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Dungeons & Dragons: The Coolest Thing I've Ever Heard!

Gentlegamer

Adventurer
The discussion on D&D's past, present, and future along with Ryan Dancey's thoughts on the matter and the subject of how to introduce new players to the game made me think of my own introduction to the game.

When I was in 6th grade, I met a student named Dan. Until that grade, Dan had attended private school. Dan was a bit of a nerd, like me, and told me of a game he had played in private school called DUNGEONS & DRAGONS.

Please indulge me while I relate some background before I continue.

To me, "Dungeons & Dragons" was a cartoon (the CBS Saturday morning cartoon with voices by Willie Aimes and Donnie Most). I had loved that cartoon, and other 'fantasy' type programs, like Masters of the Universe. One of my favorite films that would be played fairly often on TV was Clash of the Titans.

I was also a voratious reader (and 'player') of Choose Your Adventure style books: Time Machine series, Choose Your Adventure, and the Endless Quest series, which was my favorite. Endless Quest was 'from the producers of the Dungeons & Dragons game,' which I didn't understand, since I thought it was just a cartoon. There were ads in the back for The Dragon, and the D&D Basic set, but I had never seen them in a store and had no notion what they were about.

So as you can see, my imagination was primed for what I was about to discover.

Dan explained to how to play Dungeons & Dragons. I still remember his words clearly.

"One player is the Dungeon Master. He draws a map of a dungeon and puts monsters and treasure in it, but only he gets to see it. He describes to you what you can see and hear as if you were really in the dungeon, and you describe back what you want to do."

My mental reaction is indelibly etched in my memory.

THAT IS THE COOLEST THING I'VE EVER HEARD.

Dan and I then embarked on my first playing experiences with D&D. We had no rules. We would take turns drawing dungeons on scratch paper (we didn't have graph paper) and be the Dungeon Master. The game style was wholly descriptive action. We had no rules, since we didn't have access to a copy of the game. I don't know if Dan ever played using the 'real rules,' but it didn't matter to us.

Dan would describe the environment and I would describe back what my action was. For combat, my character would win or lose based on a judgment call by Dan. Mostly, I would avoid fighting since it was so easy to get killed (I had learned this from the rather deadly Choose Your Adventure books). My 'character sheet' was a piece of notebook paper I used for notes, crude maps, and writing down my 'equipment' and treasure found. Nothing had any stats.

This first experience with 'Dungeons & Dragons' shaped my view of the role-playing game-form ever since: Extemporaneous action in an imaginary environment that can be altered by the Dungeon Master based on player action, with the participants acting and reacting to each other as if they were in the environment described.

I did try to buy the 'real rules' because I wanted to play 'for real,' though. This was 1989/90, and at that time there was no basic D&D set readily available. I ended up buying the Hollow World boxed set. I found it amazing, particularly the hex outdoor map. But it didn't explain how to play, and I was disappointed.

Then I saved up more money, and bought the AD&D Player's Handbook, 2nd Edition. It explained some things mechanically, but didn't provide a lot of context of how the game was to be structured.

The big black D&D basic set came out in 91, the one with the 'flashcards' and things became much more clear, since there were step by step instructions on game-play, dungeon making, using monsters, traps, etc 'by the rules.' From there, I was off and running, and I shortly found the first edition AD&D books in a used bookstore. Far superior to the 2nd edition stuff, they seemed more 'indicative' of how the game was to be played, its objectives, and structure.

I embarked on a campaign with friends (whom I taught how to play) that used a mishmash of rules from D&D (Rules Cyclopedia), 2e, and 1e. I DMed mostly a core group of friends with others mixing in and out over time, played in a few others' games. All great fun.

Twenty years has gone by since Dan explained D&D to me. And it is still THE COOLEST THING I'VE EVER HEARD.
 

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After my first game I ran up to my parents and breathlessly explained, "I killed the monster with a spear! Nobody else could hit it but I ran up and stabbed it like *this* and the Dungeon Master said I killed it!"

I was nine years old and I remember it like it was yesterday.

So cool!
 
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I received the red boxed set for Christmas way back in either the late 70s or early 80s. The rest is history. Met tons of friends through gaming.
 

I remember my first session with a friend of mine well.

He described a castle and it took me forever to figure out the castle was a real above-ground castle. I was sure everything was underground.

I thought D&D was real world you getting transported to an alternate world and having to survive there. Not sure why I thought that, but I still think it is cool.

I think I died the first adventure when I got shot out of the castle with a catapult. Maybe only badly injured.
 

I received the red boxed set for Christmas way back in either the late 70s or early 80s. The rest is history. Met tons of friends through gaming.
Did you teach yourself how to play? Did you understand the concept of a role-playing game from just the boxed set? Did you have to teach your friends to play or did you find other gamers to join with?

I'm really curious about how others learned about the concept of a role-playing game in addition to the mechanics of D&D.
 

I'm really curious about how others learned about the concept of a role-playing game in addition to the mechanics of D&D.

Like most kids who got told to play outside, I played a lot of "make believe" with friends running around (soldiers, Star Wars, cops & robbers, etc). Even playing with Legos or Star Wars figures had an aspect of roleplaying, so I was primed for RP introduction.

Actually learning how to play an "RPG" was a different story. The examples of play and combat in the BD&D rulebook (Pink Box, and later 1E DMG) were how I learned how to play. I got loaned the rulebook by a friend of a friend with a brief description of the game but not much else, but because I was big on the Hobbit and LotR and it had something similar I was interested. The Basic rulebook was OK, but still pretty confusing, though I eventually puzzled it out (it probably helped that I was also learning wargames at about the same time, most of which had more rules but clearer explanations of how to play). I then taught a bunch of friends to play, and in middle school located some other kids who had learned, and eventually had a big group.
 

"One player is the Dungeon Master. He draws a map of a dungeon and puts monsters and treasure in it, but only he gets to see it. He describes to you what you can see and hear as if you were really in the dungeon, and you describe back what you want to do."

See, this is why I really want an eventually 5E to go for realism (or even hyper-realism) in the art style. So that you can more readily envision yourself "as if you were really in the dungeon" .
 

Did you teach yourself how to play? Did you understand the concept of a role-playing game from just the boxed set? Did you have to teach your friends to play or did you find other gamers to join with?

First encounter: 1979. Friend of a friend's house after school (mentioned upthread). One session only. Love at first sight.

Second encounter - Play: 1982. Saw someone with a PHB on the school bus (7th grade). Played a D&D with him and others---hooked. This group formed the basis of friendships that lasted until I moved away to college.

Third encounter - DM: 1983. Picked up a second-hand copy of Moldvay Basic (IMHO the absolute best introduction of the game). Devoured it (along with a PHB acquired around the same time). Ran games for my family (and myself---absolutely wrecking my GPA), instilling a love of DMing that persists to this day.
 

See, this is why I really want an eventually 5E to go for realism (or even hyper-realism) in the art style. So that you can more readily envision yourself "as if you were really in the dungeon" .
I honestly think my next campaign will be B/E (or retroclone)---if only to recapture the 'landscape of the mind' feeling that I miss.
 

My first experience with D&D was much the same as the OP.
I had grown up playing not indians and cowboys or cops and robbers, but wizards and knights. My brother, our friends, and I would have epic adventures, follow intricate story lines with plot twists, fight terrible beasts, and stop when we whacked each other too hard with our wooden dowels. This was the foundation of the pen-and-paper gaming that would follow.

When I was in seventh grade, a friend asked if I wanted to play Dungeons and Dragons. We had no rulebooks, we knew no rules, but we didn't need them. My friend was the dungeon master, and we had some d6es and d20s. We used those whenever we felt like something was a mixture of the character's skill and chance or luck. The rules were surely not the central part of the game. Emphasis was on the story-telling and having free will in the limitless fantasy environment.

Since then, I have played in and DMed adventures in countless campaigns using the 3e, 3.5, and 4e systems. It has been an unforgettable, invaluable, immeasurably entertaining endeavor.
 
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