Dungeons and Dragons is a strange thing that exists in our world. Arguably, probably the nerdiest. It’s basically a group of friends sitting around a table pretending to be a bunch of people way cooler than they are, slaughtering monsters and going on adventures. It used to have a huge stigma (and probably still does in a lot of places that aren’t southern California), but really, it offers a unique experience, and I would say that pretty much anyone could benefit from playing the game. So today I’m going to talk about why it’s a lot less scary than it sounds, and why it’s better than alternatives (referring to video games, books, and movies, not alternate table-top role-playing games).
Most people I talk to about D&D that have no experience seem to have this idea that you have to know how to play the game in order to enjoy it. They see a lot of confusing numbers and different kinds of dice and think “that’s too complicated for me”. If that isn’t enough to dissuade them, the idea of pretending to be somebody else usually does. And I don’t blame them. Those ideas are scary. But that isn’t what D&D is about. If you think about role-playing or number crunching when you think about Dungeons and Dragons, you’re wrong.
To me, D&D is fundamentally about having an outlet for one’s own creativity. And it’s an outlet that nothing else can fill. There is nothing that can let you be somebody else in a dynamic world. One that changes because of the choices that you have made. D&D (and other table top games) is the only thing that can hit all of those targets. The closest thing is playing a video game where you kill monsters and level up, but the character you play isn’t uniquely yours, and neither is the environment you’re in. Every session of D&D is unique because even if the dungeon master is using a module they printed out online or bought from a store, the way they present the characters and the world will still be one-of-a-kind, not to mention the interactions your characters will have in that world.
Now, I won’t beat around the bush. Dungeons and Dragons is undoubtedly an extremely complex game. If you’re playing the fifth edition of the game, any serious dungeon master will have at least the core three books: The Player’s Handbook, The Dungeonmaster’s Guide, and The Monster Manual. It’s a lot. But here’s the thing, you don’t have to have those to play. Heck, the DM doesn’t even have to have those! They are nothing more than a tool to enhance the experience, and they are pretty much meant to be instructional so that you can access information quickly, rather than them being supplementary on “this is how to roleplay your character” (though there is that, too, if you’re so inclined).
For somebody unfamiliar with D&D, there is precious little they need to understand before they can have fun. Basically, the only thing I tell people is what choices they have for class and race. I look for the type of fantasy that would suit them best, and then I help them create a character from that. They don’t need to know what all the abilities are, how to calculate their hitpoints, or even what anything means. Any experienced player can do that for them, no teaching necessary. (I would, however, make an attempt to get them vaguely familiar with how to access all the information on the character sheet in front of them.)
But let’s say you’re still not interested. It may be simple for a newcomer because other people can do the numbers for you, but what about the roleplay? “I don’t want to sound ridiculous pretending to be a half-orc barbarian!” you protest. That’s fine. Don’t roleplay, if it doesn’t suit you. This is something a lot of people (even a lot of DM’s) don’t realize. It is perfectly acceptable for people not to be interested in roleplay. Does it diminish the creativity and the immersion of the game? Maybe a bit, but there are so many types of D&D players it’s kind of ridiculous. Not everyone likes to really become their character, and that’s fine. But you can be a part of the world and make important decisions without speaking in your character’s voice.
In fact, your friends can even be a little cheeky and explain that your character is mute. It’s a simple explanation that eliminates all the possibility of making you uncomfortable. Can it create obstacles for your character and the party? Absolutely, especially if the DM wants that to happen. But now you’re one step closer to having a unique and memorable experience, and that’s what the game is all about.
3 thoughts on “D&D — Dispelling Misconceptions of Dungeons & Dragons”
D&D can be explained SUPER easy.
Remember being really young, and playing pretend?
Yeah. That’s pretty much D&D. All the rule books, dice, and everything really just offer a scaffolding for a group of friends to play pretend together. And… maybe to reign everyone in a bit to provide a stable platform to tell a story. And also typically get everyone on one side (no more everyone picking on the little brother who has to be the bad guy! … unless he’s the DM… hmmm waitasec, did I just stumble onto something Kollin?)
I mean, no one is REALLY stopping your group from being Ninja Space Robots with Super Powers that fly around and save the universe. I mean, if that’s what the group wants to do, bam, you can do it.
I’m weird though in that I’m all in support of people playing D&D, and have followed a couple of internet groups play it, yet I haven’t played myself, and actively resist it.
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We’ll convince you one day…
Perhaps. I have some ideas.