So, then, what is D&D?

Merric describes some aspects of D&D that I can identify with - at least in terms of mechanics. From an emotional, non-mechanics view, D&D is many other things - but foremost for me it is telling a story, and the rules help tell the story. Many other game systems try to do this, and some do it quite well - but the best systems/versions have rules that do not get in the way of this fundamental purpose. Rather, they enhance it.

How can the rules do this most effectively? Well, in my opinion, they obviously need to flexible, and allow limitless flexibility. Hence the prime difference between D&D and a computer game. In D&D, I want my PC to feel like he can do anything within the fantastical limits of an RPG. As a DM, I want my players to get into their characters - that they have personality, individual drives, passion, and are fun to play.

D&D to me is not (necessarily) about optimizing ad nauseam. It involves tactics at times, but that is but a piece of the whole. It is about NPC's that (as a DM) you thought were simply straw men but actually become important story elements due to the actions of PCs. It is about spontaneity.

I am not sure what 4e is. I do not have the books, and have not played it yet. My group is sticking with 3.5 for now, but we may try it out. As a DM, my only, somewhat strange issue I see with it is minions. I understand why they did it - makes for great cinema - but something in me just cringes at the thought these poor buggers never have a chance. I can't count how many time a "minion" in a previous edition became an important story element because they were wounded and then surrendered, charmed, or through some lucky roles ended up being a more long term nemesis. While I suppose this is still possible under 4e, it seems these opportunities have become greatly limited - encounters feel more set in terms of outcomes. The PCs are expected to quickly dispatch the minions only to get to the real fight with major NPC's. That just feels a bit shallow to me. But again, i have not played it, so maybe this is not the case at all...
 

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WHAT IS DUNGEONS & DRAGONS?

Dave Arneson and Gary Gygax created the Dungeons & Dragons game in 1974 and thereby introduced the world to the revolutionary concept of the roleplaying game. The Dungeons & Dragons (D&D® for short) game allowed players to establish and assume the persona of fantasy characters in a unique and magical world. Over the past three decades, D&D has inspired numerous bestselling novels, a highly rated animated television series, several popular computer roleplaying games, and a major motion picture.

The Dungeons & Dragons roleplaying game brings together all types of people in one room to mutually create an adventure story. This story has a beginning but does not always have an end – game campaigns are as limitless as the player’s imaginations. Throughout the characters’ journeys, players most often confront and solve problems together using strategic thinking and teamwork.

Players begin by creating their own unique characters, whose abilities are determined by rolling dice. Players then choose a class (such as a fighter or a wizard) and a race (such as elf or dwarf) for their characters. A Dungeon Master leads each group of players through the development of the game and story line in each session. As characters journey through various lands, they search for hidden treasures while battling menacing monsters with their own brains and brawn.

The Dungeon & Dragons experience continues to appeal to an ever-increasing population of fans because the focus is not on competition, but instead on imagination and storytelling. Over the years, the D&D game has experienced plenty of growth and development, but along the way it has stayed true to these core concepts. There have been a couple of facelifts of the rules and game mechanics of the roleplaying game, and the D&D brand has expanded to stimulate and embrace the billion-dollar electronic gaming industry, but the essence of D&D has stayed the same. As the Dungeons & Dragons game continues to expand with the times, it will continue to provide the definitive roleplaying experience for an entirely new generation of players.

All trademarks are property of Wizards of the Coast, Inc. ©2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.
 

billd91 said:
It's rather like obscenity. It's hard to define, but you know it when you see it.

Incidentally, obscenity is legally defined in the United States by the Miller test.

To that end, I propose the Merric test.
 


This is clever, but problematic. Moreso even than the D&D movie poster response.


Family said:
WHAT IS DUNGEONS & DRAGONS?

Dave Arneson and Gary Gygax created the Dungeons & Dragons game in 1974 and thereby introduced the world to the revolutionary concept of the roleplaying game. The Dungeons & Dragons (D&D® for short) game allowed players to establish and assume the persona of fantasy characters in a unique and magical world. Over the past three decades, D&D has inspired numerous bestselling novels, a highly rated animated television series, several popular computer roleplaying games, and a major motion picture.

Okay, stop. "Was." "Was, was, was." All in the past tense. We're driving at what it is. Worse, all this tells us is that it is a collection of intellectual property rights to which many franchises have been attached.

The Dungeons & Dragons roleplaying game brings together all types of people in one room to mutually create an adventure story. This story has a beginning but does not always have an end – game campaigns are as limitless as the player’s imaginations. Throughout the characters’ journeys, players most often confront and solve problems together using strategic thinking and teamwork.

Players begin by creating their own unique characters, whose abilities are determined by rolling dice. Players then choose a class (such as a fighter or a wizard) and a race (such as elf or dwarf) for their characters. A Dungeon Master leads each group of players through the development of the game and story line in each session. As characters journey through various lands, they search for hidden treasures while battling menacing monsters with their own brains and brawn.

The Dungeon & Dragons experience continues to appeal to an ever-increasing population of fans because the focus is not on competition, but instead on imagination and storytelling. Over the years, the D&D game has experienced plenty of growth and development, but along the way it has stayed true to these core concepts. There have been a couple of facelifts of the rules and game mechanics of the roleplaying game, and the D&D brand has expanded to stimulate and embrace the billion-dollar electronic gaming industry, but the essence of D&D has stayed the same. As the Dungeons & Dragons game continues to expand with the times, it will continue to provide the definitive roleplaying experience for an entirely new generation of players.

All trademarks are property of Wizards of the Coast, Inc. ©2004 Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.

And for this, how does this differ from any other RPG? Is D&D simply the name DUNGEONS & DRAGONS?

I'm not trying to be onerous here; is that what D&D ultimately is? Is there no deeper answer?
 




You know, maybe I'm approaching this from the wrong angle. Maybe "how is DUNGEONS & DRAGONS?" really the question here?

Maybe it's just too "zen" to have an answer.
 

Lanefan said:
"What is D+D?" is actually two questions in one.
The first version is easily answered by: D+D is whatever TSR/WotC/whoever owns the marque next defines it to be, as they own the name and can do what they like with it.

My post above is WotC's answer to the question, it is on the press section of their website.

EDIT:They also have 5 job openings, 2 in software. In case anyone wants to BE D&D ;)
 

thedungeondelver said:
You know, maybe I'm approaching this from the wrong angle. Maybe "how is DUNGEONS & DRAGONS?" really the question here? Maybe it's just too "zen" to have an answer.

Post #9 addresses this point :cool:
 

Family said:
EDIT:They also have 5 job openings, 2 in software. In case anyone wants to BE D&D ;)


Mearls: "Bill, is this a joke?"
Me: "Uh, is what a joke?"
Mearls: "I asked you if you'd gotten a rough up of your section of the DMG-2 done yet and you stuck this piece of paper under my door."
Me: "Yeah? So?"
Mearls: "Uh, it's just got 'KILL THE BASTARDS' scribbled on the top of one page. And you spelled 'the' wrong. And 'kill'. Strangely, 'bastards' you got right."
Me: "Yeah, spellchecker. So what's the haps, bossman?"
Mearls: "I need a real entry, Bill."
Me: "Fine."

...

Mearls: "Bill...look...about that rough up again..."
Me: "Dude, no sweat, I totally fleshed it out."
Mearls: "Bill, you took the same sheet of paper and scrached out the first line and put 'KILL THE BASTARDS - IN GREYHAWK.' there instead."
Me: "Ooh. Too wordy?"
Mearls: ... "Bill, do you need some time off?"

 

* Classes: Fighting Man, Priest, Wizard (mixing labels here). Maybe Thief too. Or Rogue, whatever. . .

* Elves and Dwarves, I guess. However, it could've done without these from the get-go, IMO.

* Exploration of and hopefully victory (of one kind or another) in the unknown, most notably of the enclosed and somewhat maze-like variety.

* Dragons, of course. Also, a bunch of other iconic fantasy-derived and mythological monsters (e.g., various giants, goblinoids, humanoids, elementals, aberrations, and so on).

* Exciting combat for the PCs - not necessarily of the 'mass' sort, however. I guess roll high on a d20 to hit is a stayer, versus Armour Class too, and yeah, roll a die (or some) for damage and take the total off Hit Points, while you're at it.

* Str, Dex, Con, Int, Wis, Cha (in any ol' arrangement you like) with base scores of 3 to 18.

* Levels, starting at 1st and going to some arbitrary number, like 10, 20 or 30. These apportion abilities and increasing strengths/resistances to PCs (and maybe NPCs) in neat bite-size parcels, according to class. Also, Hit Dice. Oh, and *XP* - from overcoming opponents/obstacles - so to gain the damn things (levels.) :D Nerly forgot. . .

* Spells and other supernatural abilities, which are generally inaccessible to those not initiated/attuned/chosen/whatever. Often, a PC will not have access to every spell/thing, at least, not any given day. You gain more powerful spells/things as you go up in level (see above). Another feature is that spells are *not* uniform in their descriptions or effects (i.e., they are *not* neatly advancing forms of the same core powers, in which instance one might as well not have individual spells, IMO - see True20, and other systems, as items of comparison here.)

* Enchanted/blessed/imbued items that provide extra power or protection or utility to PCs lucky enough to obtain, or maybe even make them. Excalibur is a classic example of what this is all about.

* Cosmic forces, or at least constants, which influence - and which are possibly also influenced by - a significant number of beings, and form the very essence of some. For example, Good and Evil. Or alternatively (and originally) Chaos and Law. Possibly both.

Hm, that's all for now.
 
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