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Through out this entire brief I have had lots of fun with making dice and playing with the idea that I can work outside of the whole poster idea. And while this is a combination of digital and practical, I feel like my final design is pretty cool, if my only medium was paper.

Strengths:
I enjoyed making the nets and fitting the various font and drawings onto them. I felt like my main strength was making sure everything fit onto the dice and then once I had printed them out, stuck them beautifully together.

Weaknesses:
With time constraints I could not find out if I could of etched these designs onto actual dice.
Also I had wanted to make a chest but I did not have big enough paper and also I did not have the time to shop around for some A2 paper.

If I had to do this again, I would love to make these dice bigger, perhaps A1 size so the fonts could be read a lot better and the drawings more appreciated.

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I like how these dice turned out. The D6 was made with card and the D20 with normal office paper. Both were A3. I feel like the D20 could of been made with card also if I had had the paper for it.

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Adding the words on the D6, I used the font Calabri to keep the font throughout the dice the same.

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I put a net picture on Photoshop and changed the background colour to green to match the red on the D20, as using the colour wheel, green goes with red.
I used the same idea as before, getting rid of the backgrounds on the scanned pictures and making sure they fitted into the shapes.

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This is what the d20 will look like flattened out.
I used the font Calibri to continue to add small paragraphs about the various campaigns of the characters. (The drawings.)

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I put a net picture on Photoshop and started adding the drawings to different sections of the dice net so that I could move the image to Illustrator to put the writing into the shapes also.

I used the font Calibri to label the various images with names of the characters.

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I used Google Images to find a plague doctor and drew that, using the same colours as the person who described her to me said she looked exactly like a plague doctor including the colours.

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My friend had already drawn her so I used her drawing as reference for drawing.

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I used the Disney version of Robin Hood for Ijiro as that is what he seemed most like, with quick colour edits

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This is from Google Images and I edited the sash and coloured him in.

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From DeviantArt, added colour to the piece after drawing.

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From Imgur, given to me by the commenter herself.

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Taken from Facebook, drew the ladybug and coloured it in.

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I used Google Images for a simple Human cleric and then edited the colours and took out some of the more detailed features to recreate my own version.

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I didn't have much to work on in regards to what this species was, but I managed to find something on Google to try and draw.

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I took this from Deviantart, edited the colours and also removed the top portion of hair so that I could add a chiefs hat onto the picture.

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This was taken off Deviantart, and had the armour removed and a few more details added in to make the top half look more like robes instead.

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I used the face part of the drawing and added more fins to it to give the picture a less futuristic feel.

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This was taken from Google Images and I used this picture to draw Barakus.

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This picture was given to me by the guy who commented on the status in regards to what his character looked like in his head. I have used it to recreate my own version of his character.

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This is from the game Witcher 3 and I used the main character to draw Silent Bob

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I posted on a fan club page for a DnD talk show and people commented their characters and also amusing and emotional moments that happened in their campaigns.

I started drawing a few of them to add to my dice.

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Artist Inspiration: TwoKinds on DeviantArt

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Artist Inspiration: TwoKinds on DeviantArt

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http://twokinds.deviantart.com/gallery/

I love this guy's stuff! This is the perfect artist to inspire me in regards of drawing some of the more "Furry" characters like my Tabaxi Druid Yuffie (Who is basically a cat person) and can help if anyone else's character is more animal looking also.

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I printed out a D20 design and made it through scissors and glue. This picture is how it turned out.
It is a little faff to make, as when you get to the end the flaps are not great at holding the sides you need without you having to resort to bending the die a little to make it all close.

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So I found some nets online that could be used as a basis for my dice designs.

Each side shall have a picture, I've decided that I could have a photo or two from Nationals too, and also some drawings of actual characters also, which shall be labelled to match the paragraph of stories.

I figured with having photographs to use for the dice will be a great idea to showcase some of the real life goings on that my subject that I am passionate about.

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Following through with my design ideas for making nets, I feel like I need more designs for the various dice, and therefore need to get more people involved in this endevour.

I am going to set up a facebook status asking for their favourite character stories and what their character looks like in their head so I can draw them and add them as designs to my dice nets.

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After going through my five chosen ideas, the fifth one seems like a good idea.

This is me completely thinking outside the box in regards to designing.

Usually I would of just made a couple of posters and that would of been it, but through talking and bouncing ideas off a friend, we came up with the idea of making nets of dice shapes and then using the space to showcase WHY we're passionate about DnD as a collective.

It's a tad digressing from the overall question, but it should help to show why I am also passionate about the subject.

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Have a photo of myself or someone else, thinking about one of my designed characters.

Slogan: - Escapism Through Fantasy Means

- Escapism Through Roleplay

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Basic Rules of Dungeons and Dragons Part 2

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Basic Rules of Dungeons and Dragons Part 2

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The play of the Dungeons & Dragons game unfolds according to this basic pattern.

1. The DM describes the environment. The DM tells the players where their adventurers are and what’s around them, presenting the basic scope of options that present themselves (how many doors lead out of a room, what’s on a table, who’s in the tavern, and so on).

2. The players describe what they want to do. Sometimes one player speaks for the whole party, saying, “We’ll take the east door,” for example. Other times, different adventurers do different things: one adventurer might search a treasure chest while a second examines an esoteric symbol engraved on a wall and a third keeps watch for monsters. The players don’t need to take turns, but the DM listens to every player and decides how to resolve those actions.

Sometimes, resolving a task is easy. If an adventurer wants to walk across a room and open a door, the DM might just say that the door opens and describe what lies beyond. But the door might be locked, the floor might hide a deadly trap, or some other circumstance might make it challenging for an adventurer to complete a task. In those cases, the DM decides what happens, often relying on the roll of a die to determine the results of an action.

3. The DM narrates the results of the adventurers’ actions. Describing the results often leads to another decision point, which brings the flow of the game right back to step 1.

This pattern holds whether the adventurers are cautiously exploring a ruin, talking to a devious prince, or locked in mortal combat against a mighty dragon. In certain situations, particularly combat, the action is more structured and the players (and DM) do take turns choosing and resolving actions. But most of the time, play is fluid and flexible, adapting to the circumstances of the adventure.

Often the action of an adventure takes place in the imagination of the players and DM, relying on the DM’s verbal descriptions to set the scene. Some DMs like to use music, art, or recorded sound effects to help set the mood, and many players and DMs alike adopt different voices for the various adventurers, monsters, and other characters they play in the game. Sometimes, a DM might lay out a map and use tokens or miniature figures to represent each creature involved in a scene to help the players keep track of where everyone is.

GAME DICE

The game uses polyhedral dice with different numbers of sides. You can find dice like these in game stores and in many bookstores.

In these rules, the different dice are referred to by the letter d followed by the number of sides: d4, d6, d8, d10, d12, and d20. For instance, a d6 is a six-sided die (the typical cube that many games use).

Percentile dice, or d100, work a little differently. You generate a number between 1 and 100 by rolling two different ten-sided dice numbered from 0 to 9. One die (designated before you roll) gives the tens digit, and the other gives the ones digit. If you roll a 7 and a 1, for example, the number rolled is 71. Two 0s represent 100. Some ten-sided dice are numbered in tens (00, 10, 20, and so on), making it easier to distinguish the tens digit from the ones digit. In this case, a roll of 70 and 1 is 71, and 00 and 0 is 100.

When you need to roll dice, the rules tell you how many dice to roll of a certain type, as well as what modifiers to add. For example, “3d8 + 5” means you roll three eight-sided dice, add them together, and add 5 to the total.

The same d notation appears in the expressions “1d3” and “1d2.” To simulate the roll of 1d3, roll a d6 and divide the number rolled by 2 (round up). To simulate the roll of 1d2, roll any die and assign a 1 or 2 to the roll depending on whether it was odd or even. (Alternatively, if the number rolled is more than half the number of sides on the die, it’s a 2.)

THE D20

Does an adventurer’s sword swing hurt a dragon or just bounce off its iron-hard scales? Will the ogre believe an outrageous bluff? Can a character swim across a raging river? Can a character avoid the main blast of a fireball, or does he or she take full damage from the blaze? In cases where the outcome of an action is uncertain, the Dungeons & Dragons game relies on rolls of a 20-sided die, a d20, to determine success or failure.

Every character and monster in the game has capabilities defined by six ability scores. The abilities are Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma, and they typically range from 3 to 18 for most adventurers. (Monsters might have scores as low as 1 or as high as 30.) These ability scores, and the ability modifiers derived from them, are the basis for almost every d20 roll that a player makes on a character’s or monster’s behalf.

Ability checks, attack rolls, and saving throws are the three main kinds of d20 rolls, forming the core of the rules of the game. All three follow these simple steps.

1. Roll the die and add a modifier. Roll a d20 and add the relevant modifier. This is typically the modifier derived from one of the six ability scores, and it sometimes includes a proficiency bonus to reflect a character’s particular skill. (See chapter 1 for details on each ability and how to determine an ability’s modifier.)

2. Apply circumstantial bonuses and penalties. A class feature, a spell, a particular circumstance, or some other effect might give a bonus or penalty to the check.

3. Compare the total to a target number. If the total equals or exceeds the target number, the ability check, attack roll, or saving throw is a success. Otherwise, it’s a failure. The DM is usually the one who determines target numbers and tells players whether their ability checks, attack rolls, and saving throws succeed or fail.

The target number for an ability check or a saving throw is called a Difficulty Class (DC). The target number for an attack roll is called an Armor Class (AC).

This simple rule governs the resolution of most tasks in D&D play. Chapter 7 provides more detailed rules for using the d20 in the game.

ADVANTAGE AND DISADVANTAGE

Sometimes an ability check, attack roll, or saving throw is modified by special situations called advantage and disadvantage. Advantage reflects the positive circumstances surrounding a d20 roll, while disadvantage reflects the opposite. When you have either advantage or disadvantage, you roll a second d20 when you make the roll. Use the higher of the two rolls if you have advantage, and use the lower roll if you have disadvantage. For example, if you have disadvantage and roll a 17 and a 5, you use the 5. If you instead have advantage and roll those numbers, you use the 17.

More detailed rules for advantage and disadvantage are presented in chapter 7.

SPECIFIC BEATS GENERAL

This book contains rules, especially in parts 2 and 3, that govern how the game plays. That said, many racial traits, class features, spells, magic items, monster abilities, and other game elements break the general rules in some way, creating an exception to how the rest of the game works. Remember this: If a specific rule contradicts a general rule, the specific rule wins.

Exceptions to the rules are often minor. For instance, many adventurers don’t have proficiency with longbows, but every wood elf does because of a racial trait. That trait creates a minor exception in the game. Other examples of rule-breaking are more conspicuous. For instance, an adventurer can’t normally pass through walls, but some spells make that possible. Magic accounts for most of the major exceptions to the rules.

ROUND DOWN

There’s one more general rule you need to know at the outset. Whenever you divide a number in the game, round down if you end up with a fraction, even if the fraction is one-half or greater.

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The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery. It shares elements with childhood games of make-believe. Like those games, D&D is driven by imagination. It’s about picturing the towering castle beneath the stormy night sky and imagining how a fantasy adventurer might react to the challenges that scene presents.

Dungeon Master (DM): After passing through the craggy peaks, the road takes a sudden turn to the east and Castle Ravenloft towers before you. Crumbling towers of stone keep a silent watch over the approach. They look like abandoned guardhouses. Beyond these, a wide chasm gapes, disappearing into the deep fog below. A lowered drawbridge spans the chasm, leading to an arched entrance to the castle courtyard. The chains of the drawbridge creak in the wind, their rust-eaten iron straining with the weight. From atop the high strong walls, stone gargoyles stare at you from hollow sockets and grin hideously. A rotting wooden portcullis, green with growth, hangs in the entry tunnel. Beyond this, the main doors of Castle Ravenloft stand open, a rich warm light spilling into the courtyard.

Phillip (playing Gareth): I want to look at the gargoyles. I have a feeling they’re not just statues.

Amy (playing Riva): The drawbridge looks precarious? I want to see how sturdy it is. Do I think we can cross it, or is it going to collapse under our weight?

Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Anything is possible, but the dice make some outcomes more probable than others.

Dungeon Master (DM): OK, one at a time. Phillip, you’re looking at the gargoyles?

Phillip: Yeah. Is there any hint they might be creatures and not decorations?

DM: Make an Intelligence check.

Phillip: Does my Investigation skill apply?

DM: Sure!

Phillip (rolling a d20): Ugh. Seven.

DM: They look like decorations to you. And Amy, Riva is checking out the drawbridge?

In the Dungeons & Dragons game, each player creates an adventurer (also called a character) and teams up with other adventurers (played by friends). Working together, the group might explore a dark dungeon, a ruined city, a haunted castle, a lost temple deep in a jungle, or a lava-filled cavern beneath a mysterious mountain. The adventurers can solve puzzles, talk with other characters, battle fantastic monsters, and discover fabulous magic items and other treasure.

One player, however, takes on the role of the Dungeon Master (DM), the game’s lead storyteller and referee. The DM creates adventures for the characters, who navigate its hazards and decide which paths to explore. The DM might describe the entrance to Castle Ravenloft, and the players decide what they want their adventurers to do. Will they walk across the dangerously weathered drawbridge? Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way? Or cast a spell to carry them over the chasm? Then the DM determines the results of the adventurers’ actions and narrates what they experience. Because the DM can improvise to react to anything the players attempt, D&D is infinitely flexible, and each adventure can be exciting and unexpected.

The game has no real end; when one story or quest wraps up, another one can begin, creating an ongoing story called a campaign. Many people who play the game keep their campaigns going for months or years, meeting with their friends every week or so to pick up the story where they left off. The adventurers grow in might as the campaign continues. Each monster defeated, each adventure completed, and each treasure recovered not only adds to the continuing story, but also earns the adventurers new capabilities. This increase in power is reflected by an adventurer’s level.

There’s no winning and losing in the Dungeons & Dragons game—at least, not the way those terms are usually understood. Together, the DM and the players create an exciting story of bold adventurers who confront deadly perils. Sometimes an adventurer might come to a grisly end, torn apart by ferocious monsters or done in by a nefarious villain. Even so, the other adventurers can search for powerful magic to revive their fallen comrade, or the player might choose to create a new character to carry on. The group might fail to complete an adventure successfully, but if everyone had a good time and created a memorable story, they all win.

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FORTY YEARS OF ADVENTURE

Dungeons & Dragons influenced so many games that followed in different media and genres, but it has remained a vital product in its own right, appearing in diverse editions, media, and languages, as well as spinning off into literature, film, television, and the Internet. It has been a source of inspiration for artists of many kinds, but more importantly it has enriched the lives of tens of millions around the globe, offering a chance for anyone to experience fantastic roles and situations very different from everyday life. On the occasion of the 40th anniversary of Dungeons & Dragons, and the release of an eagerly-awaited new edition, this timeline shows some important dates in the development, elaboration, and the triumph of Dungeons & Dragons.

1967

The International Federation of Wargaming (IFW), founded by Gary Gygax and others, provides a venue for wargame fans to exchange ideas and amateur game designs.

1968

Gygax hosts the first Lake Geneva Wargames Convention, or Gen Con, in the Horticultural Hall of his home town of Lake Geneva, Wisconsin, as an IFW event.

1969

Gygax meets Dave Arneson at the second Gen Con, and the two express a mutual interest in collaborating on game rules.

1970

The Lake Geneva Tactical Studies Association, a small local wargames club, is founded. Initial membership includes Gygax and Don Kaye.

Due to his growing interest in the medieval period, Gygax forms the Castle & Crusade Society, a subgroup of the IFW focused on medieval wargaming. Members are assigned property in an imaginary continent called the Great Kingdom. Arneson joins shortly thereafter.

1971

Chainmail, written by Gygax and Jeff Perren, is published by Guidon Games. It details fantastic medieval miniature warfare including wizards, heroes, and dragons.

Arneson uses Chainmail as rules for his Blackmoor fantasy campaign situated in the Great Kingdom, including forays into a dungeon of monsters and treasure.

1972

In the summer, Arneson publishes “Facts about Black Moor” via issue #13 of the Castle & Crusade Society newsletter, the Domesday Book, which brings his activities to a wider audience.

Later in the year, Arneson demonstrates the Blackmoor game for Gygax in Lake Geneva; Dave Megarry then demonstrates his own “Dungeons of Pasha Cada,” later to be published as Dungeon!

1973

Gygax and Arneson collaborate on drafts of Dungeons & Dragons.

Gygax and Kaye form a partnership called Tactical Studies Rules. Brian Blume joins Tactical Studies Rules to help produce the Dungeons & Dragons game.

1974

Dungeons & Dragons is first published in January as three booklets shipping in a woodgrain-colored cardboard box: Men & Magic, Monsters & Treasure, and Underworld & Wilderness Adventures. Within eleven months, the entire hand-assembled print run of 1,000 games sells out.

1975

Tactical Studies Rules dissolves and a new company forms: TSR Hobbies, Inc.

A second 1,000 set printing of Dungeons & Dragons sells out in just under six months, followed quickly by a third printing of 2,000, all sold before the new year.

The Dungeons & Dragons supplement Greyhawk specifies the Thief and Paladin classes; its sequel Blackmoor introduces the Monk and Assassin.

Origins I hosts the first major Dungeons & Dragons convention tournament, later to be published as the adventure module S1: Tomb of Horrors.

TSR Hobbies sponsors Gen Con for the first time.

1976

For a fourth printing of 5,000 copies, Dungeons & Dragons switches to the white box that will be used for future printings of the original game.

The first professional magazine devoted to fantasy and science fiction gaming is published: The Dragon, which begins bi-monthly publication in June.

D&D supplements III and IV—Eldritch Wizardry and Gods, Demi-Gods, and Heroes—are introduced.

1977

Dungeons & Dragons is divided into Basic and Advanced versions. The D&D Basic Set edited by J. Eric Holmes becomes the first Dungeons & Dragons boxed set to ship with dice included.

TSR Hobbies publishes the Monster Manual, the first book in the Advanced Dungeons & Dragons product line. Its 350 monsters exert a huge influence over subsequent fantasy gaming, both on the tabletop and computers.

1978

The Players Handbook, the second Advanced Dungeons & Dragon hardcover, is released.

The Dragon moves to monthly publication as of April.

TSR Hobbies produces a series of six adventure modules that were used for convention tournaments, beginning with the Origins tournament combating hill, frost and fire giants (G1–G3), and then the Gen Con tournament exploring an underworld of kuo-toa and drow elves (D1-D3).

Gen Con leaves Lake Geneva for the University of Wisconsin-Parkside campus, where it remains for the next seven years.

1979

TSR Hobbies releases the Dungeon Masters Guide, the third and final core Advanced Dungeons & Dragons hardcover rulebook.

Shortages in the supply chain lead to some copies of the Basic Set shipping with a cardboard chit sheet instead of dice.

1980

Around 250,000 units of Dungeons & Dragons products were sold prior to the beginning of the year. By summer, sales of the Basic Set alone reach 12,000 copies per month.

To meet growing international demand, TSR Hobbies UK, Ltd. is formed in England.

The initial release of the World of Greyhawk folder marks the first campaign setting produced by TSR, providing a context for the action in modules which harkens back to the original Great Kingdom of the Castle & Crusade Society.

TSR Hobbies unveils the Deities & Demigods cyclopedia for Advanced Dungeons & Dragons.

1981

Tom Moldvay revises the Basic Set, and David “Zeb” Cook produces the sequel Expert Set. The Isle of Dread, the module shipping with the Expert Set, introduces the campaign world of Mystara.

The Fiend Folio tome for Advanced Dungeons & Dragons highlights creatures submitted to the pages of White Dwarf magazine.

The Role Playing Game Association (RPGA) is formed to promote quality role playing and unite gamers across the nation, aided by its flagship Polyhedronmagazine.

1982

TSR releases its first video game products, including a version of the Dungeon! board game for the Apple II computer system.

Now a cultural icon, Dungeons & Dragons appears in numerous mainstream media, even inspiring a scene in the film E.T.

1983

TSR Hobbies reorganizes into TSR, Inc.

TSR releases the Advanced Dungeons & Dragons Monster Manual II.

Frank Mentzer begins the three year process of revising and expanding Basic D&D with new versions of the Basic and Expert Set.

A new subsidiary, the Dungeons & Dragons Entertainment Company, premieres its Dungeons & Dragons cartoon series on September 17. This series spawns more than 100 different licenses and enjoys a positive reception.

French is the first foreign language adaptation of the D&D game, and many other translations follow: Danish, Finnish, German, Hebrew, Italian, Japanese, Korean, Norwegian, Swedish, and more.

1984

The Companion Set continues Mentzer’s revision of Basic D&D.

For the tenth anniversary of Dungeons & Dragons, TSR publishes a collector’s boxed set including the Basic, Expert and Companion Set rules along with modules and character sheets.

TSR, Inc. releases the first novel in the Dragonlance saga after two years of development. Dragonlance makes TSR the number one publisher of fantasy and science fiction novels in the nation.

1985

The new hardbound AD&D titles Unearthed Arcana and Oriental Adventures are released.

The former Deities & Demigods is retitled Legends & Lore for a reissue.

TSR publishes Mentzer’s Masters Set for high-level adventuring based on Basic D&D.

Gen Con relocates to Milwaukee, where it will stay through 2002.

1986

TSR introduces Dungeon Adventures magazine, an all-adventure bi-monthly.

The Advanced Dungeons & Dragons Dungeoneer’s Survival Guide and Wilderness Survival Guide are published.

For the ultimate adventuring in Basic D&D, Mentzer finishes his expansions with the Immortals Set.

1987

The immense Forgotten Realms campaign setting is released; it will be the setting of numerous modules, novels and computer games.

TSR publishes the Advanced Dungeons & Dragons Manual of the Planes.

A small team of designers starts work on the second edition of the AD&D game.

1988

Strategic Simulations Incorporated (SSI) releases the personal computer game Pool of Radiance, the first licensed computer adaptation of the AD&D system, and the first computer game set in the Forgotten Realms campaign setting. A number of “Gold Box” games based on the same AD&D engine follow.

1989

Advanced Dungeons & Dragons Second Edition is released, under lead designer David “Zeb” Cook. Releases for Second Edition include: the Dungeon Master Guide; Player's Handbook; Monstrous Compendiums Volumes 1, 2, and 3; Complete Fighter's Handbook; and Complete Thief's Handbook.

The RPGA Network branches out into Norway, Sweden, Denmark, the U.K., Israel, and Australia.

1990

The Ravenloft campaign setting is released, featuring Count Strahd Von Zarovich, one of the most popular and enduring villains of the AD&D game.

TSR publishes the Hollow World campaign set.

Dragonlance comes to the computer in the SSI “Gold Box” title Champions of Krynn.

1991

TSR releases the Dungeons & Dragons Rules Cyclopedia designed by Aaron Allston, integrating systems from the Basic, Expert, Companion, and Master Setrules.

The Neverwinter Nights online graphical multiplayer role-playing game begins on the AOL network, in collaboration with SSI, Stormfront and TSR.

The savage world of Athas features in the new Dark Sun campaign setting.

An introductory Dungeons & Dragons game, produced by Troy Denning and Tim Brown, aims to attract beginners to the game.

1992

The first Al Qadim campaign setting product is released, Arabian Adventures.

TSR's first hardcover novel is published: The Legacy, by R.A. Salvatore, which debuts in the top ten of the New York Times bestseller list.

The 25th anniversary of Gen Con, co-located with Origins, breaks all previous attendance records for any U.S. gaming convention.

1993

The early Monstrous Compendiums are repackaged as the hardcover Monstrous Manual tome.

The release of the Dragon Strike Entertainment product, which includes a thirty minute video dramatizing a unique perspective on tabletop role-playing.

1994

In response to the success of trading card games, TSR publishes Spellfire: Master the Magic, a trading card game featuring the well-known names and settings of the AD&D game.

The dark and rich Planescape campaign setting is introduced.

The first TSR game products incorporating an audio compact disc are released.

1995

TSR marks its 20th anniversary with revised versions of the Second Edition Player’s Handbook and Dungeon Master Guide. Experienced Second Edition fans find new ideas in the Player's Option and Dungeon Master Option rulebooks.

The Birthright campaign setting introduces blood magic, the power of the land, and the divine right of kings.

1996

TSR sells a digital version of its Dungeons & Dragons rules for the first time: the AD&D Core Rules CD-ROM.

The Wizard Spell Compendiums, a new book series, is launched, compiling all wizard spells into four volumes.

The Dragonlance: Fifth Age role-playing game is released, bringing the popular setting to the card-based SAGA System.

1997

A new era in gaming commences as Wizards of the Coast—purchases TSR in June.

1998

Wizards resurrects the Greyhawk setting for the Return of the Eight.

Baldur’s Gate, the first computer game in the Forgotten Realms developed by BioWare, is released. The “Infinity Engine” used for Baldur’s Gate would serve as the basis for several other Second Edition AD&D computer adaptations.

1999

Wizards celebrates the 25th birthday of Dungeons & Dragons with the Silver Anniversary Tour of game stores throughout the United States, as well as the release of the Silver Anniversary retrospective boxed set of Dungeons & Dragons.

The acclaimed Planescape: Torment brings the Planescape setting to computer games.

2000

Third Edition Dungeons & Dragons is released by Wizards of the Coast, under the core design team of Jonathan Tweet, Monte Cook, and Skip Williams, with new revisions of the Player’s Handbook, Dungeon Master’s Guide and Monster Manual. Wizards no longer refers to these flagship releases as “Advanced” D&D.

With the initial publication of the Open Game License (OGL), and the first System Reference Document (SRD), the industry is transformed by opportunities for third-party products based on the Third Edition D&D rules.

A feature film based on D&D appears in theaters, starring Jeremy Irons and including a cameo appearance as a magic-user by game co-creator Dave Arneson.

Gary Gygax guest-stars in the “Anthology of Interest” episode of Futurama, wherein he plays D&D with Al Gore, Stephen Hawking, and others.

2001

The Dungeons & Dragons Chainmail miniatures game is released in October, bringing gameplay back to its roots in fantastic medieval wargaming.

The Pool of Radiance computer game series returns with the Ruins of Myth Drannor produced by Ubisoft.

2002

Gen Con is purchased by the Wizards' founder and former CEO, Peter Adkison, who the following year would move the convention to its current home in Indianapolis.

BioWare releases a new Neverwinter Nights computer game, which includes an Internet-based multiplayer mode. The system is based on Third Edition D&D, and the campaign is set in the Forgotten Realms.

Bestselling novels continue to emerge from the Dragonlance and Forgotten Realms settings, including this year’s Dragons of a Vanished Moon: The War of Souls, Vol. III and The Thousand Orcs, both of which debut on the New York Times bestseller’s list.

2003

A revision to Third Edition D&D, known as v 3.5, appears in new versions of the core rulebooks.

The Dungeons & Dragons Miniatures Game debuts with the first in a series of collectible miniatures for tactical combat based on D&D.

The classic super-module the Temple of Elemental Evil set in Greyhawk jumps to computer games in a version developed by Troika Games.

2004

Wizards releases the Eberron campaign setting, which had won their 2002 contest to design a new campaign setting for Dungeons & Dragons.

The 30th anniversary of Dungeons & Dragons is honored with a retrospective book on the game’s history, 30 Years of Adventure.

A new Dungeons & Dragons Basic Game is released, designed by Jonathan Tweet.

The first Worldwide Dungeons & Dragons Game Day is held October 16.

2005

Three-Dragon Ante, a non-collectible Wizards card game, provides a system for incorporating its use into the play of Dungeons & Dragons.

2006

The massively-multiplayer online role-playing game Dungeons & Dragons Online is released by Turbine Entertainment.

Wizards holds a Dungeons & Dragons fan film contest.

Obsidian Entertainment releases Neverwinter Nights 2, a sequel to the prior BioWare title, which incorporates Dungeons & Dragons edition 3.5 rules.

2007

Fourth Edition Dungeons & Dragons is announced at Gen Con.

Wizards launches D&D Insider, an online subscription service that provides character and adventure management tools.

The Dragon and Dungeon Adventure magazines relaunch as online publications for D&D Insider subscribers.

The traditional “Winter Fantasy” convention is renamed the “D&D Experience” up to 2013.

2008

Wizards publishes the core Fourth Edition Dungeons & Dragons sourcebooks, under lead designer Rob Heinsoo: a Player’s Handbook, Dungeon Master’s Guide, Monster Manual and also a new Adventurer’s Vault containing equipment and treasure.

Release of the Game System License (GSL) enables third-party publishers to produce Fourth Edition compatible products.

The Dungeons & Dragons Miniature Game rules change to permit use with Fourth Edition D&D.

2009

Fourth Edition expands on its core rulebooks with sequels: the Players Handbook II, Dungeon Master’s Guide II, Monster Manual II and Adventurer’s Vault II.

Select articles from The Dragon are compiled into a hardcover annual.

2010

The Dungeons & Dragons Essentials product line offers a streamlined rendition of the rules through its introductory Starter Set as well as the Dungeon Master’s Kit, Rules Compendium and Monster Vault.

The first season of Organized Play’s D&D Encounters series of adventures begins in March with Undermountain: Halaster’s Lost Apprentice.

The release of the Dungeons & Dragons: Castle Ravenloft board game launches a series of Dungeons & Dragons Adventure System cooperative board games.

2011

A series of Player’s Option books returns with yet more new classes, races, feats and powers.

The first “Advanced Dungeons & Dragons” episode of the show Community airs.

2012

Wizards launches the open playtest of “D&D Next,” which will ultimately include over 175,000 playtesters.

Wizards’s Dungeon Command skirmish combat game provides fast-based tactical miniature warfare on configurable boards.

The board game Lords of Waterdeep brings a competitive dimension of play to the Forgotten Realms setting.

2013

The 1974 original boxed set Dungeons & Dragons game with its supplements is reprinted with new cover art in a deluxe collector’s edition.

Lords of Waterdeep appears in an iOS version for the iPad.

Beta for the Neverwinter MMO, developed by Cryptic Studios, begins in February. The game officially releases in June.

2014

The second “Advanced Dungeons & Dragons” episode of Community airs.

Fifth Edition Dungeons & Dragons is released, under lead designer Mike Mearls. The initial product is a free online version of the D&D Basic Rules, and helps mark the 40th anniversary of the publication of the game.

A cross-platform campaign—Tyranny of Dragons—begins in August/Gen Con, with a storyline impacting both tabletop and digital play.

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OVERVIEW

The first Dungeons & Dragons game was played back when Gary Gygax and Dave Arneson chose to personalize the massive battles of their fantasy wargames with the exploits of individual heroes. This inspiration became the first fantasy roleplaying game, in which players are characters in an ongoing fantasy story. This new kind of game has become immensely popular over the years, and D&D has grown to include many new ways to vividly experience worlds of heroic fantasy.

The core of D&D is storytelling. You and your friends tell a story together, guiding your heroes through quests for treasure, battles with deadly foes, daring rescues, courtly intrigue, and much more. You can also explore the world of Dungeons & Dragons through any of the novels written by its fantasy authors, as well as engaging board games and immersive video games. All of these stories are part of D&D.

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This is what a character sheet looks like in the game.

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Maybe work something with a photo of myself and cross it with a picture of my characters face?

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The first Dungeons & Dragons game was played back when Gary Gygax and Dave Arneson chose to personalize the massive battles of their fantasy wargames with the exploits of individual heroes. This inspiration became the first fantasy roleplaying game, in which players are characters in an ongoing fantasy story. This new kind of game has become immensely popular over the years, and D&D has grown to include many new ways to vividly experience worlds of heroic fantasy.

The core of D&D is storytelling. You and your friends tell a story together, guiding your heroes through quests for treasure, battles with deadly foes, daring rescues, courtly intrigue, and much more. You can also explore the world of Dungeons & Dragons through any of the novels written by its fantasy authors, as well as engaging board games and immersive video games. All of these stories are part of D&D.

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Taken from the rule book itself, the female versions of the races you can portray in the game.

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After narrowing down the choices, I have decided Dungeons and Dragons is the way to go due to the research and designing I can do based off this genre. I love the made up worlds that flow the creative juices and I love how everything works within just rolling a die or two to make the story go along.

Character creation is also fun and you find yourself relating to the character somewhat throughout the adventure because.. That guy or girl is you!

I feel that I can really do some good work using this as the basis of my brief, because I have many friends around me that can give acurrate descriptions as to why they enjoy the game and I can hopefully use that to help me secure some beautiful designs.

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Taken from the rule book itself, the male versions of the races you can portray in the game.

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This is the logo of the board games. While the design is considered simplistic, the & sign has a wonderful little dragon design and helps to emphasise the Dragons part of the game name. I love this as it does not make the logo busy, merely lets it be known there are A LOT of dragons in this game.

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Dungeons & Dragons (abbreviated as D&D[2] or DnD) is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson, and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game has been published by Wizards of the Coast (now a subsidiary of Hasbro) since 1997. It was derived from miniature wargames with a variation of the Chainmail game serving as the initial rule system.[3] D&D's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry.[4]

D&D departs from traditional wargaming and assigns each player a specific character to play instead of a military formation. These characters embark upon imaginary adventures within a fantasy setting. A Dungeon Master serves as the game's referee and storyteller, while maintaining the setting in which the adventures occur and playing the role of the inhabitants. The characters form a party that interacts with the setting's inhabitants (and each other). Together they solve dilemmas, engage in battles and gather treasure and knowledge.[4] In the process the characters earn experience points to become increasingly powerful over a series of sessions.

The early success of Dungeons & Dragons led to a proliferation of similar game systems. Despite this competition, D&D remains the market leader in the role-playing game industry.[5] In 1977, the game was split into two branches: the relatively rules-light game system of Dungeons & Dragons and the more structured, rules-heavy game system of Advanced Dungeons & Dragons (abbreviated as AD&D or ADnD).[1][2][6] AD&D 2nd Edition was published in 1989. In 2000, the original line of the game was discontinued and the AD&D version was renamed Dungeons & Dragons with the release of its 3rd edition with a new system. These rules formed the basis of the d20 System which is available under the Open Game License (OGL) for use by other publishers. Dungeons & Dragons version 3.5 was released in June 2003, with a (non-OGL) 4th edition in June 2008.[7][8] A 5th edition was released during the second half of 2014.[9]

As of 2004, Dungeons & Dragons remained the best-known[10] and best-selling[11] role-playing game, with an estimated 20 million people having played the game and more than US$1 billion in book and equipment sales.[12] The game has been supplemented by many pre-made adventures as well as commercial campaign settings suitable for use by regular gaming groups. Dungeons & Dragons is known beyond the game for other D&D-branded products, references in popular culture, and some of the controversies that have surrounded it, particularly a moral panic in the 1980s falsely linking it to Satanism and suicide.[13] The game has won multiple awards and has been translated into many languages beyond the original English.
- Taken from (https://en.wikipedia.org/wiki/Dungeons_%26_Dragons)

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Old style Dungeons and Dragons book cover

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Old style Dungeons and Dragons book cover

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Starting list of things I'm passionate about

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Starting list of things I'm passionate about

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Roleplaying
Dungeons and Dragons
Reading
Fanfiction
Writing
Gaming
Socializing
Drawing
Cosplay
Anime
Manga