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DRAGON SLAYERS
Put the controller down and switch on the mind – the next adventure in Dungeons & Dragons awaits you. Words Adam Colby T he birth of Dungeons & Dragons (D&D), and indeed modern tabletop role-playing games, began way back in 1974. The designers were Gary Gygax and Dave Arneson, channelling inspiration from a medieval-themed miniature war game and Tolkien’s The Lord of the Rings . By the late ‘70s, the game had taken off globally, creating an entire industry around it and inspiring a slew of copycats. It was at its pinnacle in the early to mid-'80s, but as video game technology increased, the eighties kids turned to new heroes on their TV screens, and D&D faded from the public consciousness. To hardcore fans though, D&D never went away. It was revised countless times and remained popular with dedicated fans. And just like vinyl records, which received a death sentence in the ‘80s only to rise like a sonic phoenix, Dungeons & Dragons followed suit. The popularity of traditional games is now on the rise as players seek a digital detox, and a new generation of fans – inspired by Stranger Things and Game of Thrones – have discovered the unbridled excitement of playing D&D.
Peak , a double-sided map, blank character sheets, and a stack of cards for sidekicks who help players on a mission to spells and quests. Then what? For further knowledge, players will want to add three important guides to the bookshelf. The first is the Player’s Handbook . In it, you’ll find information about character creation, how to equip and fight, throw spells, gain new skills, and more. For burgeoning DMs, a copy of the Dungeon Master’s Guide is a must, where you’ll learn everything you need to boss the biggest and best D&D adventures. And alongside the DM’s Guide is the Monster Manual . Here you’ll discover a slew of horrible beasts that you can inject into your quest and mercilessly pit against the poor hapless adventurers – and it makes excellent reading on its own, too! Looking for more adventures? It doesn’t end there. Once you’re up to speed and armed with the foundational knowledge, it’s time to get out the pencils and graph paper and create your own adventures. Or play the thousands already created by others. D&D can be an exhilarating game where you and a bunch of friends will become totally immersed in fantastical worlds and challenges. The only limit is the imagination.
There’s a heap packed into the Essentials Kit for the price tag; players that have already wrapped their heads around the basics will learn how to create players from scratch, and budding DMs will level up. Included in the box is a 64-page rulebook, 11 polyhedral dice, a Dungeon Master’s screen to keep prying eyes out of the DMs plotting, a compelling adventure in the Dragon of Icespire
What’s it all about? The rules are simple for beginners to follow. Set in a fantasy world, Dungeons & Dragons requires a Dungeon Master (DM) who essentially runs the game. DMs are both the referee and the main storyteller of the adventure. Players choose a character for the quest and develop their skills/traits by playing through the game. Adventures can be pre purchased or created from scratch. So, where do I start? Dungeons & Dragons is very cost-effective. For novices, a good gateway option is the Dungeons & Dragons: Dragons of Stormwreck Isle Starter Set. Inside is everything you need to begin including a rule book, the Dragons of Stormwreck Isle adventure, five characters ready to play out of the box, and six polyhedral game dice. With a little reading and a DM in place, you’ll be fighting mythical beasts and looting treasure before you know it. Want more? Now that you’re hooked, the Essentials Kit is your next port of call and can probably be considered an expansion pack to the Starter Kit.
10 APRIL 2023
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