Krug
Newshound
From the book Dungeons and Dreamers:
http://www.dungeonsanddreamers.com/chapter1-1.html
It sounded a little like the books he’d read earlier in the year, J.R.R. Tolkien’s Lord of the Rings trilogy. After several minutes had passed, Richard leaned down, tapped the leader on the shoulder, and asked him what they were doing.
“It’s Dungeons & Dragons,” the boy responded, not looking up. “It’s a role-playing game.” That didn’t help much. Richard had never heard of the game, and he didn’t know what role-playing was outside of his occasional role in the local theater. He stuck around for a little longer, listening to the game unfold, while the Dungeon Master that was the leader’s title—wove the tale.
Other students drifted over, too, and before long the original group had to stop and explain in more detail. Richard quickly joined a game, and others did as well. By the second night, the little lobby was filled with several gaming groups, all telling each other stories of dragons and skeletons and orcs. Girls were as eager as the guys to play, and they threw themselves into playing their characters with just as much bravado.
The role-playing helped them talk to each other in ways that shy high school kids might have had trouble doing otherwise. It was a little silly at first, pretending to be a dwarf or elf or magician, and “British” Garriott exchanged embarrassed grins with other players more than once, but once the stories started flowing it all seemed to make sense.
After the initial social awkwardness of strangers faded, other barriers fell. Among the first to go were the rules imposed by the gender-segregated halls. The college-aged chaperone tasked with keeping boys and girls apart moved one of the female students into his room, and the other girls and boys quickly paired up.
One enterprising student figured out a way to jimmy the locks, keeping them out of the closed half of the dormitory, and soon the theoretically off-limit rooms had become hideaways or clubhouses for couples and gaming groups. Richard and his summer girlfriend laid claim to a particularly choice room with a door labeled “The Crypt ” in dripping, blood-red letters, with a full-room mural depicting a swamp creature about to abduct an oblivious half-naked woman.
I remember when my brother bought back the game and we played over a dining room table with the neighbours. My mom wondered what the heck was this game.. and the rest is history.
http://www.dungeonsanddreamers.com/chapter1-1.html
It sounded a little like the books he’d read earlier in the year, J.R.R. Tolkien’s Lord of the Rings trilogy. After several minutes had passed, Richard leaned down, tapped the leader on the shoulder, and asked him what they were doing.
“It’s Dungeons & Dragons,” the boy responded, not looking up. “It’s a role-playing game.” That didn’t help much. Richard had never heard of the game, and he didn’t know what role-playing was outside of his occasional role in the local theater. He stuck around for a little longer, listening to the game unfold, while the Dungeon Master that was the leader’s title—wove the tale.
Other students drifted over, too, and before long the original group had to stop and explain in more detail. Richard quickly joined a game, and others did as well. By the second night, the little lobby was filled with several gaming groups, all telling each other stories of dragons and skeletons and orcs. Girls were as eager as the guys to play, and they threw themselves into playing their characters with just as much bravado.
The role-playing helped them talk to each other in ways that shy high school kids might have had trouble doing otherwise. It was a little silly at first, pretending to be a dwarf or elf or magician, and “British” Garriott exchanged embarrassed grins with other players more than once, but once the stories started flowing it all seemed to make sense.
After the initial social awkwardness of strangers faded, other barriers fell. Among the first to go were the rules imposed by the gender-segregated halls. The college-aged chaperone tasked with keeping boys and girls apart moved one of the female students into his room, and the other girls and boys quickly paired up.
One enterprising student figured out a way to jimmy the locks, keeping them out of the closed half of the dormitory, and soon the theoretically off-limit rooms had become hideaways or clubhouses for couples and gaming groups. Richard and his summer girlfriend laid claim to a particularly choice room with a door labeled “The Crypt ” in dripping, blood-red letters, with a full-room mural depicting a swamp creature about to abduct an oblivious half-naked woman.
I remember when my brother bought back the game and we played over a dining room table with the neighbours. My mom wondered what the heck was this game.. and the rest is history.
