I've mentioned before how I was a big
comic book addict when I was a kid. Besides inspiring me with stories
about heroes and villains, another thing the world of comic books
brought me was Dungeons and Dragons.
When the back covers of the comics
weren't pushing Hubba-Bubba and Genesis games on my young,
impressionable mind, they were advertising this strange game I had
never heard of called Advanced Dungeons and Dragons, 2nd
Edition.
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| But what is it? |
What is this,
my young mind wondered, as I gazed at the painting of a Knight or
barbarian doing battle with an awesome looking demon or dragon. I had
never heard of the first edition of this game, let alone the second.
And, is it a game? I had no idea.
It
was several years I think, before I came across the actual Dungeons
and Dragons rule books in a book store. There, as I pilfered through
the pages of the Player's Handbook, I was filled with more intrigue
and curiosity gazing at the paintings inside the books. They were
beautifully packaged, with hardbound covers, and the artwork inside
drew me into the creative worlds that waited to be explored.
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| The book that started it all |
For
those who don't know, Dungeons and Dragons is a role-playing game.
One person, the Dungeon Master, creates a world and circumstances for
the other players, who have created their own characters, to explore.
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| You ain't the Master until you read this |
When
I first discovered the game, I had no one to play with. I was alone
with all of this wonderful, creative information that begged for
stories to be told. I made my little brother and his buddy play a few
times, but that wasn't it. They weren't as like minded as I was about
delving into the realms of fantasy.
So, I
waited, not knowing if I would ever find a group of adventurers to
put forth on a quest of good versus evil. Back then, Dungeons and
Dragons was this mysterious thing no one knew about, or if they did,
it was because they had heard it was the game Satan played with his
minions. Needless to say, it took a while for me to find a group of
friends to play with.
One
fella, shortly after meeting me, says he saw the Player's Handbook
and Dungeon Master's Guide in the backseat of my car. He knew we'd be
friends after that. And we still are, by the way.
We
spent many late nights campaigning in worlds I created, where the
good guys, who weren't always good guys, fought mighty battles with
undead dragons to claim their treasure, only to be zapped back in
time to find new kingdoms to conquer.
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| I wish I had been as cool as this kid...he's got friends. And cool over-alls. |
It
was a lot of fun. But it was also good training for a young writer.
Being a Dungeon Master taught me a lot about writing. It taught me to
keep the story going. Keep the action and suspense vivid for the
players. It taught me not to get to hung up on an outline or idea I
had that's not working, because the players will always do something
unexpected to deviate from the plan. And that's what a writer wants.
A writer wants to entertain and to create something unexpected. In
Dungeons and Dragons, no outline is concrete. No character is
invincible. There's always a hint of danger. As it should be in good
writing.
I'm
glad I discovered Dungeons and Dragons when I did and I'm thankful
good players found me and allowed me to weave their characters into
my stories. With them, the stories were no longer mine, but ours.
I
think that's one of the goals of a writer. To create something other
people feel is theirs to experience.
So,
break out the twenty-sided dice and let's roll up an adventure.
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| Friends make everything better. |





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