To play the game, you need: someone willing to be the Dungeon Master, who runs the game; some other people who want to play; paper; pencils; dice; and a rulebook (I own a booklet with the D&D rules from 1979.). Little miniature figures are nice, but not necessary.
cardinal has a friend with an original, mimeographed copy of the rules, with a cover letter from "Gary" asking him to play test his new game.
See also: D&D, D&D races, D&D abilities, D&D alignments, D&D classes, Advanced Dungeons & Dragons, AD&D
Information taken from "Dungeons & Dragons," 1979, published by TSR Hobbies, Inc..
Agreed, if you want to give introduction to roleplaying, D&D (the classic, not AD&D - or who knows, maybe AD&D too) might be cool. After you've done, ditch it and move on to GURPS or something other - or learn to DM well enough or the playing will degenerate to "XP and gold!"... and lo, new generation of Diablo cheaters and munchkins are born. =)
(Yeah, D&D was the first RPG I played and DMed - then I moved directly to GURPS. =)
The first edition of the game, or basic set had a number of problems. A dagger could attack twice per round, doing between one and four hitpoints of damage, while a sword could only attack once per round, doing between one to six hitpoints of damage. A dagger was a better weapon than a sword, especially if you had a good strength bonus!
There are now a number of books of rules, and a number of gaming universes in which these rules can be used, and a number of D&D modules for each universe. In general, creating a D&D character requires somewhat less thought about character conception than some other games such as GURPS, and is somewhat faster, although there is a fair amount of die rolling and paperwork involved. Despite the D&D skills system the characters are somewhat less indivdual than in some other role playing games, but can still be a lot of fun. D&D tends to be many people's introduction to role playing.
printable version chaos
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