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DND 1

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Preface

ONCE UPON A TIME, LONG, LONG AGO, IN A


realm called the Midwestern United
States—specifically the states o f Minnesota
and Wisconsin—a group o f friends
gathered together to forever alter the
history o f gaming.
It wasn’t their intent to do so. They were
tired of merely reading tales about w orlds o f magic,
monsters, and adventure. They wanted to play in those
worlds, rather than observe them. That they went on
to invent D u n g e o n s & D r a g o n s , and thereby ignite a
revolution in gaming that continues to this day, speaks
to two things.
First, it speaks to their ingenuity and genius in figuring
out that games w ere the perfect way to explore
worlds that could not otherwise exist. A lmost every
modern game, whether played on a digital device or
a tabletop, owes some debt to D&D.
Second, it is a testament to the inherent appeal o f the
game they created. D u n g e o n s & D r a g o n s sparked a
thriving global phenomenon. It is the first roleplaying
game, and it remains one o f the best of its breed.
To play D&D, and to play it well, you don’t need to
read all the rules, memorize every detail o f the game,
or master the fine art o f rolling funny looking dice.
None o f those things have any bearing on what’s best
about the game.
What you need are two things, the first being friends
with whom you can share the game. Playing games with
your friends is a lot o f fun, but D&D does something
more than entertain.
Playing D&D is an exercise in collaborative creation.
You and your friends create epic stories filled with tension
and memorable drama. You create silly in-jokes
that make you laugh years later. The dice will be cruel
to you, but you will soldier on. Your collective creativity
will build stories that you will tell again and again,
ranging from the utterly absurd to the stuff o f legend.
If you don’t have friends interested in playing, don’t
worry. There’s a special alchemy that takes place
around a D&D table that nothing else can match. Play
the game with someone enough, and the two o f you
are likely to end up friends. It’s a co o l side effect o f the
game. Your next gaming group is as close as the nearest
game store, online forum, or gaming convention.
The second thing you need is a lively imagination
or, more importantly, the willingness to use whatever
imagination you have. You don’t need to be a master
storyteller or a brilliant artist. You just need to aspire to
create, to have the courage o f someone who is w illing to
build something and share it w ith others.
Luckily, just as D&D can strengthen your friendships,
it can help build in you the confidence to create and
share. D&D is a game that teaches you to look for the
clever solution, share the sudden idea that can overcome
a problem, and push yourself to imagine what could be,
rather than simply a ccept what is.
The first characters and adventures you create will
probably be a collection o f cliches. That’s true o f everyone,
from the greatest Dungeon Masters in history on
down. Accept this reality and move on to create the
second character or adventure, which will be better,
and then the third, which w ill be better still. Repeat that
over the course o f time, and soon you’ll be able to create
anything, from a character’s background story to an epic
world o f fantasy adventure.
Once you have that skill, it’s yours forever. Countless
writers, artists, and other creators can trace their beginnings
to a few pages o f D&D notes, a handful o f dice,
and a kitchen table.
Above all else, D&D is yours. The friendships you
make around the table will be unique to you. The adventures
you embark on, the characters you create, the
memories you make—these w ill be yours. D&D is your
personal corner o f the universe, a place where you have
free reign to do as you wish.
Go forth now. Read the rules o f the game and the
story of its worlds, but always remember that you are
the one who brings them to life. They are nothing
without the spark o f life that you give them.
Mike Mearls
May 2014

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