Celebrating Dungeons & Dragons' 40th Anniversary
disconj writes "With the 40th anniversary of the release of Dungeons & Dragons coming up this weekend, the Internet is ablaze with reflections on its legacy. Dave Ewalt gives an intro for the uninitiated.
Ethan Gilsdorf explains how 'all I need to know about life I learned from Dungeons & Dragons'. Finally, Jon Peterson presents a video show-and-tell of rare artifacts from D&D's development." The real question is how many characters have you lost in Tomb of Horrors?
Got bogged down by the rules.
I always had a lot more fun as a kid playing pretend games (when kids still played those instead of video games) than RPGs with a lot of rules. I think the amount of books and their expense just killed it. Tried several RPGing systems since, BESM and the like.
I learned that I like it a lot better when a computer takes care of all the details.
The concept that alignment describes behavior along multiple axes and how the differences between wisdom and intelligence are explicitly called out, are a couple things that shaped my perspective on the world.
...when disaffected nerdy kids could lock themselves away to play for hours and hours and hours without fear of getting sent to Chinese rehabs.
Of course, players back then had to worry about being burned at the stake.
Well, this seems to be the place for sharing anecdotes (which, I think, is the big pull of D&D - the ability to create shared moments that you can look back on, talk about, and laugh at).
There was the time the party was sneaking in to a goblin warren. The rogue volunteered to try and scout out the entryway, and slipped in. Sure enough, there were two goblins on watch. When spotted, he managed to kill both goblins before they raised the alarm. After this impressive feat of martial prowess (and lucky dice), he signalled the rest of the party that the way was clear by blowing his signal whistle (which the player had included on his sheet, and was looking for a reason to use), thereby alerting the whole warren who promptly swarmed out and mobbed him. After the party had rescued him, and beaten back the goblins, the paladin smashed his signal whistle.
Then there was the time the ranger decided to try and activate the mystic weapon-orb at the top of a tower under siege by the undead, because the party's wizard was being too slow and cautious. It activated, destroying the undead, but also blew the ranger off the top of the tower. He had the ability to reduce falling damage though, and survived the fall. Running up the tower to meet his companions, he forgot about the flame trap the party had avoided earlier, and got scorched into the bargain. Finally he stumbled out onto the towers roof, interrupting the party leader's impassioned eulogy.
Just because you're paranoid doesn't mean there isn't an invisible demon about to eat your face
You may have forgotten how the first edition did have spec for all the major devils and demons.
That's what freaked out short-sighted people. To them, it wasn't about how you were going to kick demon/devil butt, as much as the horror of seeing kids throwing scary names around.
When Harry Potter came out, an otherwise very smart engineer, who spent too much time in church, told me that they had a discussion about the books and their influence on children. They had a witchcraft specialist (I think he said a witch) comment on how the spells JKR wrote down were too close to the real magic and children shouldn't be familiar with them or run around casting them at each other.
I honestly wish I was making this up.
So yeah, the bad rep of the game was because some people get scared at the mere mention of some dark elements of their religious mythos.