- For other uses, see Dungeons & Dragons (disambiguation).
The original Dungeons & Dragons
Dungeons & Dragons (abbreviated as D&D or DnD) is a fantasy role-playing game (RPG) published by Gary Gygax and David Arneson in January 1974. It was first published by Gygax's company, Tactical Studies Rules (TSR), and subsequently spawned the RPG industry. D&D is by far the best-known and best selling RPG game, with an estimated 20 million players, many translations and over $1 billion in book and equipment sales as of 2004.
After TSR foundered in 1996, Wizards of the Coast acquired the company in 1997, including all rights to D&D. Two years later, Wizards was purchased by Hasbro. Owing partially to heavy marketing, products branded Dungeons & Dragons made up over fifty percent of the RPG products sold in 2002.
Overview and history
The cover to the game Chainmail
, Dungeons & Dragons
Dungeons & Dragons evolved in the early 1970s from the Chainmail system of wargaming rules by Gary Gygax and Jeff Perren; Gygax and Arneson designed D&D to take place in a fantasy setting. It was influenced by popular Greek and Norse mythology, the pulp fiction stories of Robert E. Howard, Edgar Rice Burroughs, and many of the more contemporary fantasy authors of the 1960s and 1970s, such as Jack Vance, Fritz Leiber, L. Sprague de Camp and Michael Moorcock. The game developed the RPG concept of a referee, the Dungeon Master, who creates the fictional setting of the game, plays antagonists and supporting characters, and moderates the action of the adventures.
Gygax claims he was influenced very little by J. R. R. Tolkien's The Lord of the Rings. He has furthermore stated that he included these elements as a marketing move to draw on the popularity of the work. However the presence of halflings (called hobbits in Tolkien works), elves, dwarves, halfelven, orcs, dragons and the like give it a character far closer to Tolkien than to Howard or Burroughs. Probably Tolkien, Vance (whose Dying Earth stories were a major influence on the magic system) and perhaps Leiber should be regarded as the major influences.
Cover of the D&D Basic Set
, 2nd printing
The original D&D game allowed players to play characters in three classes: fighters, magic-users (wizards), and clerics (priests). Players could choose to have their characters be Halflings, Dwarves, or Elves; later versions termed these three "races" as "demi-humans". Players could then have a class (fighter, wizard, etc.) or choose one of the demi-humans, which came with their own sets of abilities that resembled either a fighter (dwarf), a wizard (elves) or a thief / rogue (halflings).
The players embark upon imaginary adventures, where they would battle many kinds of fictional monsters from goblins to ten foot gelatinous cubes, while gathering treasure and experience points as the game progressed. These character classes, monsters, and fantasy world settings were greatly expanded and improved upon with further editions of the game.
D&D took the world of wargaming by storm, creating its own niche and giving birth to a multitude of role-playing games, based on every genre imaginable. Science fiction, horror, superheroes, cartoons, westerns, spies and espionage, and many other fictional settings were adapted to role-playing games, with several of these games also being published by TSR. However, "fantasy role-playing" loosely based on the world of D&D, continues to dominate the field of role-playing games as of 2004.
The publication of the first Dungeons & Dragons game in 1974 marked the dawn of modern role-playing games, and was the first dice-based system, establishing many of the conventions that have dominated the genre: character record sheets, progressive character development, combat-centred game mechanics, and game-master-centred story development. While many of the ingredients of D&D were in the air at that time (character-based role-play (historical reenactment and improvisational theatre), game world simulations (wargaming), and for-gaming fantasy milieus (Glorantha's board games, and to a lesser extent Tekumel)), the subsequent development of dice-based roleplaying underlines the debt owed to the original creation of Gygax and Arneson. Other game developers expanded on and improved aspects of the Dungeons & Dragons game. A staggering number of mainstream and independent RPGs offer alternatives to D&D.
Through the 1970s, '80s, and '90s, new RPG writers and publishers released new role-playing games. The first arrivals to achieve lasting influence were the Gloranthan RuneQuest, released by Chaosium in 1976, and the science fiction role-playing game Traveller, released by Game Designers Workshop in 1978. Some of the later systems include Chaosium's Call of Cthulhu, Champions by Hero Games, GURPS by Steve Jackson Games and Vampire: The Masquerade by White Wolf Game Studio. These games also fed back into the genre's origin, miniatures wargames, with combat strategy games like Battletech and Warhammer 40,000. On some level, collectible card games (CCGs) like Magic: The Gathering owe a respectful nod to the original D&D.
In fact, the founder and president of Wizards of the Coast, the publishers of Magic: the Gathering, was such a fan of D&D that he bought the company. Though corporate mismanagement, TSR had fallen on hard times, and by the end of 1996 had ceased publishing new products. In 1997, Wizards of the Coast acquired TSR and gained ownership of Dungeons & Dragons. Most of the creative and professional staff of TSR relocated from WIsconsin to the Seattle area, and Wizards re-hired many game designers who had been laid off during the troubled last years of TSR. D&D products continued to carry the TSR logo until 2000, after Hasbro's acquisition of the company.
With the launch of D&D's Third Edition, Wizards made available the d20 System under the Open Gaming License (OGL). Under this license, authors are free to use the d20 System when writing their own games and game supplements. A strong fanbase loyal to the d20 System has encouraged the growth and rejuvenation of the pencil and paper role-playing game industry. The OGL is also responsible for resurrecting out-of-print games like Call of Cthulhu using the new system.
How to play
An edition 3.5 character sheet
Dungeons and Dragons can be thought of as a "make-believe" game, but where the player's options and the consequences of their choices are rigidly controlled and measured according to rules. There are quite a lot of rules, governing everything from combat to social interaction; at least three distinct volumes are needed to play the game properly. Thus, beginners face a steep learning curve.
The game is presented by a Dungeon Master (DM) to a group of (typically) four players. The DM acts as narrator, and arbitrates the actions of the players. Most games are built around adventures narrated by the DM. The plots can be very diverse, from hunting dragons in remote dungeons to solving mysteries in urban settings. The DM chooses the setting, controls events that occur outside the players' control and the actions of the many non-player characters involved in the story. The DM may describe a crisis that requires the attention of the heroes ("An evil dragon has kidnapped the princess!"), and suggest some possible goals ("Slay the dragon and rescue the princess!"), but because the players can freely choose their own course of action ("Let's ally with the dragon and take over the kingdom instead!"), there are no true criteria for "winning", aside from what the players set for themselves. A single "game" typically spans multiple sessions and "adventures", and may run for months or even years.
At the start of a game, each player (other than the DM) creates his or her character. The player chooses his character's gender, race (elf, dwarf, gnome, half-elf, human, halfling, half-orc, and many others), his class (paladin, cleric, druid, rogue, ranger, fighter, monk, wizard or sorcerer, and many others) and generates basic qualities (strength, dexterity, constitution, wisdom, intelligence, and charisma, referred to in the game as "ability scores"). These choices determine what the character can do, how well, and how his character will evolve with experience. An example character: "A brilliant but absent-minded gnome wizard who adventures in order to seek out esoteric magical lore."
Many actions that a character can perform are determined by a dice roll. These dice, coupled with the character's various skills, determine whether or not he succeeds at a particular action (e.g. hitting an opponent with a weapon or picking a lock), and/or how well he has done it (e.g. how severe an injury he inflicted). Most binary success/failure actions are determined with the roll of a twenty-sided die (d20): the player rolls the die and adds certain "modifiers" to the result; these modifiers are determined by, among other things, his skill in that type of action, the quality of his tools or whatever magical enchantments he is blessed or cursed with. If the sum is higher or equal than the given Difficulty Class value of the action (e.g. how tough the opponent's armor is, or how complex the lock is), then he has successfully performed the action. By carefully choosing what class to play, what skills to develop and what tools to carry, a player can significantly improve his chances of success in particular areas of expertise, cementing his role in the group. The system encourages a well-balanced group of specialised characters.
When a character defeats an enemy or accomplishes a difficult task, an appropriate number of experience points (xp) are awarded to him by the DM. When a character accumulates enough experience points, he is considered to have advanced to the next level of proficiency, and so his abilities increase. Some of these improvements are predetermined according to the class he has chosen (e.g. all fighters will see a significant improvement in their general weapon skills), while others can be chosen by the player, allowing a certain degree of customization (such as developing particular skill with a longbow). The modification of the player's character sheet due to a change in level are referred to as "levelling up".
D&D has gone through several revisions. The first edition (1974) featured just a few character classes and monsters. Supplements published in the next two years (Greyhawk, Blackmoor, and Eldritch Wizardry) greatly expanded the character classes, monsters and spells. Advanced Dungeons & Dragons (AD&D) was published between 1977 and 1979, collecting rules from the original version and the supplements into three volumes, and extensively revising the system. In 1980, the Dungeons & Dragons name was used for a simplified version of the game that was incompatible with the more mainstream AD&D.
In 1989, AD&D Second Edition was published, which revised the rules again, consolidating some character classes ("magic-users" were renamed "mages"), disposing of some fan favorites, and revising the combat system slightly. It was during this time that the current owners of TSR (Gygax and Arneson had earlier left) angered many fans with several extreme practices intended to make up for declining sales, such as inflating prices, excessive split pricing of individual game products, and relentless copyright infringement lawsuits. A long decline in popularity followed into the 1990s, resulting in TSR filing for bankruptcy in 1998; TSR never emerged from bankruptcy, and was in the end purchased by former competitor Wizards of the Coast.
In 2000, a third revision, called Dungeons & Dragons Third Edition (or 3E for short), was published by Wizards of the Coast. It is the basis of a broader role-playing system designed around 20-sided dice, called the d20 system. The edition removed old (somewhat arbitrary) restrictions on class and race combinations, and included skills and feats to encourage players to customize their characters further. It also rationalized movement and combat, though some thought these latter changes complicated matters by adding tortuous rules regarding "attacks of opportunity" and putting all movement on a square grid. "Mages" were renamed wizards, and a new class was introduced: the sorcerer.
The introduction of the d20 system made it possible for authors to write new games and game supplements without the need to develop a unique rules system and, more importantly, without the need for approval from Wizards of the Coast. The d20 system is an open source version of the D&D core rules that was made available under the Open Gaming License. This makes it easier to market D&D-compatible content under a broadly recognizable commercial license. Many other companies have produced content for the d20 system, such as White Wolf, AEG, and Malhavoc Press.
Many purist fans of the first two editions of the game did not like the changes made by Wizards of the Coast in the 3rd edition. Some have subsequently engaged in boycotts of any attempt to play the game using these rules. At the same time, many fans of 1st edition AD&D who never adopted 2nd edition have migrated to 3rd edition, and (in the absence of any concrete sales or market research data from the 1980s) it seems to be the case that more people are playing D&D now than at any point in its history.
The various editions of Dungeons & Dragons have won many Origins Awards, including All Time Best Roleplaying Rules of 1977, Best Roleplaying Rules of 1989 and Best Roleplaying Game of 2000 for the three flagship editions of the game.
In July 2003, a revised version of the 3rd edition D&D rules (termed version 3.5) was released that incorporated numerous minor rule changes.
Several manuals are required for D&D. The first edition of Advanced Dungeons & Dragons required three core rule books - the Players Handbook, the Dungeon Masters Guide, and the Monster Manual. The popularity of these first three rule books encouraged TSR to publish more and more books; by the time the second edition of the game was released, there were over a dozen hardbound books:
- Monster Manual (1977) – references for monsters in the game, with descriptions and game statistics.
- Players Handbook (1978) – references, tables, and rules for players.
- Dungeon Masters Guide (1979) – references, tables, and rules for game masters
- Deities & Demigods (1980) – a tome of numerous pagan gods and goddesses from myth and fiction. The fictional mythos of H.P. Lovecraft and Michael Moorcock's Elric of Melniboné were included in the first printed, but were dropped from later printings at the request of Chaosium, who had obtained the licenses to published role-playing material based on both concepts. Because of this, the first and second printings are considered more valuable. Later printings of the book were renamed Legends and Lore, and this title remained until the release of a highly revised Deities & Demigods for 3rd Edition in 2002.
- Fiend Folio (1981) – containing more monsters for adventures (mostly from the UK)
- Monster Manual II (1983) – even more monsters
- Oriental Adventures (1985) – containing monsters, characters, and background materials with an east Asian flavor
- Unearthed Arcana (1985) – supplementary player's handbook material, including barbarian, cavalier, and thief acrobat classes, and many addtional spells.
- Dungeoneer's Survival Guide (1986) – Additional material pertaining to underground adventuring.
- Wilderness Survival Guide (1986) – Additional material pertaining to aboveground adventuring.
- Dragonlance Adventures (1987) – Based on the adventures and best-selling DragonLance novels first published in 1984.
- Manual of the Planes (1987) – A description of planes of existence in the D&D multiverse, including Hell, the Abyss, and Limbo. In 2001, this book received an update to 3rd Edition rules.
- Greyhawk Adventures (1988) – Gygax's own world, formerly available only in softcover form.
The second edition expanded the number of books, most notably with the "Complete Handbook" or "Complete Book of" series, which featured handbooks for almost every race and class; gnomes and halflings shared one handbook, and the only specialist wizard to receive his own handbook was the necromancer. Several other archetypes, such as the barbarian, and campaign-specific concepts, such as the gladiator of Dark Sun, were also given their own handbooks.
The handbooks introduced the concept of "kits", which were essentially specialized versions of character classes. Many of these, such as the bladesinger (an elven fighter/wizard who could fight and cast spells at the same time), were considered to be grossly unbalanced, both in comparison to other kits and in particular to characters who did not use kits.
The third and 3.5 editions greatly clarified and streamlined the rules, and clearly labeled the Player's Handbook, Dungeon Master's Guide and Monster Manual as the three core rulebooks. These editions provided constant and consistent rules for different monster types, effects (invisibility, fatigue, etc.) and spells, whose effects have always been the subject of lively debate amongst players. More significant was the release of most of these rules as open source, in the form of a System Reference Document that could be used by third party game companies to create their own products compatible with Dungeons & Dragons.
The first and second editions of the books, though no longer official, are highly-prized by collectors. Examples in good condition (which is rare since these books got a lot of use from players) can fetch prices many times their cover value.
The pen-and-ink illustrations within these volumes, especially the Monster Manual, is uneven—some artwork is amateurish (as was all D&D art in the early days), while some show skillful use of lines and media. Despite their uneven quality, some fans regard these illustrations as the best in the series.
S3: Expedition to the Barrier Peaks
- See List of Dungeons & Dragons modules
Throughout the early history of Dungeons & Dragons, TSR released numerous "modules" for users to play. These modules were pre-made adventures for users to play and use. They contained a backstory, maps and one or more objectives for the players to achieve. Some included numerous illustrations, a Dungeon Master could purchase these pre-made adventures and use it or parts of it for a gaming session.
These modules allowed players to experience adventures without the effort of creating and testing adventure content. Most of these modules were denoted with a code consisting of a letter and a number. Modules within a letter set were usually somehow related. For example, Z1 may be a prologue to Z2. Z1, Z2 and Z3 may have the adventurers fighting a similar enemy such as beholders. Though related, most modules were stand-alone and could be played without playing any of the other related modules.
These adventure modules had a suggested character level indicated on the cover. For example, module S3 is for characters 8 - 12 and module B2 was for beginning characters level 1 - 3, typically as the number of the module increased so did the difficulty level.
Many modules were play-tested at gaming conventions such as Gen Con prior to publishing, so were fairly refined and balanced. Many of the modules went through several printings, and are now out of print. As such, most fetch a high price at auctions for D&D paraphernalia.
"Official" modules were also released by "The Judges Guild" and in White Dwarf (UK) and Dragon (UK and US) magazines. Unoffical modules were released in many hundreds of "fanzines" such as "the Beholder", however additional unofficial modules were generally not coded.
The flexibility of the Dungeons and Dragons rules means that Dungeon Masters are free to create their own fantasy settings in which the adventures of the player characters can take place. However, TSR, and more recently Wizards of the Coast, have created many fantasy realms called campaign settings in which D&D games can be based and for which supplement rulebooks and material were released. Product development has now ceased for most of them. These worlds range from magic-rich to magic-poor, from old-fashioned sword and sorcery to the wildly exotic, some incorporating psychic ('psionic') powers or taking on certain flavours, including Oriental and swashbuckling themes. These official campaign settings include:
- Greyhawk: Gary Gygax's original campaign, expanded into an official game supplement and greatly expanded upon; along with Dave Arneson's Blackmoor, it is probably the oldest D&D setting.
- Forgotten Realms: created by author and game designer Ed Greenwood as his own personal campaign and detailed in a long series of articles in Dragon, this campaign became the setting most popular with D&D gamers in the 1990s. It is also the setting of a large number of novels, featuring among others the popular character Drizzt Do'Urden.
- Dragonlance: the first fictional world to be intentionally produced and marketed as an RPG supplement, with product tie-ins (novels, role-playing modules, figurines, etc.) prepared and manufactured when it was first released. The success of the Dragonlance series encouraged role-playing game producers to invent and market additional fictional game worlds. Often attributed to Tracy Hickman and Margaret Weis, the writers of the original novels, but actually created by Tracy Hickman and his wife.
- Dark Sun: a setting based on the harsh desert world of Athas, which was once a life-teeming ocean blue planet, but which has since been stripped of its fertility by uncontrolled use of defiling magic, although a small offshot of magicians called preservers tends to maintain life and ultimately restore the primeval lushness. The world is dominated by psionic powers rather than magic, giving it a unique flavour among campaign settings.
- Ravenloft: A gothic horror setting originally created for an adventure module, Ravenloft, then expanded into an entire series and full campaign setting. This campaign world is currently being developed by White Wolf Game Studio under its Sword & Sorcery label.
- Birthright: A setting in which the players took on the powers of the divinely-empowered rulers of nations, with emphasis on tactical gameplay.
- Mystara: A campaign setting that evolved from Dave Arneson's Blackmoor setting. Unlike other settings, "The Known World" had ascended immortal beings instead of gods.
- Red Steel/Savage Coast: A swashbuckling-themed spinoff of the Mystara setting that revolved around a magical curse that afflicted all characters. Red Steel was originally released in a boxed set, but was later revised and released online for free as the Savage Coast. The setting was not played on a large scale, and the products that were printed sold poorly.
- Lankhmar: TSR released a setting based on the Fafhrd and the Gray Mouser stories by Fritz Leiber. The corrupt city of Lankhmar on the planet Nehwon, is supposed to be the starting place of grand adventures filled with mystery and deceit.
- Planescape: A setting that crosses the numerous "planes of existence", as originally developed in the Manual of the Planes. The setting crossed Victorian era trappings with a pseudo-steampunk design and attitude.
- Spelljammer: A setting based in "wildspace", a fantasy version of outer space in which special sailing ships fly through a space based on classical notions of the universe.
- Kara-Tur: An oriental setting based loosely on mythical and medieval Japan and China, introduced in the original Oriental Adventures rulebook. The setting was eventually placed on Toril, the world of the Forgotten Realms.
- Eberron: The newest official D&D setting. Wizards of the Coast decided that they needed a new setting to set novels in and issue game products for, much like Dragonlance and Forgotten Realms in the past. A massive contest was held to reward the most creative entry with its own campaign setting. Eberron was the winner, created largely by Keith Baker. The setting introduces new races such as the warforged and the new class of artificer, and takes place in a world where the inhabitants can make use of magic as technology.
Dark Sun is often cited as having directly borrowed many thematic elements from Frank Herbert's Dune. Ravenloft is sometimes erroneously claimed to have been an attempt by TSR to cash in on the success of White Wolf's World of Darkness line of horror games despite the fact that the Ravenloft campaign setting predates Vampire: The Masquerade by over a year.
As of 2005, only Forgotten Realms and Eberron are being supported by new products from Wizards of the Coast. New Dragonlance and Ravenloft material is being produced by other companies via outsourcing.
The use of polyhedral dice
, like this set of dice (in order d4, d6, d8, d12, d20), is an integral part of the D&D experience
Dungeons & Dragons is noted for introducing the use of polyhedral dice to resolve in-game events and character actions. While the game uses traditional six-sided dice from time to time, many other types of dice are used more frequently. D&D's popularity prompted its competitors to adopt the use of many-sided dice, though this trend has been reversed with the introduction of "third generation" role playing games.
The dice used, and what they are used for are:
- d2 – generally a coin flipped for small amounts of damage (e.g. daggers). Alternatively a regular die may be rolled, as the resulting number will be even or odd with a 50% probability.
- d3 – generally printed on a cube with two sets of numbers (two 1s, two 2s, two 3s).
- d4 – is 4-sided. Used for weapon damage and the hit points of a weak creature, this is the average health of a level 1 Wizard.
- d6 – is 6-sided. A d6 is a standard die found in many board games, and is what most non-roleplay gamers think of when they think of dice. Used like a d4, this is the average health of a level 1 Thief.
- d8 – is 8-sided. Used like a d4, this is the average health of a level 1 Cleric.
- d10 – is 10-sided, with a unique top-like shape. Used like a d4, this is the average health of a level 1 Fighter.
- d12 – is 12-sided. Used rarely as a hit or damage die, this is the average health of a level 1 Barbarian.
This 20-sided die is an important part of the new d20 system
- d20 – is 20-sided. The most-used die, is used for most checks of ability, (e.g. trying to open a stuck door, attack rolls, or attempting to barter for a low price). These are the most common rolls in the d20 System, hence its name.
- d30 – is 30-sided. It is almost never used, but is still useful to own nonetheless.
- d100 – is 100-sided or two 10-sided (one d10 for tens and another for units). Usually referred to as a "Percentile die", 00 is generally read as 100% but in some cases is 0%. Primarily used for random generation from large charts and to check percentage chances (e.g. wearing light armour gives a 5% chance of failure when casting a spell)
The new d20 System bases most rolls around a 20-sided die, which allows for more nuances than a six-sided die.
Some role-playing gamers also use tops to augment dice in generating randomized results. Other random generation systems are used, for variety, but for effectiveness either dice or electronic solutions are standard.
Dungeons & Dragons continued the use of miniature figures in much the same way they were used in its direct precursor, Chainmail, and other miniature-based wargame systems. These miniature figures represent characters -- fighters, mages, dwarves, and so on -- and monsters, adding to the immersiveness of the game.
In the 1980s, numerous companies sprung up offering miniature figures for D&D and related role-playing games. Some of the most respected were Ral Partha and Citadel, noted for their high-quality and attention to detail. TSR even partnered itself with one miniature manufacturer, Grenadier, and released their figures under the D&D brand. Despite this clever marketing partnership, Grenadier figures were usually derided for poor quality and unrealistic proportions.
Miniatures were used in a variety of ways. Often they were placed on acetate-covered graph paper with walls and other entities drawn with grease pencils. As the adventurers advanced, the grease pencil markings could be wiped off and a new area drawn. Some players would build entire floor tiles and walls sets from wood or cardboard and would invest in large inventories of trees and other location objects to make the gaming even more immersive.
As with dice, many players became attached to certain figures in their collection. Many players spent hours carefully painting their figures with exacting detail. This attachment still exists today and, even though pre-painted figures are now readily available, the hobby of miniature figure painting is still very popular.
Over time, Dungeons & Dragons (and other role-playing games) evolved beyond the need for miniatures as an aid to line-of-sight resolution and combat. Challenges within the game began to require interaction, association, and problem solving. Gameplay became rather more portable as players and referees discovered that miniatures weren't essential. Although they are still heavily used and heavily promoted even in the 3.5 edition.
Eventually, Dungeons & Dragons returned to its wargaming roots with the development of rules systems for miniatures-based wargaming. Supplements such as Swords and Spells and Battle System provided rules systems to depict battles between armies of men, goblins, elves, perhaps one or more dragons and giants, etc. Individual figures would (once again) represent 10 or 20 man-sized combatants, though one dragon miniature would represent one dragon.
As of 2003, however, Wizards of the Coast created the Dungeons and Dragons Miniatures Game, which involved plastic, randomly assorted, prepainted figurines, which could be used with either the Role-Playing Game or the new miniatures game. Currently five different 'sets' for the game are available (Harbinger, Dragoneye, Archfiends, Giants of Legend and Aberrations). In the miniatures game, there is a one miniature: one character ratio.
Films and animations
A popular Dungeons & Dragons animated series was produced in the 1980s. It involved comparatively rich plots, engaging ethical storylines, human character flaws, etc.
The board game DragonStrike, which used a simplified form of D&D, included an instructional video tape in which costumed actors, combined with CGI, played the characters and monsters from the board game.
A movie, Dungeons & Dragons, very loosely based on the gaming conventions, was released in 2000. It was a box office bomb. Despite this, filming was completed in 2004 for a sequel, Dungeons & Dragons 2: The Elemental Might.
In 2003, a computer animated motion picture entitled Scourge of Worlds was produced for DVD, featuring iconic characters created for the Third Edition. In keeping with the spirit of the game, this is an interactive movie that asks viewers to decide what actions the heroes should take at crucial points in the story, allowing hundreds of different story-telling combinations.
While not actually a D&D product, the anime Record of the Lodoss War is strongly influenced by the game.
In the film ET, a scene near the beginning shows boys playing D&D in the kitchen. The game is not mentioned by name, because TSR refused to allow mention of the trademark when the movie was made.
Computer and video games
- For a full list of licensed D&D computer and video games, see List of Dungeons & Dragons computer and video games.
A number of D&D and AD&D licensed computer and video games have been released. Most, but not all, are computer role-playing games that use rules derived from some version of the D&D rules. D&D-based games released for video game consoles tend to focus directly on action rather than on the development of a character's statistics or personality. Most traditional console role-playing games are based on structured, linear plots involving pre-generated protagonists, and are typically lighter on statistics than the average D&D game.
Fifty-three computer RPGs, ten console video games and two arcade games had been released and sold under the D&D license as of October 2004; almost half of these games were developed by SSI, many of which were released under the "Gold Box" product line. Most use licensed D&D rules, while a few others use the more recent open-source d20 system for game mechanics as well as trademarks which are licensed from Wizards of the Coast/Hasbro.
In D&D computer games, the rules are usually modified to enhance PC-based gameplay. Some players go so far as to say that computerized versions are so different from pen-and-paper games that they really are different experiences, and shouldn't be lumped together. Neverwinter Nights was developed such that the ruleset can be faithfully implemented, while providing computer users the convenience to convene over a network with a digitally-enhanced visualization of the exploration areas.
Recently, Turbine Entertainment has secured the rights to produce a MMORPG, Dungeons & Dragons Online, based in the Eberron campaign world. It is scheduled for release in 2005.
While the game is not officially licensed, the popular 1980s arcade game Gauntlet is also seen as being influenced by the D&D game. Many other CRPGs, such as the numerous Roguelike games, are directly or indirectly based on the D&D game.
Handheld digital media, such as the Game Boy, have also seen a share of the D&D digitial games. Four games as of 2004 can be found on handheld devices. A version of Neverwinter Nights (2002) was ported to a wireless handheld communications device, or mobil