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<blockquote data-quote="tetrasodium" data-source="post: 8844054" data-attributes="member: 93670"><p>[spoiler="The section"]</p><p></p><p></p><p>INTRODUCTION</p><p>The Dungeons & Dragons roleplaying</p><p>game is about storytelling in w orlds of</p><p>sw ords and sorcery. It shares elements</p><p>with childhood gam es of make-believe. Like</p><p>those games, D & D is driven by im agina</p><p>tion. It’s about picturing the towering castle</p><p>beneath the stormy night sky and imagining</p><p>how a fantasy adventurer might react to the challenges</p><p>that scene presents.</p><p></p><p>Dungeon Master (DM): After passing through the</p><p>craggy peaks, the road takes a sudden turn to the east</p><p>and Castle Ravenloft towers before you. Crum bling</p><p>towers of stone keep a silent watch over the approach.</p><p>They look like abandoned guardhouses. Beyond these,</p><p>a wide chasm gapes, disappearing into the deep</p><p>fog below. A lowered drawbridge spans the chasm ,</p><p>leading to an arched entrance to the castle courtyard.</p><p>The chains o f the drawbridge creak in the wind, their</p><p>rust-eaten iron straining with the weight. From atop</p><p>the high strong walls, stone gargoyles stare at you</p><p>from hollow sockets and grin hideously. A rotting</p><p>wooden portcullis, green with growth, hangs in the</p><p>entry tunnel. Beyond this, the main doors o f Castle</p><p>Ravenloft stand open, a rich warm light spilling into</p><p>the courtyard.</p><p>Phillip (playing Gareth): I want to look at the</p><p>gargoyles. I have a feeling they’re not just statues.</p><p>Amy (playing Riva): The drawbridge looks precarious?</p><p>I want to see how sturdy it is. Do I think we can cross</p><p>it, or is it going to collapse under our weight?</p><p></p><p>Unlike a game of make-believe, D&D gives structure</p><p>to the stories, a way of determining the consequences</p><p>of the adventurers’ action. Players roll dice to resolve</p><p>whether their attacks hit or m iss or whether their adven</p><p>turers can scale a cliff, roll away from the strike of a</p><p>m agical lightning bolt, or pull off som e other dangerous</p><p>task. Anything is possible, but the dice make som e out</p><p>com es m ore probable than others.</p><p></p><p>Dungeon Master (DM): O K, one at a time. Phillip,</p><p>you’re looking at the gargoyles?</p><p>Phillip: Yeah. Is there any hint they m ight be</p><p>creatures and not decorations?</p><p>DM: Make an Intelligence check.</p><p>Phillip: Does my Investigation skill apply?</p><p>DM: Sure!</p><p>Phillip (rolling a d20): Ugh. Seven.</p><p>DM: They look like decorations to you. And Amy,</p><p>Riva is checking out the drawbridge?</p><p>In the Dungeons & Dragons game, each player</p><p>creates an adventurer (also called a character) and</p><p>teams up with other adventurers (played by friends).</p><p>W orking together, the group might explore a dark dun</p><p>geon, a ruined city, a haunted castle, a lost temple deep</p><p>in a jungle, or a lava-filled cavern beneath a mysterious</p><p>mountain. The adventurers can solve puzzles, talk with</p><p>other characters, battle fantastic monsters, and discover</p><p>fabulous magic items and other treasure.</p><p>One player, however, takes on the role of the Dungeon</p><p>Master (DM), the gam e’s lead storyteller and referee.</p><p>The DM creates adventures for the characters, w ho nav</p><p>igate its hazards and decide which paths to explore. The</p><p>DM might describe the entrance to Castle Ravenloft,</p><p>and the players decide what they want their adventurers</p><p>to do. Will they walk across the dangerously weathered</p><p>drawbridge? Tie themselves together with rope to mini</p><p>m ize the chance that som eone will fall if the drawbridge</p><p>gives way? Or cast a spell to carry them over the chasm ?</p><p>Then the DM determines the results of the adventur</p><p>ers’ actions and narrates what they experience. Because</p><p>the DM can im provise to react to anything the players</p><p>attempt, D&D is infinitely flexible, and each adventure</p><p>can be exciting and unexpected.</p><p>The game has no real end; when one story or quest</p><p>wraps up, another one can begin, creating an ongoing</p><p>story called a campaign. Many people who play the</p><p>game keep their cam paigns going for months or years,</p><p>meeting with their friends every week or so to pick</p><p>up the story where they left off. The adventurers grow</p><p>in might as the cam paign continues. Each monster</p><p>defeated, each adventure completed, and each treasure</p><p>recovered not only adds to the continuing story, but also</p><p>earns the adventurers new capabilities. This increase</p><p>in pow er is reflected by an adventurer’s level.</p><p>There’s no winning and losing in the Dungeons &</p><p>Dragons game—at least, not the way those terms are</p><p>usually understood. <strong>Together, <u>the DM and the players </u></strong></p><p><strong>create an exciting story of bold adventurers who confront </strong></p><p><strong>deadly perils. </strong>Sometimes an adventurer might come to</p><p>a grisly end, torn apart by ferocious monsters or done in</p><p>by a nefarious villain. Even so, the other adventurers can</p><p>search for powerful magic to revive their fallen comrade,</p><p>or the player might choose to create a new character to</p><p>carry on. The group might fail to complete an adventure</p><p>successfully, but if everyone had a good time and created</p><p>a memorable story, they all win.</p><p>Worlds of Adventure</p><p>The many worlds of the Dungeons & Dragons game</p><p>are places of magic and monsters, of brave w arriors and</p><p>spectacular adventures. They begin with a foundation</p><p>of medieval fantasy and then add the creatures, places,</p><p>and magic that make these worlds unique.</p><p>The w orlds of the Dungeons & Dragons game exist</p><p>within a vast cosmos called the multiverse, connected</p><p>...</p><p>[/spoiler]</p><p>The section is not nearly as involved as on the topic of teamwork & risk sharing as you are suggesting. The single sentence towards the end is simply lost in the noise when it's used in an effort to correct a problem presented by a player. "Chapter 1 step by step characters" makes the problem a little worse by not fostering any of that underlined bit until a player has fully completed creating a character in isolation when step6 gives what amounts to an afterthought ~"oh & work together I guess" void of any specifics like even a few words about the "role within a party" that players should consider if they aren't veterans who picked them & their terminology from past editions & other games.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8844054, member: 93670"] [spoiler="The section"] INTRODUCTION The Dungeons & Dragons roleplaying game is about storytelling in w orlds of sw ords and sorcery. It shares elements with childhood gam es of make-believe. Like those games, D & D is driven by im agina tion. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents. Dungeon Master (DM): After passing through the craggy peaks, the road takes a sudden turn to the east and Castle Ravenloft towers before you. Crum bling towers of stone keep a silent watch over the approach. They look like abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm , leading to an arched entrance to the castle courtyard. The chains o f the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors o f Castle Ravenloft stand open, a rich warm light spilling into the courtyard. Phillip (playing Gareth): I want to look at the gargoyles. I have a feeling they’re not just statues. Amy (playing Riva): The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going to collapse under our weight? Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether their attacks hit or m iss or whether their adven turers can scale a cliff, roll away from the strike of a m agical lightning bolt, or pull off som e other dangerous task. Anything is possible, but the dice make som e out com es m ore probable than others. Dungeon Master (DM): O K, one at a time. Phillip, you’re looking at the gargoyles? Phillip: Yeah. Is there any hint they m ight be creatures and not decorations? DM: Make an Intelligence check. Phillip: Does my Investigation skill apply? DM: Sure! Phillip (rolling a d20): Ugh. Seven. DM: They look like decorations to you. And Amy, Riva is checking out the drawbridge? In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). W orking together, the group might explore a dark dun geon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure. One player, however, takes on the role of the Dungeon Master (DM), the gam e’s lead storyteller and referee. The DM creates adventures for the characters, w ho nav igate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to mini m ize the chance that som eone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm ? Then the DM determines the results of the adventur ers’ actions and narrates what they experience. Because the DM can im provise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected. The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their cam paigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The adventurers grow in might as the cam paign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in pow er is reflected by an adventurer’s level. There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. [B]Together, [U]the DM and the players [/U] create an exciting story of bold adventurers who confront deadly perils. [/B]Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win. Worlds of Adventure The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave w arriors and spectacular adventures. They begin with a foundation of medieval fantasy and then add the creatures, places, and magic that make these worlds unique. The w orlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse, connected ... [/spoiler] The section is not nearly as involved as on the topic of teamwork & risk sharing as you are suggesting. The single sentence towards the end is simply lost in the noise when it's used in an effort to correct a problem presented by a player. "Chapter 1 step by step characters" makes the problem a little worse by not fostering any of that underlined bit until a player has fully completed creating a character in isolation when step6 gives what amounts to an afterthought ~"oh & work together I guess" void of any specifics like even a few words about the "role within a party" that players should consider if they aren't veterans who picked them & their terminology from past editions & other games. [/QUOTE]
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