(Even If You're Not A Nerd)

Most people that have never played Dungeons and Dragons think they have an idea of what it’s like. They probably picture a stereotypical scene of anti-social nerds with nothing better to do dressed in capes with fake swords playing a strange game in one of their mom’s basements. I must shamefully admit that I once thought this was what D&D must be like. Then, through the persistent efforts of a friend, I was finally made to play my first ever session. I soon realized just how wrong and judgmental I had been. I became hooked on D&D.

This article is meant to shed some light on what Dungeons and Dragons is actually like to those who still believe the stereotypes or simply don’t understand the game. While D&D’s image has changed in in recent years thanks to shows like Critical Role and HarmonQuest, there is a particular mindset about the game that remains prevalent. I’d like to change that mindset, for some at the very least.

WHAT IS D&D?

First and foremost, Dungeons and Dragons is a game that doesn’t require many physical pieces to play. All you need is a group of friends, a set of the correct dice from your local game store (which costs around four dollars for a set), and access to the Internet and a printer. If you have all of that, you have everything you need to play. While there are guides and handbooks, all the information in them can be found online for free.

D&D is not all about wizards, magic, and other high fantasy tropes. It can be about those things, but it doesn’t have to be and it normally isn’t. The best description of Dungeons and Dragons I’ve seen is that it’s Lord of the Rings meets “Your Mom” jokes. It can be as serious or as ridiculous as the players wish.

Dungeons and Dragons is a very open game based entirely on creativity and imagination. Players create their own, unique characters that they role-play while the dungeon master (DM), or game master, role-plays the rest of the world the players explore.

A player can create any sort of character they want, though it is recommended that a player should discuss and confirm their character idea with the dungeon master prior to playing. This creates an understanding of how the player wants their character to function and how the DM can have the rest of the world interact with that character. While sticking to the handbook is recommended for character creation, especially for new players, you can essentially make up your character from scratch if you so choose. I was once in a game where a player was a robotic monk for example.

You can still be quite creative by sticking to the handbook as they offer plenty of ideas for character building. Always remember, however, that the handbook (as well as the other manuals) is a guide and not a strict set of rules. How strictly you stick to the parameters in the handbook is entirely up to the DM, particularly in homebrew campaigns.

Speaking of homebrew campaigns, that is where the magic of D&D truly lies. Each game is uniquely different depending on how the group decides the game should be run and on how the players act. You can play seriously, silly, or somewhere in between, which is what most groups do. It all revolves around how the group plays and what the dungeon master allows.

The DM, or game master, is not the stereotypical nerd in a cape (usually), but is instead acting as a storyteller and judge. The quality of a DM can make or break a game and is arguably the most important aspect. I’ve been lucky enough to have only one excellent DM for all the times I’ve played so my experience has been very positive. However, I’ve heard horror stories of bad DMs that ruin games. There is a lot that goes into being a good DM and if you can find someone who is willing and happy to do the work as well as judge fairly, then you’re more than likely going to have a fun experience.

To really make a game of Dungeons and Dragons work, the players and dungeon master need to put in the effort to make the world feel real, no matter how ridiculous the game gets. If a group can mentally transport themselves to another world and get into their characters the way books, movies, and video games do, then they’ve understood how to play the game.

WHAT HAPPENS IN D&D?

Once the players have created their characters and the DM has an idea of the world and the adventure he or she would like the party to embark on, it’s time to play. Firstly, the DM has to introduce the starting scenario, which is the circumstance or circumstances that brought the party together.

Here’s an example: “The various group members have been summoned to a local tavern by a mysterious figure whose looking for someone to take on a dangerous, undisclosed contract for 1000 gold a piece.”

It’s up to the DM to determine just how much he or she wants to reveal at the start. This could include describing what the tavern looks like, the type of town or city the tavern is in, how crowded the tavern is and the type of clientele that are present, and any number of other things. Or the DM can simply leave it at the example above and let the characters go from there.

Once the starting scenario is established, the players can LITERALLY do whatever they want. This is not like a video game where players are bound by the rules of the game world. You can do, or more accurately can TRY to do, whatever interests you. Perhaps one player wants to survey the tavern. Perhaps another wants to talk to the mysterious figure. Perhaps another wants to leave the tavern altogether. Perhaps yet another player wants to punch the largest person in the tavern in the face.

I say try because, depending on what a player wants to do, he or she may have to roll the famed twenty-sided die to see if he or she succeeds or fails at their action. In the examples listed in the last paragraph, a player could leave the tavern or talk to the mysterious figure without having to roll the twenty-sided die. However, if the player wanted to survey the tavern, they would roll a perception check. The higher the number, the more perceptive they are. If the player rolled a 3 for example, they would perceive that they are indeed in a tavern. However, if the player rolled a 16, they might notice some shifty characters besides the mysterious figure watching the party. The same would work if you decided to punch the largest individual in the tavern in the face. The player would make an attack roll with the D20 (twenty-sided die) to see if their punch hit and did damage. If they roll low, then they would miss. If they roll high enough to beat the target’s armor class, then they would hit. It’s an easy system to understand at its core.

Then you simply play on. You can explore, spy, fight, bluff, hunt, or do whatever your mind can think of to further the story or to just faff around. Success and failure are a possibility with every encounter, sometimes yielding awesome moments with successes and other times yielding hilarity with fails. The group builds their own unique adventure.

SO WHAT'S THE APPEAL?

Simply put: the appeal of D&D is the possibilities. The lack of strict rules or a defined end goal might turn off people who like a more traditional game structure. Some people might not be comfortable with the role-playing aspect, which does take a little bit of acting but it doesn’t have to be good acting. And that’s okay! No game is for everyone. However, those are the only reasons I can think of why someone wouldn’t be interested in D&D or tabletop RPGs in general.

Do you feel like you’re not creative enough to play D&D? That’s okay! You can make a simple character to start the game with and find that character’s personality as you play. You can also consult the handbook and literally roll a backstory and traits for your character if you aren’t sure what you want.

Are you not into fantasy? Cool! There are plenty of other tabletop RPGs including science fiction ones and old west ones. But you should still try D&D if you’re interested in RPGs but not into fantasy. Why? Because playing a character that’s completely practical and has no time for the fantasy elements can be a great counterbalance to the players that are more into it. It can add an interesting and amusing dynamic.

Feel like you can’t play because you don’t know how the game works? No problem! If no one in the group has played before, then you can all learn together or, better yet, design your own style. If someone in your group does know how to play, let them get you set up and then you can learn as the game progresses. It’s really easy to pick up. There are also plenty of helpful videos online that teach the basics of the game.

D&D is literally for anyone because it is such an open game. It is a cost effective experience, as you need to spend very little one time for the essentials. It encourages imagination, creativity, social interaction, and cooperation. You’re encouraged to try the difficult and ridiculous without any real world consequences. It is also a great way to hang out with friends. You can make amazing memories from your couch without breaking the bank. You can literally be whomever you want to be, go wherever you want to go, and do whatever you want to do. Your only limit is your imagination.

So are you convinced? Are you at least considering the possibility of picking up the dice? Did this have no impact on you whatsoever and now you feel like you wasted your time? Share your thoughts below!