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The game played out in a geographical area similar to the American south, a small frontier town in an arid landscape, a plantation and a swamp were present.

The dominant culture was also southern, most of the characters they met were pro-slavery and racists, although there were opponents present as well.

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Themes that became important during the adventure were friendship, family and racism. The characters came in situations which made them choose between religion, friends and material gains.

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Plot: This very loose game design makes it possible to tell many different stories.

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Plot: This very loose game design makes it possible to tell many different stories.

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The last game I played, was about a dwarf (Rhangrim - a former cheesemaker with a natural nack for sorcery) and his friends, trying to free Rhangrims sister from slavery.

They had to use trickery, force and persuation to enter the plantation in which she was held, and ended up starting a slave revolt to create an oppurtune moment to flee with the girl.

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The game is played around a table, using dice, your voice and imagination to create a world

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The game is played around a table, using dice, your voice and imagination to create a world

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The goal is for everyone to enjoy themselves, by impacting the world they are playing in.

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Later on, the game philosophy has changed

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Later on, the game philosophy has changed

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Now the game is often more about telling good stories, packed with interesting characters discovering a world and themselves

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Monsters filled the world, and the game was mainly about fighting them, and emerging from the dungeon more powerfull than before

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Monsters filled the world, and the game was mainly about fighting them, and emerging from the dungeon more powerfull than before

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The game was designed in the 1970's by Gary Gygax

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The game was designed in the 1970's by Gary Gygax

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He designed the game as a "dungeon crawl", which is a group of players trying to get from point A to point B to get a treasure