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What was your introduction to D&D
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<blockquote data-quote="Imaculata" data-source="post: 6779355" data-attributes="member: 6801286"><p>[ATTACH]72441[/ATTACH]</p><p></p><p>I also remember playing the boardgame Dark World, although that was never as exciting as Hero Quest was. But that is how I developed my facination with dungeoneering, battling monsters, role playing, and probably also level design. Back then just playing the "role" of a class was considered role playing. It didn't yet involve actually playing the character yet.</p><p></p><p></p><p></p><p>It sure was. I wish I still had some of those clay figurines. But unfortunately they broke easily, even though we coated them in varnish. Every dungeon revolved around a unique element. So we had the standard fire dungeon, ice dungeon, etc. But it was a ton of fun. It allowed us to ignore most of the overly complicated 2nd edition rules, and just worry about the basics. We drew all the dungeons on paper, and also made props out of clay to detail the dungeons. This is actually a pretty cost effective way to convey a dungeon in DnD, especially if its a cave. Just make a bunch of clay rock formations, and move them about to create a path.</p><p></p><p></p><p></p><p>Back then my old group consisted of players who would all occasionally be the DM. We simply took turns. We settled on a generic fantasy setting, and then each DM added to what was already established by previous DM's. There were many reocurring characters, such as the annoying <strong>Christian the Fierce</strong>, who was a repulsive vain retired hero that we kept bumping into. His specialty was taking credit for other people's accomplishments. In one campaign Christian the Fierce even had his own <strong>theme park</strong>, complete with a steam powered roller coaster with mine carts that portrayed all his past adventures, a giant statue of himself in every corner of the park, and a massive dragon skeleton in front of his office that supposedly he had slain. </p><p>We also had a drow villain whose name eludes me, but he would always escape death, and pop up later to get the players to do his dirty work. He was excellent. But Christian the Fierce without a doubt was the most hilarious character. Every DM would bring him back occasionally. Then there was this one session where Christian the Fierce tragically died, only to have his death be redconned again in a time traveling plot in one of my campaigns. Because apparently the fate of the world depended on Christian the Fierce surviving to save it. </p><p></p><p>This was actually a pretty hilarious plot. For many campaigns my barbarian character <strong>Logue </strong>had shared the bizarre legends and tales of his old tribe. One such legend was of the dreaded monster <strong>Locknar</strong>, who would one day swallow the world. This always was a source of much amusement for the players, up to that fateful campaign when I confronted them with Locknar. But fortunately for them, Locknar really wasn't such a bad guy. In fact, he was just misunderstood. For many centuries he had tried to convey his warning of impending doom to various primitive tribes with no success, because there was always a language barrier. And so he became the villain of legend. Apparently the fate of the world depended on Christian the Fierce saving it. So the players had to go back in time, to save the man they hated more than anyone else, while avoiding their past selves. During this campaign they also caused an unintended paradox, when their drow party member accidentally met her past self, back when she was still an elf. Sensing a more recent body nearby, the soul of the elf immediately occupied the newer body of the present-day drow. And thus the present-day drow got her soul back, and turned into an elf again. And her elf-self from the past lost her soul, and became a drow. An infinite loop! She was responsible for her own fate due to a time paradox.</p><p></p><p>My newer group only consists of 2 other DM's, and they each have their own unique home brew world. So it would no longer work to do a shared world. I'm much too attached to my own settings, as I'm sure they are too. Besides, I don't trust anyone else with the world, since it has rather strict lore facts. But if you can find the right group of people, then it is great to do a shared world.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 6779355, member: 6801286"] [ATTACH=CONFIG]72441._xfImport[/ATTACH] I also remember playing the boardgame Dark World, although that was never as exciting as Hero Quest was. But that is how I developed my facination with dungeoneering, battling monsters, role playing, and probably also level design. Back then just playing the "role" of a class was considered role playing. It didn't yet involve actually playing the character yet. It sure was. I wish I still had some of those clay figurines. But unfortunately they broke easily, even though we coated them in varnish. Every dungeon revolved around a unique element. So we had the standard fire dungeon, ice dungeon, etc. But it was a ton of fun. It allowed us to ignore most of the overly complicated 2nd edition rules, and just worry about the basics. We drew all the dungeons on paper, and also made props out of clay to detail the dungeons. This is actually a pretty cost effective way to convey a dungeon in DnD, especially if its a cave. Just make a bunch of clay rock formations, and move them about to create a path. Back then my old group consisted of players who would all occasionally be the DM. We simply took turns. We settled on a generic fantasy setting, and then each DM added to what was already established by previous DM's. There were many reocurring characters, such as the annoying [B]Christian the Fierce[/B], who was a repulsive vain retired hero that we kept bumping into. His specialty was taking credit for other people's accomplishments. In one campaign Christian the Fierce even had his own [B]theme park[/B], complete with a steam powered roller coaster with mine carts that portrayed all his past adventures, a giant statue of himself in every corner of the park, and a massive dragon skeleton in front of his office that supposedly he had slain. We also had a drow villain whose name eludes me, but he would always escape death, and pop up later to get the players to do his dirty work. He was excellent. But Christian the Fierce without a doubt was the most hilarious character. Every DM would bring him back occasionally. Then there was this one session where Christian the Fierce tragically died, only to have his death be redconned again in a time traveling plot in one of my campaigns. Because apparently the fate of the world depended on Christian the Fierce surviving to save it. This was actually a pretty hilarious plot. For many campaigns my barbarian character [B]Logue [/B]had shared the bizarre legends and tales of his old tribe. One such legend was of the dreaded monster [B]Locknar[/B], who would one day swallow the world. This always was a source of much amusement for the players, up to that fateful campaign when I confronted them with Locknar. But fortunately for them, Locknar really wasn't such a bad guy. In fact, he was just misunderstood. For many centuries he had tried to convey his warning of impending doom to various primitive tribes with no success, because there was always a language barrier. And so he became the villain of legend. Apparently the fate of the world depended on Christian the Fierce saving it. So the players had to go back in time, to save the man they hated more than anyone else, while avoiding their past selves. During this campaign they also caused an unintended paradox, when their drow party member accidentally met her past self, back when she was still an elf. Sensing a more recent body nearby, the soul of the elf immediately occupied the newer body of the present-day drow. And thus the present-day drow got her soul back, and turned into an elf again. And her elf-self from the past lost her soul, and became a drow. An infinite loop! She was responsible for her own fate due to a time paradox. My newer group only consists of 2 other DM's, and they each have their own unique home brew world. So it would no longer work to do a shared world. I'm much too attached to my own settings, as I'm sure they are too. Besides, I don't trust anyone else with the world, since it has rather strict lore facts. But if you can find the right group of people, then it is great to do a shared world. [/QUOTE]
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