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Dungeons and Dragons: the 40-year Quest for a Game That Breaks All the Rules

By Kruger, Bob

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Book Id: WPLBN0003548824
Format Type: PDF eBook :
File Size:
Reproduction Date: 2014

Title: Dungeons and Dragons: the 40-year Quest for a Game That Breaks All the Rules  
Author: Kruger, Bob
Volume:
Language: English
Subject: Nonfiction, Essay, History
Collections: Science Fiction Collection, Baen Library Collection
Historic
Publication Date:
2014
Publisher: Baen Publishing Enterprises

Citation

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Kruger, B. (2014). Dungeons and Dragons: the 40-year Quest for a Game That Breaks All the Rules. Retrieved from http://www.gutenberg.cc/


Description
Description: This article goes through the history of Dungeons and Dragons. It explains the creative background of the video game and Bob Kruger's opinion on the development of the game.

Summary
Summary: Dungeons & Dragons turned forty in 2014. A thorough discussion of D&D involves just about every issue that crops up in game design, so it’s great for a broad overview of the field. But D&D itself is less a game than a set of traditions, an evolving hobby rather than a finished consumer product. At its best, D&D facilitates the creation of a meaningful story that is a surprise to everyone, including the Dungeon Master, and its group dynamics, its mythic subject matter, the element of luck, and even the players’ naïve faith in the rules are instrumental to this effect.

Excerpt
Excerpt: On the other hand, he said in the original Dungeon Master’s Guide that “hit points,” the measure of damage a character could sustain, represented a mix of skill, luck, and divine favor more than physical toughness. Whereas wounds like broken bones weren’t, as he put it, “the stuff of high fantasy,” both trichinosis and trichophobia apparently were.

Table of Contents
Table of Contents:

 
 



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