How do you describe D&D?

My answer would be very similar to, if not the same as PirateCat's. This was TSR's (long-winded) explanation from the 2E Player's Handbook.


Games come in a wide assortment of
types: board games, card games, word
games, picture games, miniatures games.
Even within these categories are subcategories.
Board games, for example, can be
divided into path games, real estate games,
military simulation games, abstract strategy
games, mystery games, and a host of others.
Still, in all this mass of games, roleplaying
games are unique. They form a category
all their own that doesn't overlap any
other category.

For that reason, role-playing games are
hard to describe. Comparisons don't work
because there isn't anything similar to compare
them to. At least, not without stretching
your imagination well beyond its
normal, everyday extension.
But then, stretching your imagination is
what role-playing is all about. So let's try an
analogy.

Imagine that you are playing a simple
board game, called Snakes and Ladders.
Your goal is to get from the bottom to the
top of the board before all the other players.
Along the way are traps that can send you
sliding back toward your starting position.
There are also ladders that can let you jump
ahead, closer to the finish space. So far, it's
pretty simple and pretty standard.

Now let's change a few things. Instead of
a flat, featureless board with a path winding
from side to side, let's have a maze. You are
standing at the entrance, and you know that
there's an exit somewhere, but you don't
know where. You have to find it.
Instead of snakes and ladders, we'll put in
hidden doors and secret passages. Don't roll
a die to see how far you move; you can
move as far as you want. Move down the
corridor to the intersection. You can turn
right, or left, or go straight ahead, or go
back the way you came. Or, as long as
you're here, you can look for a hidden door.
If you find one, it will open into another
stretch of corridor. That corridor might take
you straight to the exit or lead you into a
blind alley. The only way to find out is to
step in and start walking.

Of course, given enough time, eventually
you'll find the exit. To keep the game interesting,
let's put some other things in the
maze with you. Nasty things. Things like
vampire bats and hobgoblins and zombies
and ogres. Of course, we'll give you a sword
and a shield, so if you meet one of these
things you can defend yourself. You do
know how to use a sword, don't you?
And there are other players in the maze as
well. They have swords and shields, too.
How do you suppose another player would
react if you chance to meet? He might
After all, even an ogre might think twice
about attacking two people carrying sharp
swords and stout shields.

Finally, let's put the board somewhere
you can't see it. Let's give it to one of the
players and make that player the referee.
Instead of looking at the board, you listen to
the referee as he describes what you can see
from your position on the board. You tell
the referee what you want to do and he
moves your piece accordingly. As the referee
describes your surroundings, try to picture
them mentally. Close your eyes and
construct the walls of the maze around
yourself. Imagine the hobgoblin as the referee
describes it whooping and gamboling
down the corridor toward you. Now imagine
how you would react in that situation
and tell the referee what you are going to do
about it.

We have just constructed a simple roleplaying
game. It is not a sophisticated game,
but it has the essential element that makes a
role-playing game: The player is placed in
the midst of an unknown or dangerous situation
created by a referee and must work his
way through it.
This is the heart of role-playing. The
player adopts the role of a character and
then guides that character through an
adventure. The player makes decisions,
interacts with other characters and players,
and, essentially, "pretends" to be his character
during the course of the game. That
doesn't mean that the player must jump up
and down, dash around, and act like his
character. It means that whenever the character
is called on to do something or make a
decision, the player pretends that he is in
that situation and chooses an appropriate
course of action.
 

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I put a letter opener in their hand and say "Defend yourself!" Then I beat them senseless with a big wooden club.*








* After all, they are only 1st level.
 




Ouch. Quite a physical way of describing the game. Do you roleplay any dialog while you're beating the pulp out of your new recruit? :)
Yes. I say "You wimp! An ordinary housecat could kill you. Toughen up. Kill two rats. Then come see me in the morning."
 

Don't laugh. A few years ago we had to kidnap a housecat for a wizard. We'd been told that it was actually his daughter who had been accidentally transformed so we had to bring her back unharmed.

Through a series of bad luck rolls it took us nearly three hours to get that danged cat. We averaged tenth level too. The cat led us all over the place, including a brothel that had half ogres as their bouncers.
 

Here's my method:

Roleplaying games are one part dinner party - you hang out with friends, eating, drinking, and generally just having a good time. The other part is like a murder mystery party - there's an interesting story going on, and you get to participate in it with your buddies.
 

I had to do exactly this over the holidays, when I introduced my wife's brother and his wife to D&D. My wife and I had talked about our gaming around them a little bit, and eventually they asked, "So, what IS Dungeons and Dragons?"

I don't remember exactly what I said, but it was something like this:

D&D is a game you play around a table with friends. Each player creates a character, which could be anything you would find in a fantasy setting. They'll have a piece of paper that describes their character and what they can do. One person takes the role of the Dungeon Master, who is responsible for setting up the story and describing the situation that the other players find themselves in. They might be exploring a cave system or talking to nobles or fighting monsters. The players tell the Dungeon Master what they want to to, and the Dungeon Master might ask them to roll some dice to see whether it works or not.

The whole group is basically building a story in which they create and direct the main characters. They'll explore and investigate and do battle and gather treasure and become stronger over time as they grow into heroes. It's a lot of fun, and it allows you to be creative and hang out with friends.


I should mention that these two ended up being really interested in the game, rolled up characters, and wanted to play as often as they could. I ran games for them on Sunday, Monday, Wednesday and Friday. My brother in law also came to the FLGS on Tuesday to play in another game I was running, and again on Thursday to play in a game that someone else was running. Friday night, we created Gamma World characters, but sadly didn't have time to use them before everyone had to head home after the holidays. So, something about my description of the game worked!

More about this on my blog.
 
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So, 1) How do you describe D&D and/or the "why you like D&D" to a non-gamer?

"Five or six remarkably intelligent people, sitting in someone's basement for 4-6 hours on a perfectly sunny afternoon, telling Monty Python jokes, and occasionally pretending to be magical gumdrop elves with funny voices."

Though I'm also one to describe american football (which I also enjoy) as "Two teams of giant sweaty men playing a game of high-stakes homoerotic grab-ass for the amusement of those who can only envy them."

So I may be something of a cynic. ;)

and 2) What is it you like about D&D/Why did you start (and keep) playing?

If they're more serious about learning what it's all really about (as opposed to not really interested and just making small-talk), I'll tell them what I really like doing with the thing.

I am a professionally published writer. I love to tell stories. I am a professionally performing actor. I love to embody characters. D&D helps me do all that on an afternoon with my buddies.

Which is why WoW isn't exactly going to scratch that itch any time soon.
 

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