Okay friends, it is time to talk about my favourite subject.
Despite the rise in nerd culture, Dungeons and Dragons still has a bit of lingering stigma. The problem is that many people do not understand it. When you ask non-nerds about it, often they’ll make references to teenagers running around in sewers dressed in wizard robes, or mumble something about demon summoning and satanic rituals (I mean, that sounds fun too, but it does not really have much to do with D&D—unless that is how you want to play, in which case: you do you, buddy).
Even nerds will sometimes shrug and say, “I’m not that kind of nerd.” It’s as if D&D players are some kind of off-brand super nerd: a lower rung in the nerd hierarchy that no one likes to acknowledge. However, if you like fantasy, storytelling, and hanging out with friends, I think you should give this game a chance.
Dungeons and Dragons is a fantasy improvisation game played with friends. You have a Dungeon Master (or DM)—yes it is silly, but the game does have its glorious roots in the 70s after all, so we need to get past this, guys—who acts as the storyteller and main author of the world. Think of it like a fantasy novel, but each player brings their own protagonist to the table, each with their own personalities and goals. Together, you weave a story as unique as the people playing the game.
Every group I have been a part of has had a completely different dynamic. You could play a character-heavy intrigue game full of alliances and betrayal, a heroic coming-of-age story, or even the rise of a villain. Alternatively, you can just battle monsters and collect loot, Diablo-style. Unlike video games, there are no “invisible walls” limiting what you can do; the narrative is purely based on the creativity of its players.
What makes D&D special is that it provides a framework in which to tell your story. Its core mechanic involves dice-rolling, where your character’s success or failure in a task depends on their skill—represented by bonuses or penalties added to the dice total—and on pure luck. This last part is what draws you into the game: the stakes are real, and every time you engage in combat, you are risking your character’s life along with all of the personal investment you have in their continuing story.
Putting your characters in “danger” can lead to the most creative and memorable experiences in the game. I’ve seen situations where, when the chips were down, a player in trouble has pulled out the most off-the-wall solutions and just rolled like a boss to pull it off. These moments can stay with you for years; I still look back fondly on many of my own close calls.
Dungeons and Dragons also provides a large range of pre-made settings and adventures, plug-and-play style: if you are new to the game, the developers have your back. Many experienced DMs engage in what is affectionately called “home-brewing,” and create their own rules, maps, and other features customized to their players. So if you really want to play a gunslinger in a medieval fantasy setting, your DM can make that happen in a way that keeps the game balanced and enjoyable for everyone.
I really want to emphasize the social aspect here. Unlike playing an online game, D&D lets you sit around a table, along with some snacks and a case of beer (or whatever floats your boat). In short, you should play Dungeons and Dragons because it is fun.
Now that I have given you my spiel, those of you who are still reading may be asking, “So how do I get started?” What a great question! If you are not asking that, you do not have to read this next bit.
First of all, you need to find a group of like-minded individuals who are interested in playing. The best size for a group is around five people (including the DM), but you can play with as few as two and as many as you can fit in one room.
If you want to do some window-shopping before you commit, there are a few recommendations I can make. Critical Role on Geek and Sundry (also on Youtube) is a show where a bunch of “nerdy-ass voice actors” (their words, not mine) get together and record their D&D sessions for the world to enjoy. If you are into anime, cartoons, or video games, you may have heard of some of them: Matthew Mercer is the DM, and the players include Ashley Johnson, Travis Willingham, Laura Bailey, Liam O’Brien, Taliesin Jaffe, Marisha Ray, and Sam Riegel. Orion Acaba stayed on for the first twenty-five episodes before moving on to other projects, and there are several exciting guest stars that make an appearance throughout the series.
I cannot emphasize how amazing it has been to watch this show and its storyline develop. From a slightly glitchy first episode to the jaw-dropping latest episode (fifty-eight was a personal favourite—I may have cried a little), this show is definitely worth your time. Matt Mercer is a master storyteller. He’s the kind of DM I aspire to be, and he really demonstrates the heights of what a game can reach.
I have also recently started Acquisitions Inc., a podcast of Penny Arcade fame—being only six episodes in, I am a little late to the party, but it has been highly recommended and from what I have heard so far I feel comfortable passing it on to you. They play fourth-edition Dungeon and Dragons, which is slightly less streamlined and intuitive than the newer fifth-edition, but it is still great.
You will need some gaming dice to get started. The rulebooks can be pretty pricey, so if you are not sure you want to commit (and you live in Toronto), the Merril Collection at the Toronto Public Library at 239 College St. lets you peruse them for free. Look for the fifth-edition Player’s Handbook—that’s where everyone starts. There are a myriad of supplemental materials once you have gotten past that, so feel free to go wild!
If you are an aspiring DM, I recommend Matthew Colville’s Youtube series on how to run a game. He lays things out in a really accessible, straight-forward kind of way that I found really helpful when I started DM-ing (not too long ago, I might add).
And that is all she wrote! I hope this helps you.
Go forth, friends, and play!
–Contributed by Eleanor Crook