Dungeons & Dragons Turns 50
Dungeons & Dragons, the fantasy role playing game, turns 50 this year. My high school friend, Jeff, introduced me to the game and I was hooked. A group of us would get together and play for hours. For those unfamiliar with the game, one person is the dungeon master who crates the world and challenges players will face. Based largely on J.R.R. Tolkien's The Lord of the Rings, players choose a character such as a wizard, elf, warrior, dwarf, hobbit or other imaginary being. They create their background stories and personal goals, then join with the other players as adventurers.
The dungeon master presents them with challenges, such as being attacked by a band of orcs when searching for a magical amulet. Each player, in turn, says what their character does. Wizards may throw fireballs. Warriors may charge with swords. Elves might shoot arrows. Dungeon masters control the opposing creatures. They role multi-sided dice and consult charts to determine success or failure.
It’s a unique game. There is no competition among players. Everyone must work together to achieve the goals of finding treasure, learning magic and winning battles. Ultimate success comes from the players working together as a team, a life lesson people in the real world could benefit from.
My first fantasy novel, Dragons Unremembered, began as a scenario when I acted as a dungeon master in one campaign. The group of adventurers are in a tavern when an old man tells them about a treasure in a cave guarded by a dragon. I could have left it there and let the players create the story as they fought the dragon. Something inside me pushed to embellish the story, add new traps, create secondary characters for the players to interact with and develop twists.
Eventually, I realized this could be a book, so I wrote one. It was terrible. I had no idea how to write a novel. After years of study under a bestselling novelist and volumes of books about writing, I developed the skills, craft and my own voice. I abandoned the fantasy book and wrote Beyond the Shallow Bank, historical fiction with elements of Celtic mythology. When I finished that book, I looked back at the original fantasy, saw it had exciting elements, thew out most of the material, and rewrote it from scratch to become the first book in The Carandir Saga trilogy.
Unlike video games that present pre-programmed stimulation, role playing games like Dungeons & Dragons engage the imagination of players who form the worlds in their minds and make completely free choices outside of any machine control. Players, not computer programmers, decide what actions are possible. I’m certain other writers of fantasy literature were inspired by the game as well. For those who don’t go on to write books, the experience of cooperation and comradeship gives a sense of community people can take back into the real world.
The dungeon master presents them with challenges, such as being attacked by a band of orcs when searching for a magical amulet. Each player, in turn, says what their character does. Wizards may throw fireballs. Warriors may charge with swords. Elves might shoot arrows. Dungeon masters control the opposing creatures. They role multi-sided dice and consult charts to determine success or failure.
It’s a unique game. There is no competition among players. Everyone must work together to achieve the goals of finding treasure, learning magic and winning battles. Ultimate success comes from the players working together as a team, a life lesson people in the real world could benefit from.
My first fantasy novel, Dragons Unremembered, began as a scenario when I acted as a dungeon master in one campaign. The group of adventurers are in a tavern when an old man tells them about a treasure in a cave guarded by a dragon. I could have left it there and let the players create the story as they fought the dragon. Something inside me pushed to embellish the story, add new traps, create secondary characters for the players to interact with and develop twists.
Eventually, I realized this could be a book, so I wrote one. It was terrible. I had no idea how to write a novel. After years of study under a bestselling novelist and volumes of books about writing, I developed the skills, craft and my own voice. I abandoned the fantasy book and wrote Beyond the Shallow Bank, historical fiction with elements of Celtic mythology. When I finished that book, I looked back at the original fantasy, saw it had exciting elements, thew out most of the material, and rewrote it from scratch to become the first book in The Carandir Saga trilogy.
Unlike video games that present pre-programmed stimulation, role playing games like Dungeons & Dragons engage the imagination of players who form the worlds in their minds and make completely free choices outside of any machine control. Players, not computer programmers, decide what actions are possible. I’m certain other writers of fantasy literature were inspired by the game as well. For those who don’t go on to write books, the experience of cooperation and comradeship gives a sense of community people can take back into the real world.