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==Play overview== {{multiple image | align = right | total_width = 320 | image1 = Dice and Character Sheet (3419936702).jpg | alt1 = Dice on top of a Character Sheet | caption1 = Players utilize both dice and [[character sheet]]s during a game session. | image2 = DnD Game 14.jpg | alt2 = Players gathered around a table for a Dungeons and Dragons game session | caption2 = A ''Dungeons & Dragons'' game session featuring a map, miniatures, dice, and character sheets | footer = }} ''Dungeons & Dragons'' is a structured yet open-ended role-playing game.<ref name="Waskul-Lust-2004">{{Cite journal|last1=Waskul|first1=Dennis|last2=Lust|first2=Matt|date=2004|title=Role-Playing and Playing Roles: The Person, Player, and Persona in Fantasy Role-Playing|journal=Symbolic Interaction|language=en|volume=27|issue=3|pages=333β356|doi=10.1525/si.2004.27.3.333|issn=1533-8665}}</ref> Typically, one player takes on the role of [[Dungeon Master]] (DM) or [[Game Master]] (GM) while the others each control a single character, representing an individual in a fictional setting.<ref name="Waskul-Lust-2004"/> When working together as a group, the [[player characters]] (PCs) are often described as a "[[Party (role-playing games)|party]]" of adventurers, with each member often having their own area of specialty that contributes to the success of the group as a whole.<ref name="Slavicsek-2005">{{Cite book|author1=Slavicsek, Bill|title=Dungeons and Dragons for Dummies|date=2005|publisher=Wiley|author2=Baker, Richard W.|isbn=0-7645-8459-6|location=Hoboken, N.J.|pages=268, 293, 363|oclc=57574631}}</ref><ref>{{cite book | first=Erik | last=Bethke | year=2003 | title=Game development and production | page=12 | series=Wordware Game Developer's Library | publisher=Wordware Publishing, Inc. | isbn=1-55622-951-8 }}</ref> During the course of play, each player directs the actions of their character and their interactions with other characters in the game.<ref name="Williams-Hendricks-2006" /> This activity is performed through the verbal impersonation of the characters by the players, while employing a variety of social and other useful cognitive skills, such as logic, basic mathematics, and imagination.<ref>{{cite book | author1=Spade, Joan Z. | author2=Ballantine, Jeanne H. | title=Schools and Society: A Sociological Approach to Education | chapter=Meso-Level Agents of Gender Socialization | edition=4 | publisher=Pine Forge Press | page=[https://archive.org/details/schoolssocietyso0000unse_i0b5/page/294 294] | year=2011 | isbn=978-1-4129-7924-5 | chapter-url=https://books.google.com/books?id=qEdLrFqMBfkC&pg=PA294 | url=https://archive.org/details/schoolssocietyso0000unse_i0b5/page/294 }}</ref> A game often continues over a series of meetings to complete a single [[Adventure (Dungeons & Dragons)|adventure]], and longer into a series of related gaming adventures, called a "[[campaign (role-playing games)|campaign]]".<ref name="Williams-Hendricks-2006" /><ref>"Encounters are to adventures what adventures are to campaigns" (Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 129)</ref><ref name="Rouchart-2003">{{Cite book|chapter=Solving the Narrative Paradox in VEs β Lessons from RPGs|title=Intelligent Virtual Agents: 4th International Workshop|date=2003|publisher=Springer|author1=Rouchart, Sandy|author2=Aylett, Ruth|isbn=978-3-540-39396-2|location=Berlin|pages=245β246|oclc=166468859}}</ref> The results of the party's choices and the overall storyline for the game are determined by the DM according to the rules of the game and the DM's interpretation of those rules.<ref name="Rouchart-2003" /><ref name="Cook-2005">{{Cite book|last=Cook|first=Monte|url=https://archive.org/details/dungeonmastersgu00mont/page/4|title=Dungeon Master's Guide: Core Rulebook II (3.5)|publisher=Wizards of the Coast|author2=Tweet, Jonathan|author3=Williams, Skip|year=2005|isbn=0-7869-1551-X|location=Renton, WA|pages=[https://archive.org/details/dungeonmastersgu00mont/page/4 4, 98, 114]|oclc=45052801}}</ref> The DM selects and describes the various [[non-player character]]s (NPCs) that the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the players' choices and actions.<ref name="Williams-Hendricks-2006" /><ref name="Slavicsek-2005" /> Encounters often take the form of battles with "[[Monsters in Dungeons & Dragons|monster]]s" β a generic term used in ''D&D'' to describe potentially hostile beings such as animals, aberrant beings, or mythical creatures.<ref name="Rouchart-2003" /> In addition to jewels and gold coins, [[Magic item (Dungeons & Dragons)|magic items]] form part of the treasure that the players often seek in a dungeon.<ref>{{cite book |last=Fine |first=Gary Alan |title=Shared Fantasy: Role-playing Games as Social Worlds |publisher=University of Chicago Press |year=1983 |isbn=0-226-24944-1 |page=16}}</ref> Magic items are generally found in treasure hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item is the object of a quest.<ref>{{cite book |last=Livingstone |first=Ian |title=[[Dicing with Dragons]] |publisher=Routledge |year=1982 |isbn=0-7100-9466-3 |page=80 |author-link=Ian Livingstone}}</ref> The game's extensive rules β which cover diverse subjects such as social interactions,<ref name="Cook-2005" /> [[Magic of Dungeons & Dragons|magic use]],<ref>{{Cite book|last=Gygax, Gary|title=Dungeon Masters Guide|publisher=TSR|year=1979|isbn=0-935696-02-4|location=Lake Geneva, WI|pages=114|oclc=13642005}}</ref> combat,<ref name="Cook-2005" /> and the effect of the environment on PCs<ref>{{Cite book|last=Mohan, Kim|title=Wilderness Survival Guide|date=1986|publisher=TSR|isbn=0-88038-291-0|oclc=14766400}}</ref> β help the DM to make these decisions. The DM may choose to deviate from the published rules<ref name="Cook-2005" /> or make up new ones if they feel it is necessary.<ref>{{Cite book|last=Tweet|first=Jonathan|title=Dungeons & Dragons Basic Game|publisher=Wizards of the Coast|year=2004|isbn=0-7869-3409-3|location=Renton, WA.|pages=32|oclc=63137737}}</ref> The most recent versions of the game's rules are detailed in three Fifth Edition [[Dungeons & Dragons manuals|core rulebooks]]: The ''[[Player's Handbook]]'', the ''[[Dungeon Master's Guide]]'' and the ''[[Monster Manual]]''.<ref name="Heller-2018" /> The only items required to play the game are the rulebooks, a [[character sheet]] for each player, and a number of [[polyhedral dice]]. Many players also use miniature figures on a grid map as a visual aid if desired, particularly during combat. Some editions of the game presume such usage. Many optional accessories are available to enhance the game, such as expansion rulebooks, pre-designed adventures, and various [[Dungeons & Dragons campaign settings|campaign settings]].<ref name="Heller-2018" /><ref name="Slavicsek-2005" /> ===Game mechanics=== {{Main|Dungeons & Dragons gameplay|Character class (Dungeons & Dragons)}} [[File:Dungeons & Dragons Dice.jpg|thumb|''D&D'' uses polyhedral dice to resolve in-game events. These are abbreviated by a 'd' followed by the number of sides. Shown from left to right are a d20, d12, d%, d10, d8, d6, and a d4. A d% and d10 can be rolled together to produce a number between 1 and 100.]] Before the game begins, each player [[character creation|creates]] their player character and records the details (described below) on a character sheet. First, a player determines their character's [[Game mechanics (Dungeons & Dragons)#Ability scores|ability scores]], which consist of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each edition of the game has offered differing methods of determining these scores.<ref>The original game used [[Dice notation|3d6]] in the order rolled (Gygax, Arneson; ''Dungeons & Dragons''). Variants have since been included (Gygax; ''Dungeon Masters Guide'', p. 11) and the standard for more recent editions is "rolling four six-sided dice, ignoring the lowest die, and totaling the other three" (Tweet, Cook, Williams; ''Player's Handbook'' [3.0], p. 4), arranging the results in any order desired. Recent editions also allow for a "point buy" system.</ref> The player then chooses a species (such as a dwarf, elf, or human β called "race" prior to 5e 2024),<ref name=":1">{{Cite web |last=Parkin |first=Jeff |date=2024-09-17 |title=What's changed in Dungeons and Dragons 5e 2024 |url=https://www.polygon.com/tabletop-games/451897/dnd-2024-rules-revisions-changes |access-date=2024-09-25 |website=Polygon |language=en-US}}</ref> a [[Character class (Dungeons & Dragons)|character class]] (such as a fighter, rogue, or wizard), an [[Alignment (Dungeons & Dragons)|alignment]] (a moral and ethical outlook), and other features to round out the character's abilities and backstory, which have varied in nature through differing editions. During the game, players describe their PCs' intended actions to the DM, who then describes the result or response.<ref>Tweet; ''Dungeons & Dragons Basic Game'' p. 24</ref> Trivial actions, such as picking up a letter or opening an unlocked door, are usually automatically successful. The outcomes of more complex or risky actions, such as scaling a cliff or picking a lock, are determined by rolling dice.<ref name="Culture chapter">{{Harvnb|Williams|Hendricks|Winkler|2006}} "The Role-Playing Game and the Game of Role-Playing"</ref> Different polyhedral dice are used for different actions. For example, a twenty-sided die is used to determine whether a hit is made in combat, with other dice such as four, six, eight, ten, or even twelve-sided die used to determine how much damage was dealt.<ref>{{cite web |title=Dungeons & Dragons Dice |url=https://www.dicedragons.co.uk/blogs/dice-advice/dnd-dice-explained |access-date=January 13, 2024 |website=dicedragons.co.uk |date=April 4, 2023 |archive-date=January 13, 2024 |archive-url=https://web.archive.org/web/20240113172911/https://www.dicedragons.co.uk/blogs/dice-advice/dnd-dice-explained |url-status=live }}</ref> Factors contributing to the outcome include the character's ability scores, skills, and the difficulty of the task.<ref>Tweet, Cook, Williams; ''Player's Handbook'' v3.5, p. 62</ref> In circumstances where a character is attempting to avoid a negative outcome, such as when dodging a trap or resisting the effect of a spell, a [[saving throw]] can be used to determine whether the resulting effect is reduced or avoided.<ref name="PHB p.136">Tweet, Cook, Williams; ''Player's Handbook'' v3.5, p. 136</ref><ref>"Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect." There is identical language in sections titled 'Saving Throws' in (Tweet 2000:119).</ref> In this case the odds of success are influenced by the character's class, levels and ability scores.<ref name="PHB p.136"/><ref>Tweet, Cook, Williams; ''Player's Handbook'' (3.0), pp. 119β120</ref> In circumstances where a character is attempting to complete a task such as picking a lock, deactivating a trap, or pushing a boulder, a Difficulty Class must be hit or exceeded. Relevant ability bonuses are added to help players succeed.<ref>{{Cite book |title=The Player's Handbook |publisher=[[Wizards of the Coast]]}}</ref> As the game is played, each PC changes over time and generally increases in capability. Characters gain (or sometimes lose) experience, skills<ref>Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 197</ref> and wealth, and may even alter their alignment<ref>Early editions did not allow or had severe penalties for changing alignment (Gygax; ''Dungeon Masters Guide'', p. 24) but more recent versions are more allowing of change. (Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 134)</ref> or gain [[Character class (Dungeons & Dragons)#Multi-classing|additional character classes, which is called "Multiclassing"]].<ref>Tweet, Cook, Williams; ''Player's Handbook'' v3.5, p. 59</ref> The key way characters progress is by earning [[experience point]]s (XP), which happens when they defeat an enemy or accomplish a difficult task.<ref>Gygax; ''Dungeon Masters Guide'', p. 84</ref> Acquiring enough XP allows a PC to advance a [[Experience level|level]], which grants the character improved class features, abilities and skills.<ref>Tweet, Cook, Williams; ''Player's Handbook'' v3.5, p. 58</ref> XP can be lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain magical powers that come with an XP cost.<ref>Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 46</ref> [[Hit point]]s (HP) are a measure of a character's vitality and health and are determined by the class, level and Constitution of each character. They can be temporarily lost when a character sustains wounds in combat or otherwise comes to harm, and loss of HP is the most common way for a character to die in the game.<ref>Tweet, Cook, Williams; ''Player's Handbook'' v3.5, p. 145</ref> Death can also result from the loss of key ability scores<ref>Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 289</ref> or character levels.<ref>Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 296</ref> When a PC dies, it is often possible for the dead character to be resurrected through magic, although some penalties may be imposed as a result. If resurrection is not possible or not desired, the player may instead create a new PC to resume playing the game.<ref>Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 41</ref> ===Adventures and campaigns=== {{Main|Adventure (Dungeons & Dragons)|Dungeons & Dragons campaign settings}} [[File:AD&D Dungeon Masters notebook.jpg|thumb|right |A Dungeon Master's notebook with a custom design adventure]] A typical ''Dungeons & Dragons'' game consists of an "adventure", which is roughly equivalent to a single story or quest.<ref>Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 43</ref> The DM can either design an original adventure or follow one of the many premade adventures (also known as "modules") that have been published throughout the history of ''Dungeons & Dragons''. Published adventures typically include a background story, illustrations, maps, and goals for players to achieve. Some may include location descriptions and handouts, although they are not required for gameplay. Although a small adventure entitled "[[Temple of the Frog]]" was included in the ''[[Blackmoor (supplement)|Blackmoor]]'' rules supplement in 1975, the first stand-alone ''D&D'' module published by TSR was 1978's ''[[Steading of the Hill Giant Chief]]'', written by Gygax. A linked series of adventures is commonly referred to as a "[[campaign (role-playing games)|campaign]]".<ref>"A ''D&D'' campaign is an organized framework... to provide a realistic setting for a series of fantastic adventures." ([[Aaron Allston|Allston]]; ''Rules Cyclopedia'', p. 256)</ref> The locations where these adventures occur, such as a city, country, planet, or entire [[fictional universe]], are referred to as "[[campaign setting]]s" or "worlds."<ref>"It is important to distinguish between a campaign and a world, since the terms often seem to be used interchangeably ... A world is a fictional place in which a campaign is set. It's also often called a campaign setting." (Cook, Williams, Tweet; ''Dungeon Master's Guide'' v3.5., p. 129)</ref> ''D&D'' settings are based in various fantasy genres and feature different levels and types of magic and technology.<ref>Williams; ''Dungeon Master Option: High Level Campaigns'', p. 45</ref> Popular commercially published campaign settings for ''Dungeons & Dragons'' include ''[[Greyhawk]]'', ''[[Dragonlance]]'', ''[[Forgotten Realms]]'', ''[[Mystara]]'', ''[[Spelljammer]]'', ''[[Ravenloft]]'', ''[[Dark Sun]]'', ''[[Planescape]]'', ''[[Birthright (campaign setting)|Birthright]]'', and ''[[Eberron]]''. In addition to first-party campaigns and modules, two campaigns based on popular culture have been created. The first, based on ''[[Stranger Things]]'', was released in May 2019.<ref>{{Cite web|url=https://dnd.wizards.com/products/tabletop-games/rpg-products/stranger-things-dd-roleplaying-game-starter-set|title=Stranger Things D&D Roleplaying Game Starter Set|website=[[Wizards of the Coast]]|access-date=January 7, 2020|archive-date=October 8, 2019|archive-url=https://web.archive.org/web/20191008053158/https://dnd.wizards.com/products/tabletop-games/rpg-products/stranger-things-dd-roleplaying-game-starter-set|url-status=dead}}</ref><ref>{{Cite web|url=https://www.polygon.com/2019/4/22/18511302/stranger-things-dungeons-and-dragons-starter-set-review|title=Stranger Things D&D Starter Set is a surprisingly good introduction to the game|last=Hall|first=Charlie|date=April 22, 2019|website=Polygon|language=en|access-date=January 7, 2020|archive-date=December 15, 2019|archive-url=https://web.archive.org/web/20191215155100/https://www.polygon.com/2019/4/22/18511302/stranger-things-dungeons-and-dragons-starter-set-review|url-status=live}}</ref> A campaign based on the [[Rick and Morty#Comics|''Rick and Morty vs. Dungeons and Dragons'']] comic book series was later released in November 2019.<ref>{{Cite web|url=https://io9.gizmodo.com/dungeons-dragons-vs-rick-and-morty-rpg-is-stupid-ir-1839783831|title=Dungeons & Dragons vs. Rick and Morty RPG Is Stupid, Irreverent Fun...Especially for DMs|website=io9|date=November 14, 2019 |language=en-us|access-date=January 7, 2020}}</ref><ref>{{Cite web|url=https://nerdist.com/article/dungeons-dragons-vs-rick-morty-adventure/|title=We Played a D&D VS RICK AND MORTY Adventure|website=Nerdist|access-date=January 7, 2020|archive-date=December 21, 2019|archive-url=https://web.archive.org/web/20191221022425/https://nerdist.com/article/dungeons-dragons-vs-rick-morty-adventure/|url-status=live}}</ref> Alternatively, DMs may develop their own fictional worlds to use as campaign settings, either planning the adventure ahead or expanding on it as the players progress. ===Miniature figures=== {{Main|Miniature figure (gaming)}} [[File:Dungeons & Dragons Miniatures 2.jpg|thumb|''Dungeons & Dragons'' miniature figures. The grid mat underneath uses one-inch squares, with the side length of each square usually representing either {{convert|5|or|10|ft|m}}.]] The [[wargaming|wargames]] from which ''Dungeons & Dragons'' evolved used miniature figures to represent combatants. ''D&D'' initially continued the use of miniatures in a fashion similar to its direct precursors. The original ''D&D'' set of 1974 required the use of the ''[[Chainmail (game)|Chainmail]]'' miniatures game for combat resolution.<ref>Johnson, ''et al.''; ''30 Years of Adventure'', p. 23</ref> By the publication of the 1977 game editions, combat was mostly resolved verbally. Thus, miniatures were no longer required for gameplay, although some players continued to use them as a visual reference.<ref>The first ''Dungeon Masters Guide'' gave only a quarter of a page out of a total of 240 pages to discussing the option use of miniatures. (Gygax; ''Dungeon Masters Guide'', p. 10)</ref> In the 1970s, numerous companies began to sell miniature figures specifically for ''Dungeons & Dragons'' and similar games. Licensed miniature manufacturers who produced official figures include [[Grenadier Miniatures]] (1980β1983),<ref>Pope; Grenadier Models</ref> [[Citadel Miniatures]] (1984β1986),<ref>Scott; Otherworld</ref> [[Ral Partha]],<ref>Pope; Ral Partha</ref> and TSR itself.<ref>Pope; TSR</ref> Most of these miniatures used the 25 mm scale. Periodically, ''Dungeons & Dragons'' has returned to its wargaming roots with supplementary rules systems for miniatures-based wargaming. Supplements such as ''[[Battlesystem]]'' (1985 and 1989) and a new edition of ''Chainmail'' (2001)<ref>Academy of Adventure Gaming Arts & Design; List of Winners (2002)</ref> provided rule systems to handle battles between armies by using miniatures.
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