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cynicalninja
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 Posted: 10:59 am

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As a tribute to the passing of the co-creator of Dungeons and Dragons Gary Gygax I thought a little thread about how I got into playing the game and how my interest in it blossomed would be cool.

I started with the revised boxed basic set in 1983 when I was 10. The box set had a 48 page players guide to create a character from a small selection of classes and races, armour and weapons and a 64 four page dungeon masters guide containing basic rules on how to referee or "DM", "GM" a game, create a dungeon and lists of monsters and magical items you could use.  Characters could not really progress beyind level three.

Also included was the all important polyhedral dice which were green and plastic and which you had to colour in the indented numbers with a supplied white crayon !  :dunno:

 

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 Posted: 11:38 am

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cynicalninja wrote Also included was the all important polyhedral dice which were green and plastic and which you had to colour in the indented numbers with a supplied white crayon !  :dunno:
I don't remember that!  I was usually the DM, mostly out of necessity (it seemed like most I played with really weren't cut out for it), but really loved it when I didn't have to be.




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cynicalninja
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 Posted: 12:30 pm

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24HourNut wrote: cynicalninja wrote Also included was the all important polyhedral dice which were green and plastic and which you had to colour in the indented numbers with a supplied white crayon !  :dunno:
I don't remember that!  I was usually the DM, mostly out of necessity (it seemed like most I played with really weren't cut out for it), but really loved it when I didn't have to be.


Well in the English version of the basic boxed rules set you got that damn crayon !

After the basic set and dm'ing and playing for a few weeks I bought the expert set which allowed characters to progress from levels 4 - 14, the box contained a 64 page book with info for players and DM's alike, new spells, monsters, treasures etc and it contained a pre-created "module". A booklet of a pre written adventure with maps etc that a DM could run immediately called the Isle of Dread.  The main thrust of the expert set was to get players out of dungeons for a change and out into the wilderness of grasslands, mountains, forests etc.

 

 

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 Posted: 12:38 pm

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Then came the companion set in late 1984.

By this time I was beginning to show an interest in Advanced Dungeons and Dragons but  the large book format of those rules didn't appeal as much as the more gradual complexity of the boxed rules.

With companion rules characters could progress from levels 15-25 with again more advanced rules, spells, monsters. It introduced a complex unarmed combat system and a system for characters to construct a stronghold or "base" of some kind that they could call home. A Halfling might construct a small shire, a fighter a fortified keep for a fighters guild, a dwarf a mine etc.

  

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 Posted: 12:46 pm

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Next was the masters set in 1985, by this point I was nearly in my teens and grappling with the complexity of some of the advanced dungeons an dragons books I had borrowed, I was only running and playing in campaigns using the less complex boxed sets.

For characters levels 26-36 or "master class" characters. Players characters are now legends within the worlds they exist. There are new master class spells, powers and weapons to use against ever more challenging and hard to defeat monsters.  Characters can now have a huge retinue of servants, labourers, mercenaries, scribes etc and they can form armies to lay siege to towns and villages.

 

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 Posted: 01:31 pm

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Excellent recap! What memories, eh? Picking out classes ... loved it. Thank you for this topic.




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