15. The Story of Dungeons and Dragons (s2022)

15. The Story of Dungeons and Dragons (15 p.)

Kirjaudu sisään lähettääksesi tämän lomakkeen

Choose the best alternative.

Dungeons and Dragons: The origin

Once upon a time, Dungeons and Dragons was published by a company named TSR, in a magical realm named Wisconsin, where the hills



like green waves to the horizon, where the cheese is



orange of the sunrise, and the winters are long and dark as death. Dungeons and Dragons was created



a brace of midwestern mages named Gary and Dave, and the tale of the game’s journey from a Lake Geneva basement in 1972 to the cultural institution



is today is one of the great stories of gaming.

Dungeons and Dragons grew



the fortuitous meeting of Gary Gygax and Dave Arneson. Gamers back in the 60s and 70s often named their gaming groups, a bit like acting troupes or biker gangs. Gary Gygax, for example, was involved in a group called the Castle & Crusade Society. The society



ranks and peerage, exactly like a medieval realm. The “king”, ironically, was a



but there was also a certain baron from Minneapolis named Dave Arneson.


The evolution of the Dungeons and Dragons itself began with Chainmail, a game written by Gary Gygax and Jeff Perren



medieval combat.



at the end of the game, there was an extensive supplement



the application of the rules to fantasy. The fantasy supplement provided rules for magic swords, monsters, and spells with names like “Lightning” and “Fireball.”

When Dave Arneson read the Chainmail fantasy rules, he adapted them to a fantasy world of his own creation, Blackmoor – a setting inspired by the Lord of the Rings universe combined with elements of Arneson’s own imagination and various mechanics pulled



other games. The premise was simple: players



only a single character (an idea he lifted from a game called Braunstein), exploring underground dungeons where they were to face perils and puzzles. Both the characters and the story were to persist from session to session, with characters working cooperatively and improving over time.

In the fall of 1972, Arneson drove down to Lake Geneva, Wisconsin from Minneapolis to run Blackmoor for Gary Gygax. Gygax was blown away by the game, and



weeks requested the rules from Arneson. He



18 hand-written pages. Gygax took them and expanded them to fifty pages, and began testing the game with his children, Ernie and Elise. Gygax named the campaign he was running Castle Greyhawk. Soon, Gary and Dave had codified all their ideas and experiences into a ruleset



titled Dungeons and Dragons. It would prove to be a revolution.

Kirjaudu sisään lähettääksesi tämän lomakkeen