.; Jon Pickens, Dori Warty (Editors) (1991). Rules Cyclopedia. TSR, Inc.. ISBN 1-56076-085-0.
- Slavicsek, Bill; Richard Baker (2005). Dungeons & Dragons for Dummies. Wiley Publishing. ISBN 0-7645-8459-6.
- Slavicsek, Bill; Richard Baker (2006). Dungeon Master For Dummies. Wiley Publishing. ISBN 0-471-78330-7.
- Slavicsek, Bill; Mathew Sernett (2006). Dungeons & Dragons Basic Game (boxed set), Wizards of the Coast. ISBN 0-1869-3944-3.
- Tweet, Jonathan; Monte Cook, Skip Williams (2000). Player's Handbook. Wizards of the Coast. ISBN 0-7869-1550-1.
- Tweet, Jonathan; Monte Cook, Skip Williams [2000] (2003). Player's Handbook v.3.5, revised by Andy Collins, Wizards of the Coast. ISBN 0-7869-2886-7.
- Tweet, Jonathan (2004). Dungeons & Dragons Basic Game (boxed set), Wizards of the Coast. ISBN 0-7869-3409-3.
- Williams, Skip (1995). Dungeon Master Option: High Level Campaigns. TSR. ISBN 0-7869-0168-3.
- Williams, Skip; Jonathan Tweet, Monte Cook (2000). Monster Manual. Wizards of the Coast. ISBN 0-7869-1552-8.
- Williams, Skip; Jonathan Tweet, Monte Cook [2000] (2003). Monster Manual v.3.5, revised by Rich Baker, Skip Williams, Wizards of the Coast. ISBN 0-7869-2893-X.
[edit] Further reading
- Bebergal, Peter. "How 'Dungeons' Changed the World", The Boston Globe, November 15, 2004.
- Edwards, Ron. A Hard Look at Dungeons and Dragons. The Forge. Retrieved on February 23, 2007. - an essay on the early history of the D&D hobby.
- Fannon, Sean Patrick. The Fantasy Roleplaying Gamer's Bible, 2nd Edition. Obsidian Studios, 1999. ISBN 0-9674429-0-7
- Gygax, Gary. Roleplaying Mastery. New York, NY: Perigee, 1987. ISBN 0-399-51293-4
- Gygax, Gary. Master of the Game. New York, NY: Perigee, 1989. ISBN 0-399-51533-X
- Schick, Lawrence. Heroic Worlds: A History and Guide to Role Playing Games. Amherst, NY: Prometheus Books, 1991. ISBN 0-87975-653-5
- Wagner, James. "Opening the dungeon", Salon, March 29, 2000. – an article about the conflict over the proprietary or open-source nature of Dungeons & Dragons
- Studies about fantasy roleplaying games - a list of academic articles about RPGs
- Gamespy's 30th Anniversary of Dungeons & Dragons special
[edit] External links
- Dungeons & Dragons – official website by publisher Wizards of the Coast.
- D&D Wiki – A large Wiki of D&D resources including information from the System Reference Document.
- TSR Archive – a catalogue of almost everything produced for all editions of D&D by TSR and other publishers.
- The Acaeum – detailed information on pre-AD&D2 (1989) editions of the game.
- Dragonsfoot – Fan resource for earlier editions of the game, forums include several of early D&D creators, including Gary Gygax.
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Role-playing game system published by Wizards of the Coast | ||
Main authors | Monte Cook • Jonathan Tweet • Skip Williams | |
Games | Dungeons & Dragons • d20 Modern (d20 Future, d20 Apocalypse, d20 Past) • Star Wars | |
See also | System Reference Document • Open Gaming License • OGL System |