I met my friend Joel Bergstrom in the 10th grade, when the jump from junior high to high school brought with it hundreds of new kids from the other school across the town. Up to that point I knew all of the active D&D players about my age
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Here was a kid I'd never met before [...] We joked about the deadly Tomb of Horrors and the goofy technology in Expedition to the Barrier Peaks. We agreed that the early Forgotten Realms material was the best and discovered we both liked Ed Greenwood's Dragon articles (especially about the Nine Hells)
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In college I discovered the Internet where I came into contact with thousands of D&D players. To my surprise many remembered with fondness the same things Joel and I had discussed back in 10th grade. Years later during a decade of obsession with conventions and the RPGA, I gamed with hundreds of players, and the same elements were sure to light a fire in their eyes. The Rod of Seven Parts. Vecna. Dragotha. This is the mythology of the Dungeons & Dragons game, and the related fondess transcends player age, experience, or campaign setting
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hold a candle for the mythic elements that make Dungeons & Dragons more than a simple game
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The entire adventure path [he is refering to Age of Worms] is our attempt to present not just a D&D experience but the prototypical D&D experience. Concepts like the Wind Dukes of Aaqa, Kyuss, and even Dragotha
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In the course of the last year it's been a pleasure to bring modern myth making to the magazine while still rooting things in the existing D&D mythology we all love