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The Making of a 1980s Dungeons & Dragons Module

An anonymous reader writes: Over at Medium, Jon Peterson (author of Playing at the World) has put up a new in-depth article covering the internal process at TSR that created Dungeons & Dragons modules in the 1980s. The adventures created at that time (by the likes of Tracy Hickman, then a staff designer) paved the way for many later computer role-playing games, and this piece shows how TSR work was pitched, storyboarded, proofed, edited and organized. With the positive reception of the new 5th edition of D&D and the attention paid to the fortieth anniversary of the game, the historical record behind modern gaming gets ever more important.

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  1. Re:How many virgins were involved? by alphatel · · Score: 4, Interesting

    Not sacrifice, just the 40 year old kind?

    Well that brings me to a fun story of how I got into D&D. I was trucked off by my parents to Florida one summer to stay with a relative for a few weeks. Lucky me there was a hobby store nearby and I had stashed a jar of quarters that had been untapped all year. After looking around for a few hours (what else was there to do in Florida when you're 14?), I found the D&D books, they were already second edition but something about them intrigued me. They were way beyond the scope of playing a video game (we're talking monochromatic consoles/handhelds back then), but they offered so much wealth in terms of creation and exploration. I made the decision to buy a kit complete with DM Guide, Monster Manual and a few starter adventures. I went to the register to inquire if my terms could be met.

    I asked the nice lady behind the counter "Can I pay with all quarters (in my New York accent which I didn't know until that day that I had one)" To which the lady replied "What are kawters?". I hadn't brought any with me, so it took me a few minutes to explain that 25% of a dollar was a coin that had a $0.25 value. When she finally got it she said "Oh you mean Kwat-ers." I came back the next day and paid with my Kwa-ters, laughing the whole way. It's one of those things you never forget, and part of it was because it was about D&D, a game that literally helped saved the bored skull of a preteen.

    In the end, I actually became friends with someone I never got along with previously, simply because we wound up at a rather raucous D&D game together. Still best friends decades later.

    --
    When the foot seeks the place of the head, the line is crossed. Know your place. Keep your place. Be a shoe.
  2. Re:Still playing 1e after 35+ years by Whorhay · · Score: 4, Interesting

    I didn't start playing until 2nd edition I believe, but I feel much the same way. The more I read about the newer editions the more it sounds like they are trying to imitate video games. Which is amusing because what I always wanted was a video game that would imitate the open world sandbox and freedom of D&D and similiar games.