![]() The intricacies of the Dungeon Master's Guide, which contains the actual rules and regulations of the gameĪnd – just as important as all of that concrete knowledge – the DM has to be able to tell a story, settle disagreements between players, keep the game moving, and adapt on the fly when players decide to do something unexpected.The Monster Manual, which lists characteristics and descriptions of the game's beasts.The Player's Handbook, for rules on character creation and game play from a player's perspective.So grab your character sheet, a pencil and paper, and your 20-sided die because on the next page, we'll figure out what to expect from a D&D game. We'll also see how Dungeons & Dragons has established itself and evolved in culture. In the next few pages, we'll roll the dice and learn the basics of Dungeons & Dragons. The game revolves around a storyteller, or Dungeon Master, who isn't just building a narrative, but is also facilitating dialogue between characters and players. Not only are players sitting around the same table (or maybe the same Google hangout), but their characters are also working together on an adventure. Perhaps it's that combination of fantasy lore and intense attention to detail that gave D&D a reputation for being a game for reclusive outsiders. Arneson's appetite for imaginative, never-ending play, along with the concept of a master storytelling referee, combined with Gygax's meticulousness and thirst for characters to produce Dungeons & Dragons in 1974. Gygax – intrigued by the rules and backgrounds of his war games' characters – teamed up with Arneson to create a new kind of war game.
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