When you hear about role-playing games like Dungeons & Dragons, you probably picture a dimly-lit basement filled with people in silly robes rolling dice, but there’s much more to it than that. Not only are role-playing games incredibly fun, but they can actually teach you skills you’ll use in the real world.
When I first heard about role-playing games, I immediately thought it was something that was just for the nerdiest of nerds out there. I could only imagine how ridiculous it would feel to sit around a table with other people and act like someone—or something—else, pretending to fight goblins and dragons. The entire premise just sounded way “too geeky” for me—even as someone who was way into video games and other “nerdy” things.
Fast forward a couple years, and I found that I was completely wrong. As soon as I took a moment to strip away the facade of monsters and swords, role-playing games revealed themselves to be something far more interesting than other traditional games. Behind the fantasy adventures was a fun social gathering that required you to think on your toes, solve problems, be creative, and ultimately learn how to become a team player. Sound familiar? Yeah, that’s because it’s like every job out there. It turned out that it really wasn’t about the dungeons or the dragons at all—it’s about thinking critically and working like a team.
Now I indulge in role-playing games as often as I can. It’s nice to have an escape from the toils and troubles of the real world, but with every game session I play, I find that I actually learn something as well. Maybe it’s about myself and the way I think, maybe it’s something about one of my friends that brings us closer together, or maybe I just find a new way to look at something that I hadn’t thought of. I’ve learned that role-playing games are about more than playing a game, and more importantly, that they are for everybody.
Playing Cultivates Creativity
Creativity is the bread and butter of role-playing games. They have a certain quality that allows you to transcend typical game interactions. You have real freedom and the ability to move the story forward how you see fit. There are rules for each game, but they are merely the skeleton to whatever story you and your team want to create.
Storytelling is one of the most powerful ways to activate our brains, and role-playing games do this incredibly well. When we tell stories—or experience them—our brains have to process language, the cause and effect of events, and also relate it to our own pre-existing experiences. While you’re playing a role-playing game, your brain is firing on all cylinders.
It’s good for you, the same way socializing or reading a book is good for you. In fact, as Jon Michaud of The New Yorker explains, reading comes with the territory:
…D. & D. is a textual, storytelling, world-creating experience, a great apprenticeship for a budding author. But, more fundamentally, you cannot play D. & D. without reading—a lot. Ed Park, in an essay on D. & D. (included in the anthology “Bound to Last”), celebrates the magnificent vocabulary of the game… Combined, the player’s manual, the Dungeon Master’s guide, and the monster manual (the core books of advanced D. & D.) add up to four hundred and sixty-eight pages of small-print, double-column text. I read them with studious devotion and headlong glee. Almost immediately, television all but disappeared from my life.
Before Michaud started playing, he spent his days watching TV while his grades were plummeting. As soon as the fantasy of D&D came into his life, however, that all changed. Michaud even goes so far as to say that Dungeons & Dragons “saved his life” because it got him on a better life track after reading more and finding something that excited him. Perhaps it won’t save your life, but it can still enhance it. As you play, you’ll develop creativity in a way you might not have experienced before. Whether you’re running the game as the “Dungeon Master”—controlling what happens to the players—or simply playing as one of the characters, your storytelling ability will increase.
Dungeon Masters—also called Game Masters in some games—must be particularly good storytellers. Even if you’re using a pre-made adventure with most of the work already done, you still have to be ready to come up with dialogue and personalities for the non-player characters, and be able to vividly describe the world your players explore. As a player, you have to find ways to make your character more interesting by creating personality quirks or a rich backstory.
Role-playing games force you to draw from what you know and create something that you and others can enjoy. A lot of famous creators have been influenced by Dungeons & Dragons as well. Comedian Stephen Colbert, writer George R. R. Martin, comedian Robin Williams, Simpsons creator Matt Groening, and Community creator Dan Harmon all played at one time or another. Storytelling is the one of the most basic creative skills that you can draw on for so many other skills, and being a good storyteller can even make you a more charismatic person. Dive in to another world and see what kind of cool stuff you can come up. You might surprise yourself with what you come up with.
When you think Dungeons & Dragons, you probably don’t think social skills—but once again, that’s a stereotype that doesn’t necessarily hold true. Role-playing games are 100% social. You need to be able to talk to other people, express how you feel about certain situations, all in a group of people. Role-playing games come with a social network built directly into them.
Sure, to an extent, video games do the same thing—but it isn’t quite the same. Role-playing games bring the interaction right to your face, no screens between you. Plus, you get to hang out with your friends. Before and after a play session, you can catch up with what they’ve been up to and share what’s going on in your life. Once you know the rules for a particular game, you can easily make new friends too. You can hop into other game groups and make new friends; the process being easier because a giant plot of common ground is right out in the open. Making friends when you move can be really tough, but you can hit up a local game and hobby shop to see if there are any groups looking for more players.
This engrained social network can be particularly helpful for kids too. Making new friends can be more difficult for some people, and the forced social interaction of role-playing games can help them find people that share their interests. Additionally, kids and adults alike can use role-playing games to combat shyness. Players are given a mask in the form of their character that allows them to feel less vulnerable. Using my characters as a vehicle helped me feel more comfortable talking to others. Over time I got over shyness and felt comfortable cracking jokes and starting conversations on my own. There’s nothing necessarily wrong with being shy, but for those that do want to get out of their comfort zone a bit, role-playing games can offer some help.
Playing Encourages Teamwork and Cooperation
Most role playing games don’t end in a “win” or a “loss”, but they still require teamwork. The events depend on players’ actions, just like any other game, and failure to work with other players will guarantee a not-so-fun time. Role-playing games are designed from the ground up to be cooperative and it can be a lot of fun to play a game where there are no winners and losers.
A lot of games strive to be competitive, but life can be competitive enough, and role-playing games provide a refreshing change of pace. Additionally, learning to be a team player is highly important in the professional world. You take on a role at work and do the things that you’ve trained to do, and it works the same way in a role-playing game. Your character normally has a particular skillset, and that fills a role on a diverse team. Just like at work, if you don’t do your job, the whole team can suffer for it.
Of course, that doesn’t mean that role-playing games are as serious as work. They can just help you learn the basics of working with others. You get a feel for how you handle interactions in stressful settings. Maybe you’ll find that you’re a good leader, choreographing a perfect battle where nobody gets too hurt. Or maybe you’ll find that you’re more of a support-type, ready to jump to someone’s aid when they need it. Perhaps you can just think outside the box better than your peers, and figure your way out of complex situations. There are no good or bad roles, just the roles you can fill. By learning to play with a team, you can learn how to work with one.
Problem solving is what makes the world go ’round and role-playing games are filled to the brim with it. Layers upon layers of problems stand in front of you and your fellow party members. You could be trying to solve a riddle, while navigating a labyrinth, while deciding the best way to take out a band of goblins, while trying to solve a murder mystery, all while preventing a dark lord from taking over the kingdom. Talk about problems.
Role-playing games and their campaigns are problem after problem, all just barely solvable. As each event of your game unfolds, you’re forced to think on your feet and react. You develop some improvisation skill and feel a rush whenever your group finds a clever way to tackle a tough problem. In fact, some of your most memorable moments will likely end up being times that you felt like your back was against the wall, but you managed to pull through using your wit.
Learning how to solve problems develops your critical thinking and can help you approach problems in the future with the right mindset. In role-playing games you’re simultaneously the chess player and the chess piece. You learn to see problems from multiple perspectives and realize that there’s always a light at the end of the dark, goblin-filled cave.
Playing Is Fun
Seriously, playing role-playing games is an absolute blast. Try this: Imagine a time in your past that you did something that felt a little silly. Maybe you were at a party, or maybe you had a couple drinks and hit the dance floor at a wedding. Something you were worried about being embarrassed about it at first, but as soon as you gave in, it was some of the most fun you’ve ever had. That’s what role-playing games are like.
Half the fun is letting go of the heavy world around you and playing like you’re a kid again. You sit down at that table and suddenly you’re running around the playground, having adventures and saving the world. Can you honestly say that fun like that isn’t for everybody?
How to Get Started
Getting started can be the toughest part, but there are some things you can do to make it a lot easier. Unfortunately, there’s no way I could even come close to explaining how to play all of the role-playing games out there, but I can point you in the right direction.
First, you want to find a game that would interest you. The world of role-playing games can be very overwhelming, but it also means that there is literally something for everyone. If you like sci-fi, there’s plenty of that. If you like fantasy, there’s plenty of that too. Vampires? Check. Werewolves? Check. Super heroes, Lovecraft, zombies, aliens, Star Wars, wrestling… You name it, there’s probably a role-playing game for it. Heck, I’ve even played a role-playing game based around the movie Mean Girls (and it was, like, so fetch). So don’t worry if Dungeons & Dragons doesn’t sound like your cup of tea.
Do some research and see what you can dig up. Google “[thing you like] role-playing game” and you might be surprised at what you find. Certain games are going to be more popular, however—which means it might be easier to join or start one of those game types—but see what you can find that excites you. If you’re not into the world the game is portraying, you’re probably not going to enjoy yourself. As far as recommendations go, check out Fate, Pathfinder, Star Wars: Edge of the Empire, Call of Cthulhu, and (of course) Dungeons & Dragons fifth edition. You can even get a large taste of what D&D is like without paying a cent. If you’re still lost, hit up a game and hobby store and ask around. You’re sure to get more recommendations than you’ll what to do with.
When you find something that interests you, see what materials you need. Most role-playing games require that you at least own a copy of its player’s manual. Some games may require additional books as well, so make sure you’re getting what you need. These books can be very expensive—usually $40 and up—and the go-to, Amazon, won’t necessarily hook you up. Shop around online and check local game and hobby stores to find the best deals. You can also find digital versions of almost every current game and those can be significantly cheaper. There are a few other things you’ll need to play as well:
DM or GM guide: The Dungeon Master (DM) or Game Master (GM) usually can benefit from having this additional book.
Dice: You’ll usually need more than the standard six-sided (d6) dice. Some games require sets of their own special dice. Always check to see what you need.Character Sheets: You can normally find these in the back of the player’s manuals, but you can also find them on each game’s web site for free.Pencils:Not pens—especially if you’re just starting out.A table: The more space you have for books and character sheets the better. Some people like to use grid mats and figurines, but they aren’t completely necessary.People: Alas, you cannot play these games alone. Trust me, I’ve tried. It’s not nearly as fun. Two people will work in a pinch, but a group of four or five tends to be way more fun.
Once you have all of those things, you need to read. A lot. Role-playing games require some investment. The rules for each game can be complicated, and even though you shouldn’t let rules be the focus of your game sessions, you should get a basic idea of how they work. If you know someone that knows how to play, ask them to teach you! They’ll likely be glad to show you the ropes. They may even have their own group and invite you to join, even if it’s just for a few sessions so you can learn.
In the same vein, it doesn’t hurt to ask around if you’re looking for a group to play with. If none of your current friends play, ask around your local gaming stores. A lot of stores have regularly scheduled sessions in-store, and it’s a great way to learn to play without having to buy a rulebook or convince your current friends to come play with you. At the very least, someone might be able to point you in the right direction. You can also find playgroups online. Web sites like Meetup.com can help you find other people in your area that are interested in playing the games you want to play. It never hurts to check out the forums of big role-playing game publisher web sites—like Wizards of the Coast or Fantasy Flight Games—in search of players, either.
Lastly, if you’re having trouble understanding how things work, YouTube is your friend. You can find countless videos of real gameplay and rules explanation for whatever game you’re interested in. Watch a few games and you’ll start to see how the flow of a game should feel. This can be especially helpful if you want to run the game too.
Role-playing games are fun, exciting, and can actually help you learn a thing or two. So get out there, find a group, and don’t let the concept overwhelm you. Ease into the games and you may even make some new friends along the way. Role-playing games really are for everyone, especially you.
Mike announces the conclusion to Legends & Lore — and the new columns starting up in 2015!
It’s hard to believe that, as I write this, it has been nearly three years since we first announced the development of the fifth edition of Dungeons & Dragons to the world. It’s been a long road.
Trying to write a tiny article to wrap up a process that took over 1,000 days strikes me as futile. You were playing the playtest packets, and now you’re playing the game. The three core rulebooks are an awesome representation of what we accomplished. Your fifth edition campaign is the best expression of it I can imagine. Fifth edition is the culmination of many months of reflecting on game design, previewing content, and sharing updates through this column. But the process is complete, and for the time being, this will be the last installment of Legends & Lore.
With the release of the Dungeon Master’s Guide, the process of launching fifth edition is over. Now comes the hard part. We have the task of keeping the game as energetic, interesting, and lively for the rest of its life as it has been for its gestation period, so to speak.
D&D is a living thing. It lives and breathes as long as you play the game, create campaigns and characters, and talk about it. Its health can be measured by the lives it has touched and the creativity it has fostered. As members of the D&D team charged with tending to the game, our job is to make sure it remains vibrant and healthy. In many ways, the work we just completed was the easy part. We’ve created D&D editions in the past, but we’ve never tried to manage them in the way we intended to.
Next year, we’ll also have surveys to get a sense of where the game has settled and what might need our scrutiny. Part of that desire is making sure that we understand how the game is serving your needs and what character options and rules variants we can introduce to make your life easier.
On top of that, we have a full slate of new articles coming up in 2015. We’re starting a series called Unearthed Arcana, a monthly look at the art of tabletop RPG game design featuring insights into our philosophy, and examples of new and variant material to use at your table.
We’ll also be publishing a regular series of “campaign notebooks.” These articles will provide insights into D&D and tips for your games taken directly from the campaigns of Dungeon Masters here at Wizards. Expect to see a steady dose of Chris Perkins there, once his campaign gets off the ground.
For rules questions, Jeremy Crawford will take up the hallowed mantle of the Sage as we launch Sage Advice. Expect a variety of rulings from on high, advice on how to cut the Gordian Knots your players manage to tie, and insight into how and why the rules work the way they do.
Finally, our popular series of livestreamed games will continue in 2015. We’ll play D&D and show off our latest storylines, ideas, and to help illustrate the ins and outs of running and playing the game. We’re also expanding our coverage to include D&D games beyond the tabletop roleplaying game.
The launch of fifth edition has exceeded our wildest hopes. Thank you so much for helping make the game a runaway success. Here’s to an even more exciting 2015.
I’ve made a couple of changes to my live Hot Roleplaying Games chart. The chart monitors over a quarter of a million forum members and approaching a thousand blogs on a selection of major independent RPG discussion forums to create an overall sample of what games are being discussed on the web. The changes I’ve made are as follows (they will take 90 days to fully reflect, though):
•OSR games are now counted via a public system datafile which you can find here. You are able to edit and add games yourself. The system currently tracks over 160 OSR games. If something is missing, you can add it right there by editing the wiki page. The system updates itself monthly.
•There are now separate entries for Paizo Official and WotC Official to the entries for D&D and Pathfinder. This is because the system does not typically measure a company’s official forums, and as such figures would skew the samples unless *all* official forums could be included. However, folks did ask for them, so I have included scanning of WotC’s and Paizo’s official forums. The reason it’s separate is so that you can exclude it for comparison purposes, as those are the only official forums included. Therefore, treat those entries simply as being for information purposes, and feel free to compare the two to directly *each other* but your shouldn’t count them when comparing overall brand traffic. It’s important to realize that those two companies will be over-represented if you include them when comparing against games other than Pathfinder or D&D.
•That said, the data’s there, so you can add it to the other entries if you want to. Up to you what you do with the raw data! Enjoy it, ignore it, announce loudly why it’s wrong, whatever you like!
As a reminder, it’ll take 90 days for the stats to fully catch up with the changes, as the new tracking began today (thought the OSR list shouldn’t change much – it’s the same list it was using before, but is public now).
This article was originally published in forum thread: Hot Roleplaying Games started by Morrus View original post
Superb. when I used to play AD&D and later developed my own version of D&D the Deck of Many Things was one of my favorite items to pull on players. Of course I always modified the Deck so that results varied each time a card was drawn, and every advantage had a liability, and vice-versa.
Fighters. Mages. Priests. Rogues. These are the primary four character classes in Dungeons & Dragons, and they have served the role-playing game well for over 30 years. But there are many others in addition to these — some awesome, some weird, and some just ridiculous. Here are 24 real D&D specialty classes that should force any player to make a saving throw against shame.
1) Fighting Man
In the original Dungeons & Dragons game, there were three classes: Magic-User, Cleric and Fighting Man. How Gary Gygax came up with “Fighting Man” as opposed to “Fighter” is unknowable. A Fighter is a profession. A Fighting Man is basically a violent drunk. It’s no wonder this class changed names at the first opportunity
This is not a joke. AD&D really gave you the options to willingly play a beggar. Beggars had recommended skills, like “Seamstress/Tailor.” They had to be Chaotic in alignment. It was suggested they take the Inherent Immunity to Cold and Heat traits. This is insane.
An article on Dungeons and Dragons in the Guardian today.
I post it only for it’s total crappery and complete misunderstanding of the game:
“If there’s anything guaranteed to mark you out as a hopeless geek, it’s surely an interest in role-playing games. They are a perfect storm of all the “non-manly” things, a combination of “female” imagination and childish let’s-pretend play with the too-clever-by-half, maths-based dice-rolling and the vague sense that games really should involve men sliding around in mud and grabbing other men’s taut, muscular thighs. Not to mention that role-playing games are co-operative rather than competitive and there’s never really a winner. Just imagine if that were an ethos we taught our children. I shudder to think.”
“So with all that love, I’m left wondering what the problem is. I suspect it’s that for the last 15 years or so, the most important part of the game has not been playing but rather creating for it. Character creation used to be something you had to do before you could have the fun. The mechanics were the necessary evil, the gauntlet you had to run. In recent years, the fun has moved from the time you spent at the table to the time you spend thinking about the table. Sure, back in the old days, I made plenty of characters for games I played and games I wanted to play but never really did. It was just like doing math problems. They had solutions. You just had to roll the dice, make the choices, and plug the information into the sheet. But hasn’t been that way for a while…”
“Welcome to the Tome and Tomb. Treasures lie hidden where the fearless still roam.”
This blog is my Gaming Blog. It is dedicated to my various game creations and designs, and all other similar Career Pursuits.
I will therefore be posting in this blog excerpts and examples, including entire sections, from my various game articles, books, creations, and designs, as well as posting copies of supplementary materials including maps, milieus, notations, rules, scripts, and sketches of some of the games I have created and developed over time. The pages of this blog will discuss all of the different types of games I create, design, and write on such as; board, card, computer, parallel reality (PRGs), pen and paper, role play (RPGs), video, virtual reality (VRGs), and wargames, etc.
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