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Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy tabletop roleplaying game (RPG) currently published by Wizards of the Coast. The original Dungeons & Dragons, designed by Gary Gygax and Dave Arneson, was first published in 1974 by Gygax's company, Tactical Studies Rules (TSR). Originally derived from tabletop games played with paper, pencil, and dice; D&Ds publication is widely regarded as the beginning of modern roleplaying games, and by extension, the entire roleplaying game (RPG) & MMORPG industry. Players of D&D invent fictitious characters who embark upon imaginary adventures in which they battle many kinds of fictional monsters, gather treasure, interact with each other, and earn experience points, becoming more and more powerful as the game progresses. D&D departed from traditional wargaming in this regard by assigning each player a specific character to play, as opposed to legions and armies. D&D also developed the concept of a Dungeon Master (DM), the storyteller and referee responsible for creating the fictional setting of the game, moderating the actions of the players' characters, and roleplaying the supporting cast of non-player characters. A game usually continues over a succession of meetings among the players and the DM, in which case it is called a "campaign". Usually, each player plays one character, although some games allow a player to play more than one character. The players and the DM keep track of their characters' activities, attributes and possessions using paper and pencils, or the electronic equivalent. The published rules of the game explain how to create and equip a character for adventure, how the powers and abilities of the characters work, how interactions and combats work, and describe the many magical spells and items that characters are likely to encounter. However, the rules encourage DMs to modify the rules to suit both their own campaigns and the group they are playing with. The early success of Dungeons & Dragons quickly led to a proliferation of similar game systems, such as RuneQuest, Tunnels and Trolls, Traveller, and Arduin. Despite this competition, D&D has continued to dominate the roleplaying game industry throughout its existence, enjoying a nearly impenetrable market position. In 1977 the game was split into two slightly different versions: the simpler Dungeons & Dragons and the more complex Advanced Dungeons & Dragons (abbreviated as AD&D or ADnD). In 2000, the simplified version of the game was discontinued and the 3rd Edition of Dungeons & Dragons was released as a major revision of the AD&D game. The current version of the game, released in July 2003, is Dungeons & Dragons v3.5 (also known as the Revised 3rd Edition or D&D3.5). As of 2006, Dungeons & Dragons remains the best-known and best-selling roleplaying game, with an estimated 20 million players worldwide and over US$1 billion in book and equipment sales (according to a BBC news report). Products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2002. Outside of the gaming community, D&D has become a metonym used to refer to roleplaying games in general. Play overview Dungeons & Dragons is a structured, yet open-ended, "make-believe" game. Each player in the game typically takes on the role of a single character. During the course of play, each player directs the actions of his or her character and their interactions with the other characters in the game. As a group, these player characters (or PCs) are often described as a "party" of adventurers. The results of the party's choices and the overall storyline for the game is determined by the Dungeon Master (or DM) according to the rules of the game and the DM's interpretation of those rules. The DM selects and describes the various non-player characters (NPCs) the party encounters in the game, the settings in which these interactions occur, and (based on the players' choices and actions) the outcomes of those encounters. The game's extensive rules guide the DM in making these decisions, covering everything from social interactions, magic use and combat, to the effects of weather on the PCs. In some situations, the DM may choose to substitute or override one or more of these rules, though the DM is advised (by the rulebook) to carefuly consider such revisions. The most recent version of the game's rules are detailed in three core rulebooks: The Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. Additional rulebooks, such as the Complete Warrior, contain additional optional rules which can be used if the DM permits it. Abbreviated versions of the rules, such as the Basic Game boxed set, are available to help beginners learn the game. The only items required to play the game are the rulebooks, a character sheet for each player, and a number of polyhedral dice, although there are many optional items which can be used to supplement or enhance the gaming experience, such as pre-designed adventures and campaign settings. Special gameboards or cloth mats are sometimes used to visually depict the situations in the game, and miniature figures can be used to provide a three-dimensional representation of the characters. * Game Mechanics Before the game begins, each player creates his/her own player character, or PC, recording the details on a character sheet. First, a player will determine their character's ability scores, which consist of strength, dexterity, constitution, intelligence, wisdom and charisma. Some supplements suggest adding additional ability scores, such as comeliness and psionic ability. This is typically done by rolling dice, but optional methods include a point-buy system or using a fixed array of scores. The player then chooses a race (species), a character class (similar to a profession) and an alignment (a moral and ethical outlook). The player also selects a number of skills for their character, which enhance the character's basic abilities. Some players develop a detailed background for their character (a "bio" or "backstory"), covering his or her circumstances of birth, family, upbringing, nationality, personality profile, moral outlook, and other topics. During a game, players describe their characters' intended actions, such as punching an opponent or picking a lock, and converse with the Dungeon Master in character. Trivial actions such as picking up a letter or opening an unlocked door are usually automatically successful, although more complex or risky actions may either succeed or fail. Multiple factors may be relevant in the rules governing the outcome of these attempts. These include the character's abilities and the difficulty of the task, but the final outcome is typically determined by rolling dice. As the game is played, each PC grows and changes over time as they gain experience. Characters develop new skills, gain (or lose) wealth, and may even change alignment or add additional character classes as they progress. Different PCs will therefore become capable of accomplishing different types of objectives, and the game is designed to reward a well-balanced party of specialised characters. To represent this process, PCs are awarded an appropriate number of experience points (XP) when they defeat an enemy or accomplish a difficult task. Attaining a certain number of experience points allows a PC to advance a level, granting the character enhanced abilities and often permitting the player to choose new skills for his or her PC. XP can be lost in some circumstances, such as in the process of creating magical items, using certain spells or psionic powers, or from having one's level reduced by resurrection or certain beings with the ability to drain energy. If a PC dies it may be possible for the dead character to be resurrected. Alternately, the player can create a new PC and resume playing as the new character. Adventures and campaigns Miniature figures
Game History Sources and Influences on the Development of D&D The fantasy game Dungeons & Dragons, designed by Gary Gygax and Dave Arneson, evolved in the early 1970s from a naval wargame system, and certain rules of early D&D versions reflect this history. The game was influenced by mythology, pulp fiction, and contemporary fantasy authors of the 1960s and 1970s. The presence of halflings, elves, dwarves, half-elves, orcs, dragons and the like often draw comparisons to the work of J.R.R. Tolkien, although Gygax maintains that he was influenced very little by The Lord of the Rings (although the owners of Lord of the Rings copyright forced the name change of hobbit to halfling), stating that he included these elements as a marketing move to draw on the popularity of the work (Kuntz 1978, Gygax 1985). The magic system—where wizards memorize spells which they then forget when they cast them—was heavily influenced by the The Dying Earth stories and novels of Jack Vance. The original alignment system (which grouped all players and creatures into "Law" and "Chaos") was derived from the Three Hearts and Three Lions novel by Poul Anderson, where a troll is also described whence is derived the D&D description of the monster—although the novel Stormbringer has been cited as an influence as well. Other influences, according to the original edition of the Dungeon Master's Guide, include the works of Robert E. Howard, Edgar Rice Burroughs, A. Merritt, H.P. Lovecraft, Fritz Leiber, L. Sprague de Camp, Roger Zelazny, and Michael Moorcock. Monsters, spells, and magic items used in the game have been inspired by hundreds of individual works ranging from A. E. van Vogt's "The Destroyer" (the Displacer Beast) to the Book of Genesis (the clerical spell "Blade Barrier" was inspired by the "flaming sword which turned every way" at the gates of Eden). Edition history
Influence Dungeons & Dragons was the first modern roleplaying game, establishing many of the conventions which have dominated the genre. Particularly notable are the use of dice as a resolution mechanic, character record sheets, progressive character development, and game-master-centered group dynamics. The elements which made up Dungeons & Dragons can be seen in many hobbies of the time, though they had existed previously. Character-based roleplaying, for example, can be seen in historical reenactment and improvisational theatre. Game world simulations had been well-developed in wargaming. Fantasy milieus specifically designed for gaming could be seen in Glorantha's board games and M.A.R. Barker's Tekumel, among others. Ultimately, however, Dungeons & Dragons represented a unique blending of these elements, creating its own niche and leading to the development of a multitude of roleplaying games. Science fiction, horror, superheroes, cartoons, westerns, spies and espionage, and many other fictional settings were adapted to roleplaying games. Over the years, many gamers have criticized various aspects of the Dungeons & Dragons rules. In previous editions, clunky and inconsistent mechanics were often seen as inefficient and confusing. Trying to find solutions to these problems led to other game developers to expand on and modify aspects of the game. Within only months of Dungeons & Dragonss release, new roleplaying game writers and publishers began releasing their own roleplaying games. The first arrivals to achieve lasting influence were the science fiction roleplaying game Traveller, released by Game Designers Workshop in 1977 and RuneQuest, released by Chaosium in 1978. Some of the later systems include Chaosium's Call of Cthulhu, Champions by Hero Games, GURPS by Steve Jackson Games and Vampire: The Masquerade by White Wolf Game Studio. These games also fed back into the genre's origin, miniatures wargames, with combat strategy games like Battletech, Warhammer Fantasy Battles and Warhammer 40,000. Collectable card games, like Magic: The Gathering, were also heavily influenced by Dungeons & Dragons and its legacy. With the launch of Dungeons & Dragonss 3rd Edition, Wizards of the Coast made the d20 System available under the Open Gaming License (OGL) and d20 Trademark License. Under these licenses, authors are free to use the d20 System when writing their own games and game supplements. The OGL and d20 Trademark License are also responsible for making possible new versions of older games, such as Call of Cthulhu, using the new system. Some fans have felt that the game has changed too dramatically over the years and has lost its connection to its roots. Consequently, Kenzer and Company produces the HackMaster line of gaming products, a semi-satirical follow-on to 1st and 2nd Edition AD&D differing in tone and content from the current official version of the game; and similar style to their comic strip Knights of the Dinner Table. Related products D&Ds commercial success has led to many other related products, including (but not limited to) Dragon Magazine, Dungeon Magazine, an animated television series, and computer games such as the MMORPG . Hobby and toy stores sell dice, miniatures, modules and other game aids related to D&D and its game offspring. Controversy and notoriety
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