Post

dungeons-and-dragons-kak-e-dly-zhanra-rpg-1

Dungeons and Dragons as the basis for the RPG genre

Dungeons and Dragons – a classic board game of a cult in narrow and not very circles. It is especially worth noting its influence on the game industry, namely on such an important genre as RPG (Role Playing Game, for those in the tank). First, let’s analyze the board game, its mechanics and a little stories, of course.

1. Emergence

In the late 60s, a certain American, Harry Gigax played, or entertained himself in the Turgeam typical for that time. After some time, this bored him, apparently, and he began to enter his personal rules and new units into the game. The concept that Harry introduced was quite unusual for that time. Instead of all sorts of planes, he introduced dragons, all kinds of archmages and other animal fantasy. All this action joined the new book with the rules and the back of the name “chainmail” (from the English “chain mail”).

« Cover of the third editions of » Kolchugi « 

But Harry was not the only one who became interested in this issue. Like Harry, Actually, Dave Arneson, I was looking for how to dilute the healing Wargam. As it is easy to guess, he also made his first version of the DND, namely the adventures of a group of treasure seekers and other things in the Blackmur Castle. The rules of the game were pulled out of the most diverse dimens, but nevertheless perfectly balanced. And later, he brought Gigax to his rules of the “chain mail”, thus creating an interesting feature for the game, and for waging (do not forget that DND is about playing the characters).

But the key point for this universe is the meeting of these people in 72. Gigax painted dungeons, Dave rewritten Kolchugu, and so the first edition of Dungeons and Dragons was born

Dungeons and Dragons, OD & D came out in 1974 – The first edition, at that time the book with the rules was quite small, in the differences from the new editions. There were no classes, for that there were half -sides. Well, who does not like half -growing? The ceiling of the levels was 10 levets, and the same semi -rings in general have 4 levela. Under half a hundred spells, a bunch of awkward artifacts and opponents from various universes, especially from Tolkien.

« One of the three books of the first edition »

Frantic popularity made it possible to create several more add -ons, for example, a full -fledged Blackmur comes out with new rules. But the main problem was that having a bunch of additions, most of them greatly contradicted each other’s rules. This is what prompted to publish a new, improved version, or second edition. It is she who is considered the most classic among fans.

Advanced Dungeons and Dragons, Ad & D Reit in 1978 – The foundations of the game are all the same, but now the authors have brought all the additions to one set of rules, which clearly benefited the game. Also, now DM has a book describing the reaction to events in all occasions.

« The book of the player, and the guide to DM »

But companies producing a desktop did not want to lose such a tidbit. Thus, every year new additions, books and so on, describing everything from how the local king lives, to what end the spear should be beaten. This all poured into a bunch of contradictory rules. And then it comes out:

Advanced Dungeons and Dragon Second Edition – Dopylene with a file, combining two previous editions. If you are called to play in the DND, then we are talking about this edition.

Then about 6 more editions followed, but I see no reason to talk about everyone because, in fact, most of them are corrections of the rules for the third and fourth editions.

D&D 3RD ED was released in 2000 – differs simplified in the entire original system. For example, they removed the negative class of armor. In general, a good edition for beginners. Was dopile in 2003 D&D Revised 3RD Ed. A lot of bugfixes, and several not very important features. The role system was redone. New classes appeared, and the old ones were redone again. For the first time, social mechanics appeared. In honor of the release of this editorial office, they remade a lot of setting under it, publishing new books.

D&D 4th Ed was released in 2008 – A distinctive feature of this edition is an increase in the role in parties. Even if the sensible pati was available, it was possible to do without DM, which resulted in a good opportunity for playing. Reded the throws system, now you do not need to delve into a heap of tables to understand or not. Ambiguous edition. Improved social mechanics. The mechanics of the development of the characters were remade well, dividing it into stages of adventure.

Modules allow you to change the game, add your features, or share with other players. The modules predetermine the type of locations, monsters and even the prices of goods in NPS. Depending on the module, the game will be either linear, or only by dungeon or completely free to study. The main modules are:

Rails – DM leads the player by the handle, step by step opening the world. Therefore, the rails.

Sandbox – DM lets the players into the free world and gives it to study freely. These worlds differ in elaboration, from a shepherd who grazes sheep and can tell about how he fell out of bed yesterday, to a rich merchant from whom a valuable cargo was stolen.

Dungencover – the party is allowed into Danzh, and they give it freely to the hordes of monsters.

But besides them there is still a bunch, because in fact everyone can create their own module. This is especially true for experienced players who do so. Very often, experienced DM make their worlds, edit the rules, redo skills and adjust the settings for their own, or classic module.

3. Dates, or Korean random in cubes

“Dates know the truth” “Do not argue with a cube. This is even worse than arguing with the master, the cube is a dumb creature. »

Dais is a playing bone with a certain number of numbered faces (there are also non -numbered, for example, the “Fudge” system uses dice with multi -colored faces) to determine the success of a particular action. For example, when throwing D20 (d-Dice, 20th grains) and falling out 20, this is considered an absolute win, so any action has the maximum success. For example, neutralization of a trap. But this is only in the DND, in other board games, there can be a success that a certain number, or odd. In classical Games, DNDs use dice D4, D6, D8, D10, D12, D20, D30 and even D100 (I personally saw such a game according to the module of one familiar master)

A lot of legends and superstitions are walking among players. Thus, there is a legend about “black dates” that give the maximum success of DM, and the minimum player. They should also be stored only in a casket from the leather players. Or some players carry their own games, throwing only them and believing that they will bring good luck.

4. Social mechanics
In fact, social mechanics is the possibility of interacting with the NPS (in the person of DM) of players. Simple mechanics of this interaction appeared in D&D 3RD Ed. In fact, this is the addition of special skills when using which you can convince the NPS, or another player in your rightness, or intimidate. The success of these actions is checked by a cast of a cube. Skills that affect the ability to select when creating a character.

This mechanic is also used in NPS relations, but again a lot depends on the master. Sometimes this mechanic is released, but serious DM always knows what skills their wards have. This mechanic is used not only in NPS relations. She very often regulates relations in the group. For example, two from party members have different opinions on where to go, cubes are thrown and who has more than that and is made. More interestingly this mechanic is implemented in experienced role -players. There, these skills do not fall from in mind, but they are no longer so important. There, decisions are already made depending on the wig of the players themselves, and the dates rush only when not one of the parties managed to convince the other.

« Typical DM »
One of the problems of this mechanics is bad DM that artificially limit the characters’ ability. For example, he tells the player, and puts a veto that the elf cannot be friends with the gnome, which is poured into the problem of playing out, and the uselessness of the development of the diplomat as a class. This is usually solved by the replacement of this system with another, from another set of rules or in general another RP of the Table.

5. Settings
A distinguishing feature of DND is setting. What is a setting? This is a game world, with a strictly prescribed story, with clockwork borders and a unique atmosphere. Usually, only some of the modules can be used in the setting relations, for example, this will certainly be an epic adventure, with dragons, kings and other joys like salvations of the world from a global cataclysm. On the most popular settings, video games were made. An obligatory attribute of each official setting is one or more books that describe the world. Some settings can affect the mechanics of the game, for example, affordable game classes or actions. Examples of official setting:

*Forgotten Realms – C 1987. Wizards of the Coast is currently officially supported. In this setting, such computer role -playing games as Baldur’s Gate, Icewind Dale, Neverwinter Nights are. This setting includes subtytings (they have not been supported since 1999)

*Greyhawk – from the birth of D&D, 1974;The first separate book is 1975. Wizards of the Coast is currently officially supported. In this setting, the computer role -playing game The Temple of Elemental Evil: A Classic Greyhawk Adventure

*Planescape – since 1994. Not officially supported since 1999. In this setting, the computer role -playing game Planescape: Torment.

6. DND and computer games

Due to the fact that the settings of classic editors are fantasy, most games are about this. Of course, there are exceptions that showed how much people could be mistaken, or then how gifted companies can stick into the game D20 FICHI.

Role system main feature of these games. What do we have in classical RPG according to D20 system? We have a part of several central heroes. Each of which is already at some stage of development, but they can still develop within the framework of their abilities. There is the main character. In most cases at the beginning of the game, this is the weakest element of parties, but by the end of the game it becomes a murder car. But this is not strictly predetermined. The main idea of ​​such games is the relationship of associates. The world rich in events allows you to win back your character, but in most cases this does not succeed, since the developers simply do not have enough time and effort to create such a system. In return, there is a kind of choice. Unfortunately, rarely in such games, the character biography is taken into account. There are only rare exceptions when solutions or actions from the first part of the game can be transferred to the second part, thereby changing the world under the player. In old RPGs, D20 system is clearly visible. Each actions of the player is accompanied by a throw of dice, creating some random. Thus, this affects the power of the blow, the chance of missing and other important things.

A very important social mechanics also migrated from the DND. It is thanks to her that in RPG there are so many opportunities in the field of diplomacy. Thus, some monsters can be killed, and if intelligence, they can be convinced, or with high charisma, charm. This opens up the most chic possibilities of waging. And some games, with well -pumped stats of charisma and intelligence, you can actually go without murders.

One of the most controversial moments in most of these games is a character pumping. Because of a rather specific pumping in the hush, it is difficult to transfer it to the video games. Nevertheless, in most games of the mechanics built on this system, this mechanic is easily recognized, even after its reincarnation.

I think it is worth noting the most significant games for this system (perhaps here my opinion may not coincide with yours):

The Baldur’s Gate series is a cult game of all times and peoples, which gave the move to some other games and exalted its creators to the Olympus of Glory. Magnificent characters with their own history, with a lot of unique dialogues as well as opportunities. Thus, everyone from the party has their own purpose. The elaboration of the characters and non -linearity of the player’s actions allow you to create unique game situations. Interested combat system. The battles took place in real time, but were strictly attached to the throws D20 Dais. It was this game that opened the gate to the industries, for the young then BioWare.

Planescape: Torment is another cult CRPG differing in the elaboration of actions and peace. Every bush, character or thing has its value. It is rightfully believed that it was here that the best dialogs were implemented, because for each action of the protagonist each NPS has its own phrase. After passing there is an unforgettable sensation of reading a good book. In the game, interaction in the world is perfectly implemented, thus you can take your eyes out, rummage in your belly, destroy the warring gangs while receiving a reward from each of them, look for exits from the maze into which you have come by stupidity and much more. An excellent atmosphere, hopelessness permeates every black joke, and an even more magnificent soundtrack. It is also worth noting that this game can be passed using only one dialogs, without battles at all. Perhaps one of the most unusual representatives of the genre, but one of the most significant for industries.

Star Wars: Knights of the Old Republic – an interesting interpretation of the D20 of the system in non -fantasy of the world. The actions of the game take place 4000 years before the original trilogies of films, which allowed the authors to adjust the world to their needs. Again, the epic is a little more than completely. As well as the first and only adequate, and I will not be afraid of this word of the Winrarong game in the RPG genre in the Star Wars Universe. Gorgeous at that time graphics, a lot of opportunities like riding on their own ship and an interesting plot did not let the game go into oblivion. At the moment, it is ported to mobile devices, and there is its days.

Dragon Age Origins – Epicrpg, with very interestingly realized mechanics of relations in the detachment, an epic plot where GG with friends saves the world from evil. The system improved for the sake of new players, a very good schedule at the time of exit and a more than interesting plot allowed the game to become an instant if not legendary, then the cult.

The Temple of Elemental Evil: A Classic Greyhawk Adventure – the name as if telling us what the game. Perhaps one of the only fully correct games in the DND. The same battles, the same popular setting, with a bunch of fans, both before the video of the game, and after. But at the same time, the most controversial due to their full rules, because of which players who are not familiar with the hunchief at the beginning are quite difficult to orientate.

Bottom line: is it worth saying that there is one of the pillars of gaming industries? I think no. Thank you all for the time spent.

The best comments

Dungeons and Dragons, OD & D published in 1974 – the first edition, at that time the book with the rules was quite small, in differences from the new editions. There were no classes, for that there were half -sides.

Because the concepts of “classes”, “races” at that time in the system did not exist. You could create a half -building or warrior, gnome and thief – all this was considered the type of lesson, profession. The very foundations were born – therefore, the book was so small.

1977. If we be completely accurate, then the book was not one, and various volumes were produced in general for three years, to 1979.

Advanced Dungeons and Dragon Second Edition – Dopylene with a file that combines two previous editions. If you are called to play in the DND, then we are talking about this edition.

I did not understand something-if they call to play in the DND, then they will lead precisely according to the second edition of ADND? DND in its classic (not a collection of different tables and rules, namely the united system), it was no longer called Advanced, and according to the second edition, only hardcore-oldovers play, as it seems to me … or I still did not catch the author’s thought correctly?

To determine the success of a particular action. For example, when throwing D20 (d-Dice, 20th grains) and falling out 20, this is considered an absolute win, so any action has the maximum success. For example, neutralization of a trap.

I will not speak for all the editions, but at 3.5 It is quite clearly stated that critical success (20) and a critical miss (1) work only with throws to attack and saving scrapings. And point. No “the first -level rogue threw out the twenty and masterfully removed the epic magic trap” – even with a bonus 20 from a cube, a tiny skill of a novice character will not allow you to overcome the complexity of the task of the task.

Who would still explain to me how much intellect with charisma was written in skills, to diplomacy. It’s like warm with soft:/

For dry presentation of facts, it will go away, as for me. If you wanted to interest readers, you do not have enough examples and wider coverage of the topic. Even on the page of Lurkmore, Kulstoriz is enough, what can we talk about full -fledged articles on the system written by regular players.

My first blog, throw yourself slippers and tomatoes, so that in the future the quality of my article has grown even more.

Grammatically, sometimes, full seams. The main errors have already dismantled above, but do not forget to check the text at least in Word.

And for me there are just a copy -paste, and not the first freshness, since there is not a word about the 5th editorial office (although I read only before the module section).

It was still worth mentioning her, otherwise this can mislead.
Well, since it is, well done – the article is quite solid)

To spelling with punctuation, by the way, I did not particularly find fault. It is clear that the text is far from perfection, but the eyes do not follow from it, and the message is clear. For the first post on the game site not bad.

I did not mention the fifth edition, since the article was written mainly on my experience (alas, I did not play it, I didn’t even have time to hold it in my hands). If you do not believe that the article was written by me, I can give a draft specifically for you with all the mistakes, arrears and other nonsense, since I have it.

Strange, the text in Word was written, and it seems like errors are fixed. But, the Russian language is not my native, I apologize to this.

As soon as I play a couple of parties to the fifth edition, I will immediately make the necessary changes. I could take information about it from other resources, but I do not like to write about something that I do not understand, since it usually does not work out very.

Yes, of course there are a lot of jambs, I do not argue. Thanks for the advice. But it is quite difficult to cover a completely system of dice with all the features for each editions. First, because of the fact that different DMs adjust these very rules for themselves. For example, I played with several DMs, good, and each of them works in its own way.
You are right about the classes, but I tried to state it so that the new players understand the essence, since each race, profession, had its own characteristics.

I did not understand something-if they call to play in the DND, then they will lead precisely according to the second edition of ADND? DND in its classic (not a collection of different tables and rules, namely the united system), it was no longer called Advanced, and according to the second edition, only hardcore-oldovers play, as it seems to me … or I still did not catch the author’s thought correctly?

Personally, the game was explained to me precisely in this edition (although at that time there was a third for several years), and very often we play it on it. Although maybe I was extinct here, since there are different rules, habits and favorite editorial offices in different clubs.

Back to list