I just finished David M. Ewalt’s book Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It. He covers games for Forbes Magazine. Of Dice and Men is a great book covering the history of the game right up to the present day; however, it’s more than just a history book, it’s also a very personal account of Mr. Ewalt's life-long experience with the game. He plays in a regular group, goes to GaryCon and GenCon, visits the birthplace of the game in Lake Geneva, WI, and participates in a Live Action Role Playing experience all told in the book. He also writes about the founding of TSR and the lives of Gary Gygax and Dave Arneson, creators of the game. So I thought I’d relate my own experiences with Dungeons & Dragons.
I got the books for AD&D in High School sometime in the early eighties during the height of its popularity. I had the Players Manual, Dungeon Master’s Guide, Monster Manual, Field Folio, and adventure modules: B1 – In Search of the Unknown, B2 – The Keep on the Borderlands, B3 – Palace of the Silver Princess, G1-3, D1-3, Q1 – Queen of the Spiders super module, S1–4 – Realms of Horror, and X2 – Castle Amber. I love the fantasy art on the covers of all these books. I was also a brief subscriber to TSR’s official magazine of fantasy role-playing games Dragon Magazine and later I began to collect old issues that I came across in used bookstores along with a few White Dwarf magazines (a similar publication from the UK).
In high school, I only had one friend who played D&D but I think, on occasion, I got my sister to play and maybe another friend, but it was never a regular thing. My friend and I played some of these scripted adventures (or modules) together and wrote loads of character sheets. I started designing my own adventure by laying down descriptions of a world, its history, and a world map. I also did some character background writing, and drafted some building designs with dungeons like the one above. I never got a chance to DM an adventure in that world though.
While I was in college in the late eighties, I had a roommate my second year with whom I played various games including a few sessions of D&D. I actually went to a group once as well and we played through an adventure with perhaps four of five people plus my roommate as DM. It was fun but it didn’t last very long. I have a vivid memory of playing D&D on a rooftop of one of the off campus houses that my roommate’s girlfriend lived in. I was DM and did a “theater of the mind’s eye” description as we played and was unfairly mocked by my roommate’s girlfriend. It was particularly hurtful to me. I was, and mostly still am, very shy and socially awkward. It became just another brick in the wall of my mistrust of social interaction and made me avoid future D&D sessions.
I didn’t play D&D again until 2006 when I started getting into comics and saw the Dungeons & Dragons Miniature’s Game packs at the comics store. The figures were cool and the system simplified to just a war game battle between monsters. I thought I could get some friends into it but instead started playing AD&D (old first edition rules) with my friend from high school and used the D&D Mini figures as a visual aid. It was fun, but I couldn’t help messing with the system for the sake of humor. Eventually I behaved, but I really wanted my character to get punished or something to continue the joke. I felt very limited by D&D’s rules. I couldn’t get arrested. I wanted to end up as a literal basket case (be put in a basket like they did in medieval times) and end the session with me yelling curses at my tormentors. In my opinion, you’ve got to follow the course of the session no matter what the consequences. There’s an account of a problem player in Of Dice and Men who wanted to play as a totally ridiculous character every time. I thought his choices were hilarious and would’ve loved to DM that guy because I would’ve let that comedy run its course. Part of why I wanted to mess with the game was that I hate the basic premise of adventuring for the sake of gaining treasure. Is there no other goal worth adventuring for? I have in mind a version of D&D that is all about humor, the goal being getting the biggest laugh at the end. Sometimes D&D can take itself a little too seriously like the way war gaming does.
And that's my history with D&D. I think I'm still as interested in fantasy worlds and playing in them as I ever was.
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