Wikipedysta:Buahaha/brudnopis/Dungeons & Dragons
Na podstawie tej wersji artykułu
Twórcy |
Gary Gygax, Dave Arneson; 4 Edycja: Rob Heinsoo, Andy Collins, James Wyatt i Mike Mearls |
---|---|
Wydawca | |
Data wydania |
1974 (D&D) |
Gatunek | |
Główny świat gry |
Greyhawk, Forgotten Realms, Planescape i inne |
Mechanika |
Dungeons & Dragons |
Używane kości |
k4, k6, k8, k10, k12, k20 |
Wydanie polskie | |
Wydawca | |
Strona internetowa |
Dungeons & Dragons, w skrócie D&D lub DnD[1] (ang. Lochy i Smoki) – fabularna gra fantasy zaprojektowana przez Gary'ego Gygaxa i Dave'a Arnesona, po raz pierwszy opublikowana w 1974 przez Tactical Studies Rules (TSR). Aktualnie grę wydaje Wizards of the Coast, przedsiębiorstwo zależne od Hasbro. Wywodzi się ona z miniaturowych gier figurkowych, jako wariant gry Chainmail zawierającej zbliżony system gry.[2] Publikacja D&D jest szeroko uznawana za początek nowoczesnych gier RPG i, co więcej, całego przemysłu role-playing.[3] Gracze D&D tworzą swoje postaci biorące udział w wyimaginowanych przygodach w scenerii fantasy. Mistrz Podziemi (lub Mistrz Gry) spełnia role prowadzącego rozgrywkę; opisuje rzeczywistość widziana przez poszczególne postaci i dba o porządek w trakcie rozgrywki, zajmuje się także sceneria gry. Podczas każdej sesji, gracze wysłuchują opisów otoczenia odgrywanych przez siebie postaci, a także dodatkowych informacji i potencjalnych wyborów od Mistrza Gry, następnie opisują reakcje postaci. Bohaterowie zwykle tworzą drużyny, które wzajemnie oddziałują na osoby zamieszkujące opisany świat (i siebie nawzajem). Wspólnie znajdują rozwiązania problemów, biorą odział w bitwach oraz zdobywają skarby i wiedzę.[3] Podczas gry postaci zyskują punkty doświadczenia, dzięki którym staja się coraz potężniejsze z sesji na sesje. D&D w przeciwieństwie do tradycyjnego wargaming przypisuje każdemu graczowi określoną fikcyjną postać, zamiast oddziału wojskowego. Miniaturowe figurki lub znaczniki, umieszczone na planszy z widoczna siatką, są często używane do przedstawienia tych bohaterów.
Wczesny sukces Dungeons & Dragons doprowadził do rozprzestrzenienia się podobnych systemów, takich jak Tunnels and Trolls,[4]Szablon:Rp Traveller i RuneQuest.[4]Szablon:Rp Pomimo konkurencji, D&D dominuje na rynku gier role-playing, silnie utrzymując swoją pozycję.[5] W 1977, gra została podzielona na 2 wersje: prostszą Dungeons & Dragons i bardziej złożoną Advanced Dungeons & Dragons (w skrócie AD&D lub ADnD[1]).[6] 2. Edycja AD&D została opublikowana w 1989. W 2000, prostsza wersja gry została wycofana i skomplikowana wersja gry została przemianowana na Dungeons & Dragons wraz z wydaniem jej 3 edycji.[7] W czerwcu 2003 wydano edycje 3.5. Aktualna wersja gry, Dungeons & Dragons – 4. Edycja, lub D&D4e, została opublikowana 6 czerwca 2008.[8]
Od 2006, Dungeons & Dragons pozostaje najpopularniejszą[9] i najlepiej sprzedającą się[10] grą RPG. Szacuje się, że 20 milionów osób grało w nią i wydało ponad miliard dolarów na książki oraz wyposażenie do niej.[11] Dungeons & Dragons poza grą jest znane z produktów marki D&D, odniesień w kulturze popularnej a także kontrowersji, które przyniosły grze rozgłos, szczególnie afera w latach osiemdziesiątych XX. wieku, fałszywie odwołujących D&D do satanizmu i samobójstwa.[12]
Przebieg rozgrywki
[edytuj | edytuj kod]Dungeons & Dragons is a structured yet open-ended role-playing game. It is normally played indoors with the participants seated around a table-top. Typically, each player controls only a single character, which represents an individual in a fictional setting.[13] As a group, these player characters (PCs) are often described as a ‘party’ of adventurers, with each member often having his or her own areas of specialty.[14] During the course of play, each player directs the actions of his or her character and its interactions with the other characters in the game.[15]Szablon:Rp[16] A game often continues over a series of meetings to complete a single adventure, and longer into a series of related gaming adventures, called a ‘campaign’.[17]
The results of the party's choices and the overall storyline for the game are determined by the Dungeon Master (DM) according to the rules of the game and the DM's interpretation of those rules.[18] The DM selects and describes the various non-player characters (NPCs) the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the players' choices and actions.[19][16] Encounters often take the form of battles with 'monsters'—a generic term used in D&D to describe potentially hostile beings such as animals or mythical creatures. The game's extensive rules—which cover diverse subjects such as social interactions,[20] magic use,[21] combat,[15]Szablon:Rp and the effect of the environment on PCs[22]—help the DM to make these decisions. The Dungeon Master may choose to deviate from the published rules[23] or make up new ones as he or she feels necessary.[24]
The most recent versions of the game's rules are detailed in three core rulebooks: The Player's Handbook, the Dungeon Master's Guide and the Monster Manual.[25],[15] A Basic Game boxed set contains abbreviated rules to help beginners learn the game.[26]
The only items required to play the game are the rulebooks, a character sheet for each player and a number of polyhedral dice. The current editions also assume, but do not require, the use of miniature figures or markers on a gridded surface, items that were optional in earlier editions.[27] Many optional accessories are available to enhance the game, such as expansion rulebooks, pre-designed adventures and various campaign settings.[28]
Mechanika gry
[edytuj | edytuj kod]Przed rozpoczęciem gry, każdy gracz tworzy swoją postać i zapisuje szczegóły (opisane niżej) na karcie postaci. Na początku, gracz wpisuje cechy bohatera:[29] Siłę, Budowę, Zręczność, Inteligencję, Roztropność, i Charyzmę. Każda edycja gry proponuje różnorodne metody przyznawania tych statystyk; od 4. Edycji, gracze zwykle przypisują poszczególne wartości cech z listy lub "kupują" je za punkty.[30] Następnie, gracz wybiera rasę (gatunek)postaci, taki jak np. człowiek lub elf, klasę (zajęcie; pełnioną funkcję) taką jak np. wojownik lub czarodziej, charakter (moralno-etyczne poglądy, które mogą składać się z określenia Dobry lub Zły, Chaotyczny lub Praworządny, a także wszelkie kombinacje ze słowem "Neutralny", np. Chaotyczny Neutralny (CN)), i wiele mocy, umiejętności i wyczynów to poprawiający podstawowe zdolności postaci.[31] Dodatkowy wątek poboczny, nieokreślony specyficznymi zasadami, jest także często używany do późniejszego rozwinięcia bohatera.[32]Szablon:Rp
Podczas gry, gracze opisują zaplanowane akcje swoich postaci, takie jak zadanie ciosu przeciwnikowi or lub otwarcie zamku wytrychem, i rozmawiają z MP in character—who następnie opisuje rezultat działania lub odpowiedź.[33] Błahe czynności, takie jak podniesienie listu lub otwarcie niezaryglowanych drzwi, są zwykle automatycznie uznawane za udane. Rezultaty bardziej złożonych lub ryzykownych działań są określane przez rzut kością.[16] Czynniki wpływające na wynik działania to atuty i umiejętności postaci i poziom trudności zadania.[15]Szablon:Rp W okolicznościach, w których bohater nie ma kontroli nad przebiegiem wydarzeń, takich jak uruchomienie pułapki lub działanie efektu magicznego lub rzucone jest zaklęcie, można użyć rzutu ratunkowego, aby określić czy otrzymane obrażenia są zredukowane lub udaje się ich uniknąć.[15]Szablon:Rp[34] W tym przypadku na szansę na odniesienie sukcesu ma klasa postaci, jej poziom i (w 3. Edycji) zdolności.[15]Szablon:Rp[35] Wraz z przebiegiem gry, każda postać rozwija się i zmienia z czasem, kiedy zdobywa doświadczenie. Bohaterowie zdobywają (a czasem też tracą) punkty doświadczenia (PD), umiejętności[36] i majątek, oraz mogą nawet zmienić sojusz[37] lub dodają poboczne klasy postaci.[15] Sposobem w jaki postaci rozwijają się jest zdobywanie punktów doświadczenia (PD, ang.XP/EXP), które ma miejsce gdy pokonają wroga lub wypełnią trudne zadanie.[38] Zdobycie odpowiedniej ilości PD pozwala postaci na awans na kolejny poziom, który zapewni bohaterowi poprawione zdolności klasowe, atuty i umiejętności.[15] Punkty doświadczenia można także stracić w niektórych okolicznościach, takich jak potyczki ze stworzeniami, które wysysają energię życiową, lub przez użycie pewnych magicznych mocy, wymagających zapłaty w PD.[39]
Hit points (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.[15]Szablon:Rp Death can also result from the loss of key ability scores[40] or character levels.[41] 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.[42]
Przygody, kampanie i warianty
[edytuj | edytuj kod]A typical Dungeons & Dragons game consists of an 'adventure', which is roughly equivalent to a single story.[43] The DM can either design an adventure on his or her own, or follow one of the many additional pre-made adventures (previously 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 PCs to achieve. Some also include location descriptions and handouts. Although a small adventure entitled 'Temple of the Frog' was included in the Blackmoor rules supplement in 1975,[44] the first stand-alone D&D module published by TSR was 1978’s Steading of the Hill Giant Chief, written by Gygax.[45]
A linked series of adventures is commonly referred to as a 'campaign'.[46] The locations where these adventures occur, such as a city, country, planet or an entire fictional universe, are also sometimes called 'campaigns' but are more correctly referred to as 'worlds' or 'campaign settings'.[47] D&D settings are based in various fantasy subgenres and feature varying levels of magic and technology.[48] Popular commercially published campaign settings for Dungeons & Dragons include Greyhawk, Dragonlance, Forgotten Realms, Mystara, Spelljammer, Ravenloft, Dark Sun, Planescape, Birthright and Eberron.[49] Alternatively, DMs may develop their own fictional worlds to use as campaign settings.
Miniaturowe figurki
[edytuj | edytuj kod]The 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 miniatures game for combat resolution.[50] By the publication of the 1977 game editions, combat was mostly resolved verbally. Thus miniatures were no longer required for game play, although some players continued to use them as a visual reference.[51]
In the 1970s, numerous companies began to sell miniature figures specifically for Dungeons & Dragons and similar games. In 1977, the British manufacturer Miniature Figurines Limited became the first company to partner with TSR and release miniatures under the official Dungeons and Dragons label.[52] Other licensed miniature manufacturers who produced official figures include Grenadier Miniatures (1980–1983),[53] Citadel Miniatures (1984–1986),[54] Ral Partha,[55] and TSR itself.[56] Most of these miniatures used the 25 mm scale, with the exception of Ral Partha’s 15 mm scale miniatures for the 1st edition Battlesystem.[57][58]
Periodically, Dungeons & Dragons has returned to its wargaming roots with supplementary rules systems for miniatures-based wargaming. Supplements such as Battlesystem (1985 & 1989)[59][60] and a new edition of Chainmail (2001)[61][62] provided rule systems to handle battles between armies by using miniatures.
Dungeons and Dragons 3rd Edition (2000) assumes the use of miniatures to represent combat situations in play, an aspect of the game that was further emphasized in the v3.5 revision. The Dungeons & Dragons Miniatures Game (2003) is sold as sets of plastic, randomly assorted, pre-painted miniatures, and can be used as either part of a standard Dungeons & Dragons game or as a stand-alone collectible miniatures game.[63]
Historia gry
[edytuj | edytuj kod]Geneza i wpływy
[edytuj | edytuj kod]The immediate predecessor of Dungeons & Dragons was a set of medieval miniature rules written by Jeff Perren. These were expanded by Gary Gygax, whose additions included a fantasy supplement, before the game was published as Chainmail. Dave Arneson used Chainmail to run games where players controlled a single character instead of an army, an innovation that inspired D&D.[2] </ref>
Many Dungeons & Dragons elements also appear in hobbies of the mid- to late twentieth century (though these elements also existed previously). Character-based role playing, for example, can be seen in historical reenactment[64] and improvisational theatre.[65] Game-world simulations were well-developed in wargaming. Fantasy milieus specifically designed for gaming could be seen in Glorantha’s board games among others.[4]Szablon:Rp Ultimately, however, Dungeons & Dragons represents a unique blending of these elements.
The theme of D&D was influenced by mythology, pulp fiction, and contemporary fantasy authors of the 1960s and 1970s. The presence of halflings, elves, dwarves, half-elves, orcs, dragons, and the like, often draw comparisons to the work of J.R.R. Tolkien. Gygax maintained that he was influenced very little by The Lord of the Rings (although the owners of that work’s copyright forced the name changes of hobbit to 'halfling', ent to 'treant', and balrog to 'Type VI demon [balor]'), stating that he included these elements as a marketing move to draw on the popularity of the work.[66][67]
The magic system, in which wizards memorize spells that are used up once cast (and must be re-memorized the next day), was heavily influenced by the Dying Earth stories and novels of Jack Vance.[68] The original alignment system (which grouped all players and creatures into ‘Law’, ‘Neutrality’ and ‘Chaos’) was derived from the novel Three Hearts and Three Lions by Poul Anderson.[69] A troll described in this work also influenced the D&D definition of that monster.[67]
Other influences include the works of Robert E. Howard, Edgar Rice Burroughs, A. Merritt, H. P. Lovecraft, Fritz Leiber, L. Sprague de Camp, Fletcher Pratt, Roger Zelazny, and Michael Moorcock.[70] Monsters, spells, and magic items used in the game have been inspired by hundreds of individual works ranging from A. E. van Vogt’s “The Destroyer” (the Displacer Beast), Lewis Carroll’s “Jabberwocky” (vorpal sword) to the Book of Genesis (the clerical spell ‘Blade Barrier’ was inspired by the “flaming sword which turned every way” at the gates of Eden).[69]
Historia edycji
[edytuj | edytuj kod]Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming practices can make it difficult to distinguish between the different editions.
The original Dungeons and Dragons, now referred to as OD&D was a small box set of three booklets published in 1974.[71] It was amateurish in production and written from a perspective that assumed the reader was familiar with wargaming. Nevertheless it exploded in popularity, first among wargamers and then expanding to a more general audience of college and high school students. This first set went through many printings and was supplemented with several official additions, such as the original Greyhawk and Blackmoor supplements (both 1975[4]Szablon:Rp), as well as magazine articles in TSR’s official publications and countless fanzines.
Obustronna strategia
[edytuj | edytuj kod]In 1977, TSR created the first element of a two-pronged strategy that would divide the D&D game for over two decades. A Basic Dungeons & Dragons boxed set was introduced[72] to clean up the presentation of the essential rules, make the system understandable to the general public, and placed in a package that could be stocked in toy stores. In 1978 Advanced Dungeons & Dragons (AD&D) was published,[72] which brought together the various published rules, options and corrections, then expanded them into a definitive, unified game for hobbyist gamers. The basic set directed players who exhausted the possibilities of that game to switch to the advanced rules.
Unfortunately, almost from its inception, differences of design philosophy caused this dual marketing approach to go awry. Gygax, who wrote the advanced game, wanted an expansive game with rulings on any conceivable situation which might come up during play. J. Eric Holmes, the editor of the basic game, preferred a lighter tone with more room for personal improvisation. As a result, the basic game included many rules and concepts which contradicted comparable ones in the advanced game. Confusing matters further, the original D&D boxed set remained in publication until 1979, since it remained a healthy seller for TSR.[4]Szablon:Rp
Advanced Dungeons & Dragons (or AD&D) was designed to create a tighter, more structured game system than the loose framework of the original game.[73] While seen by many as a revision of D&D,[7] AD&D was at time declared to be "neither an expansion nor a revision of the old game, it is a new game".[73] The AD&D game was not intended to be directly compatible with D&D and it required some conversion to play between the rule sets.[74] The term Advanced described the more complex rules and did not imply "for higher-level gaming abilities". Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the 'core rulebooks', were released: the Player’s Handbook (PHB),[32] the Dungeon Master’s Guide (DMG),[75] and the Monster Manual (MM).[76] Several supplementary books were published throughout the 1980s, notably Unearthed Arcana (1985)[77] that included a large number of new rules.[72]
Edycje poprawione
[edytuj | edytuj kod]In 1981 Basic Dungeons & Dragons was revised by Tom Moldvay. However, the rules for the Dungeons & Dragons game continued to diverge and it became a separate and distinct product from TSR’s flagship game, AD&D. This game was promoted as a continuation of the original D&D tone, whereas AD&D was an advancement of the mechanics.[73] Although simpler overall than the 'Advanced' game, it included rules for some situations not covered in AD&D. There were five sets: Basic (1977, revised in 1981 and again in 1983),[78] Expert (1981, revised in 1983),[79] Companion (1983),[80] Master (1985),[81] and Immortals (1986, 1991).[82] Each set covered game play for more powerful characters than the previous.[83] The first four sets were later compiled as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia (1991).[84]
Advanced Dungeons & Dragons 2nd Edition, sometimes referred to as AD&D2 or 2nd Ed, was published in 1989,[72] again as three core rulebooks; the primary designer was David "Zeb" Cook.
The Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder that was replaced by the hardcover Monstrous Manual in 1993. In 1995, the core rulebooks were slightly revised and a series of Player’s Option manuals were released as optional core rulebooks.[72] Although still referred to by TSR as the 2nd Edition,[85] this revision is seen by some fans as a distinct edition of the game and is sometimes referred to as AD&D 2.5.[86][87]
The release of AD&D2 deliberately excluded some aspects of the game that had attracted negative publicity. References to demons and devils, sexually suggestive artwork, and playable, evil-aligned character types—such as assassins and half-orcs—were removed.[88] The edition moved away from a theme of 1960's and 1970's "sword and sorcery" fantasy fiction to a mixture of medieval history and mythology.[89] The rules underwent minor changes, including the addition of non-weapon proficiencies—skill-like abilities that originally appeared in 1st Edition supplements. The game's magic spells were divided into schools and spheres.[90] A major difference was the promotion of various game settings beyond that of traditional fantasy. This included blending fantasy with other genres, such as horror (Ravenloft), science fiction (Spelljammer), and apocalyptic (Dark Sun), as well as alternative historical and non-European mythological settings.[91]
Wizards of the Coast
[edytuj | edytuj kod]In 1997, a near-bankrupt TSR was purchased by Wizards of the Coast. Following three years of development, Dungeons & Dragons 3rd Edition was released in 2000.[92] This game is referred to as D&D3 or 3E and is not to be confused with the 1983 edition of the basic D&D game. The new release folded the Basic and Advanced lines back into a single unified game. It was the largest revision of the D&D rules to date, and also served as the basis for a multi-genre role-playing system designed around 20-sided dice, called the d20 System.[93] The 3rd Edition rules were designed to be internally consistent and less restrictive than previous editions of the game, allowing players more flexibility to create the characters they wanted to play.[94] Skills and feats were introduced into the core rules to encourage further customization of characters.[95] The new rules also standardized the mechanics of action resolution and combat.[15]Szablon:Rp
In 2003, Dungeons & Dragons v.3.5, also known as Revised 3rd Edition or D&D3.5, was released as a revision of the 3rd Edition rules. This release incorporated hundreds of rule changes, mostly minor, and expanded the core rulebooks.[15]Szablon:Rp
Dungeons & Dragons 4th Edition was announced at Gen Con in August 2007, and the initial three core books were released June 6, 2008.[8] 4th Edition brought many fundamental rules changes, including restructuring many character abilities into 'Powers'. This especially altered the spell-using classes by adding abilities that could be used at will or per encounter as well as per day, while in previous versions they were limited to a certain number of spells per day. It provided parallel sets of options for nonmagical classes that had previously had very limited options. In other respects, 4th Edition streamlined the game into a much more simplified form. In addition to printing the books, Wizards of the Coast is also releasing other supplementals virtually through the Wizards website,[96][97][98] including the capability for online play via a virtual 3-D tabletop.[99]
Uznanie i wpływ gry
[edytuj | edytuj kod]Beginning with a French language edition in 1982, Dungeons & Dragons has been translated into many languages besides the original English.[72][1] By 2004, more than US$1 billion has been spent on Dungeons & Dragons products, and the game has been played by more than 20 million people.[11] As many as 6 million people played the game in 2007.[99]
The various editions of Dungeons & Dragons have won many Origins Awards, including All Time Best Roleplaying Rules of 1977, Best Roleplaying Rules of 1989 and Best Roleplaying Game of 2000 for the three flagship editions of the game.[100] Both Dungeons & Dragons and Advanced Dungeons & Dragons are Origins Hall of Fame Games inductees as they were deemed sufficiently distinct to merit separate inclusion on different occasions.[101] The independent Games magazine placed Dungeons & Dragons on their Games 100 list from 1980 through 1983, then entered the game into the magazine’s Hall of Fame in 1984.[4]Szablon:Rp[102]
Dungeons & Dragons was the first modern role-playing game and it established many of the conventions that have dominated the genre.[103] Particularly notable are the use of dice as a game mechanic, character record sheets, use of numerical attributes and gamemaster-centered group dynamics.[104] Within months of Dungeons & Dragons’s release, new role-playing game writers and publishers began releasing their own role-playing games, with most of these being in the fantasy genre. Some of the earliest other role-playing games inspired by D&D include Tunnels and Trolls (1975),[4]Szablon:Rp Empire of the Petal Throne (1975) and Chivalry and Sorcery (1976).[105]
The role-playing movement initiated by D&D would lead to release of the science fiction game Traveller (1977) and fantasy game RuneQuest (1978), and subsequent game systems such as Chaosium’s Call of Cthulhu (1981), Champions (1982), GURPS (1986)[106] and Vampire: The Masquerade (1992).[107][4]Szablon:Rp Dungeons & Dragons and the games it influenced also fed back into the genre’s origin—miniatures wargames—with combat strategy games like Warhammer Fantasy Battles.[108] D&D also had a large impact on modern video games.[109]
Director Jon Favreau credits Dungeons & Dragons with giving him "...a really strong background in imagination, storytelling, understanding how to create tone and a sense of balance." [110]
Licencje
[edytuj | edytuj kod]Early in the game’s history, TSR took no action against small publishers' production of D&D compatible material. This attitude changed in the mid 1980s when TSR revoked these rights (even from publishers they had earlier officially licensed, such as Judges Guild),[111] and took legal action to prevent others from publishing compatible material. This angered many fans and led to resentment by the other gaming companies.[4]Szablon:Rp TSR itself also ran afoul of intellectual property law in several cases.[112][113]
With the launch of Dungeons & Dragons’s 3rd Edition, Wizards of the Coast made the d20 System available under the Open Game License (OGL) and d20 Trademark License. Under these licenses, authors are free to use the d20 System when writing games and game supplements.[114] The OGL and d20 Trademark License also made possible new games, some based on licensed products like Star Wars, and also new versions of older games, such as Call of Cthulhu.
During the 2000s, there has been a trend towards recreating older editions of D&D. Necromancer Games, with its slogan “Third Edition Rules, First Edition Feel”[115] and Goodman Games ‘Dungeon Crawl Classics’ range[116] are both examples of this in material for d20 System. Other companies have created complete game systems based on earlier editions of D&D. An example is HackMaster (2001) by Kenzer and Company, a licensed, non-OGL, semi-satirical follow-on to 1st and 2nd Edition.[117] Castles & Crusades (2005), by Troll Lord Games, is a reimagining of early editions by streamlining rules from OGL[118] that was supported by Gary Gygax prior to his death.[119]
With the release of the fourth edition, Wizards of the Coast has introduced its Game System License, which represents a significant restriction compared with the very open policies embodied by the OGL. In part as a response to this, some publishers (such as Paizo Publishing with its Pathfinder RPG) who previously produced materials in support of the D&D product line, have made the decision to continue supporting the 3rd Edition rules, thereby competing directly with Wizards of the Coast.[120] [121]
Kontrowersje i zła sława
[edytuj | edytuj kod]At various times in its history, Dungeons & Dragons has received negative publicity, in particular from some Christian groups, for alleged promotion of such practices as devil worship, witchcraft, suicide, and murder, and for naked breasts in drawings of female humanoids in the original AD&D manuals (mainly monsters such as Harpies, Succubi, etc.).[12][122] These controversies led TSR to remove many potentially controversial references and artwork when releasing the 2nd Edition of AD&D.[88] Many of these references, including the use of the names ‘devils’ and ‘demons’, were reintroduced in the 3rd edition.[123] The moral panic over the game also led to problems for fans of D&D who faced further social ostracism, unfair treatment and false association with the occult and Satanism, regardless of an individual fan’s actual religious affiliation and beliefs.[124]
Dungeons & Dragons has also been the subject of unsubstantiated rumors regarding players having difficulty separating fantasy and reality, even leading to psychotic episodes.[125] The most notable of these was the saga of James Dallas Egbert III,[126] which was fictionalized in the novel Mazes and Monsters and later made into a TV movie.[127][122] The game was also blamed for some of the actions of Chris Pritchard, who was convicted in 1990 of murdering his stepfather. Research by various psychologists,[128] the first being that of Armando Simon, have concluded that no harmful effects are related to the playing of D&D.[129]
The game’s commercial success was a factor that led to lawsuits regarding distribution of royalties between original creators Gygax and Arneson.[130][131] Gygax later became embroiled in a political struggle for control of TSR which culminated in a court battle and Gygax’s decision to sell his ownership interest in the company in 1985.[132]
Powiązane produkty
[edytuj | edytuj kod]D&D’s commercial success has led to many other related products, including Dragon Magazine, Dungeon Magazine, an animated television series, a film series, an official role-playing soundtrack and computer games such as the MMORPG Dungeons & Dragons Online: Stormreach. Hobby and toy stores sell dice, miniatures, adventures and other game aids related to D&D and its game offspring.
Odwołania w kulturze masowej
[edytuj | edytuj kod]As the popularity of D&D grew throughout the late 1970s and 1980s, the game was referenced more and more in popular culture. Numerous games, films and cultural references based on D&D or D&D-like fantasies, characters or adventures have been ubiquitous since the end of the 1970s. Typically, though by no means exclusively, D&D players are portrayed derogatively as the epitome of geekdom.[133] References to the game are used as shorthand to establish characterization or provide the punch line of a joke.[134][135] Many players, irritated with this stereotype,[136] embrace the fact that professional basketball player Tim Duncan, comedian Stephen Colbert, musician Moby, and actors Vin Diesel, Matthew Lillard, Mike Myers, Patton Oswalt, Wil Wheaton and Robin Williams have made their D&D hobbies public.[137][138][139][140][141][142]
Zobacz też
[edytuj | edytuj kod]- OSRIC (Old School Reference & Index Compilation), an attempt to re-issue the rules for First Edition AD&D while complying with the Open Gaming License.
Przypisy
[edytuj | edytuj kod]- ↑ a b c Dungeons & Dragons - najczęściej zadawane pytania. [dostęp 3 października 2008]. (ang.).
- ↑ a b Jon Birnbaum: Wywiad z Garym Gygaxem. [dostęp 1 marca 2007]. (ang.).
- ↑ a b Introduction: Fantasy Games, Gaming Cultures, and Social Life. W: Williams, J. P.; Hendricks, S. Q.; Winkler, W. K.: Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. McFarland & Company: Oxford University Press, 2006. ISBN 0-7864-2436-2. (ang.).
- ↑ a b c d e f g h i Lawrence Schick: Heroic Worlds: A History and Guide to Role-Playing Games. Amherst, New York: Prometheus Books. ISBN 0-87975-653-3. (ang.).
- ↑ Monte Cook, były projektant D&D i niezależny wydawca, opisuje zasięg dominacji D&D w tych słowach: "Szczerze, różnica w sprzedaży między Wizards a wszystkimi innymi producentami gier role-playing jest tak przytłaczająca, ze nawet stwierdzenie ze stanowią one 'przemysł RPG' może być szczodre." Monte Cook: The Open Game License as I See It, Part II. [dostęp 15 marca 2007].
- ↑ Gary Gygax. From the Sorcerer’s Scroll: D&D, AD&D and Gaming. „The Dragon #26”. nr 12 (III), s. 28–30, czerwiec 1979. TSR Hobbies. (ang.).
- ↑ a b Peter Adkison "What to Name it?" w Third Edition rozdział Johnson et al. (2004:253)
- ↑ a b "6 czerwca wydano podręczniki do 4. Edycji w języku angielskim: Podręcznik Gracza, Przewodnik Mistrza Podziemi i Księga Potworów." Bill Slavicsek: Ampersand: Exciting News!. 19 października 2007. [dostęp 22 października 2007].
- ↑ według ankiety z 1999 przeprowadzonej w USA, 6% ankietowanych w wieku od 12 do 35 lat grało w RPG. Spośród grających regularnie, dwie trzecie gra w D&D. Ryan S. Dancey. Adventure Game Industry Market Research Summary (RPGs). , 7 lutego 2000. Wizards of the Coast. [dostęp 23 lutego 2007].
- ↑ Produkty marki Dungeons & Dragons stanowiły ponad 50% spośród wszystkich artykułów RPG sprzedanych w 2005 roku.Kenneth Hite: State of the Industry 2005: Another Such Victory Will Destroy Us. 30 marca 2006. [dostęp 21 lutego 2007]. (ang.).
- ↑ a b Darren Waters: What happened to Dungeons and Dragons?. 26 kwietnia 2006. [dostęp 21 lutego 2007]. (ang.).
- ↑ a b imię Waldron. Role-Playing Games and the Christian Right: Community Formation in Response to a Moral Panic. „The Journal of Religion and Popular Culture”, wiosna 2005. Department of Religious Studies and Anthropology, The University of Saskatchewan. [dostęp 27 lutego 2007].
- ↑ Sometimes, if there are not enough players, one may control multiple characters. The Basic Game suggests, “If there are characters left over, some players may play more than one (but they don't have to)”. (Tweet 2004) Read This First sheet.
- ↑ (Slavicsek & Baker 2005:268) Chapter 21:Roleplaying and Working Together
- ↑ a b c d e f g h i j k Jonathan Tweet, Monte Cook, Skip Williams: Player’s Handbook v.3.5. revised by Andy Collins. Wizards of the Coast, 2003. ISBN 0-7869-2886-7. Błąd w przypisach: Nieprawidłowy znacznik
<ref>
; nazwę „tweet2003” zdefiniowano więcej niż raz z różną zawartością - ↑ a b c The Role-Playing Game and the Game of Role-Playing. W: Waskul, Dennis D.; Williams, J. P.; Hendricks, S. Q.; Winkler, W. K.: Gaming as Culture, Essays on Reality, Identity and Experience in Fantasy Games. McFarland & Company: Oxford University Press, 2006. ISBN 0-7864-2436-2.
- ↑ “Encounters are to adventures what adventures are to campaigns” (Cook 2003:129) Introduction of Chapter Five: Campaigns
- ↑ (Cook 2003:4) The Dungeon Master
- ↑ (Slavicsek & Baker 2005:293) Chapter 23: Running the Game
- ↑ (Cook 2003:98) Urban Adventures
- ↑ (Gygax 1979:114) Magical Research
- ↑ Kim Mohan: Wilderness Survival Guide. TSR, 1986. ISBN 088038-291-0.
- ↑ (Cook 2003:4) The purpose of sidebars
- ↑ (Tweet 2004:32) Make It Up
- ↑ The v.3.5. versions of these three books
- ↑ As of 2007 there have been two version of the basic game. Both contained a cut down, introductory version of the D&D v.3.5 rules, miniatures, dice and dungeon map tiles with a 1" grid (Tweet 2004) and (Slavicsek & Sernett 2006).
- ↑ What Is D&D?. [dostęp 2007-02-21].
- ↑ (Slavicsek & Baker 2005:363) Chapter 30: The Ten Best Dungeon Master Resources
- ↑ Pierwotnie w grze używało się 3k6 (3 rzuty kością sześcienną)(Gygax & Arneson 1974) i było to kontynuowane jako standard, ale występowały również odstępstwa od tej zasady (Gygax 1979:11), w 3. Edycji zwykle "rzuca się 4 razy k6 i odrzuca najniższy wynik, pozostałe 3 są sumowane". (Tweet 2000:4).
- ↑ Stosuje się standard dotyczący kolejności punktów cech; 3 cechy fizyczne przed cechami umysłowymi. Przed 2. Edycją (AD&D) zawsze stosowało się następującą kolejność: Siła, Inteligencja, Roztropność, Zręczność, Budowa, i Charyzma.
- ↑ (Heinsoo, Collins, Wyatt 2008:4) Podstawy Tworzenia Postaci
- ↑ a b Gary Gygax: Podręcznik Gracza. TSR, 1978. ISBN 0-935696-01-6.
- ↑ (Tweet 2004:24) Exploring
- ↑ "Zazwyczaj, kiedy jest się celem niecodziennego lub magicznego ataku, wykonuje się rzut ratunkowy do uniknięcia lub zredukowania efektu." There is Identyczny język występuje w sekcji Rzut ratunkowy w (Tweet 2000:119).
- ↑ Sekcja pod tytułem Rzuty ratunkowe w (Tweet 2000:119–120).
- ↑ (Cook 2003:197) Jak postaci wzmacniają się
- ↑ Wczesne edycje nie zezwalały lub miały surowe kary za zmianę sojuszu (Gygax 1979a:24), ale nowsze wersje gry dopuszczają więcej zmian. (Cook 2003:134)
- ↑ (Gygax 1979:84) Doświadczenie
- ↑ (Cook 2003:46) Kary w Punktach Doświadczenia
- ↑ (Cook 2003:289) Ability Score Loss
- ↑ (Cook 2003:296) Level Loss
- ↑ (Cook 2003:41) Character Death
- ↑ (Cook 2003:43) Chapter Three: Adventures
- ↑ Dave Arneson: Dungeons & Dragons Supplement II: Blackmoor. Lake Geneva, Wisconsin: TSR Games, January 1, 1975, s. 60 p. ISBN 0-00-730280-0. [dostęp 2007-08-02].
- ↑ Allen Rausch: Gary Gygax Interview—Part 2. August 16, 2004. [dostęp 2007-08-02]. —Steading of the Hill Giant Chief was the first module of the three-part ‘Against the Giants’ series.
- ↑ “A D&D campaign is an organized framework ... to provide a realistic setting for a series of fantastic adventures.” (Schend et al. 1991:256)
- ↑ “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 2003:129)
- ↑ (Williams 1995:45) Properties of Worlds
- ↑ Greyhawk, Dragonlance, Forgotten Realms, Mystara, Spelljammer, Ravenloft, Dark Sun and Planescape are the campaign settings given their own chapter in Johnson et al. (2004). Eberron was only released in 2004 and, as of 2007, is one of two campaign settings, the other being Forgotten Realms, still actively supported with new releases by Wizards of the Coast.
- ↑ (Johnson et al. 2004:23)
- ↑ The first Dungeon Masters Guide gave only a quarter of a page out of a total 240 pages to discussing the option use of miniatures. (Gygax 1979:10) Use of Miniature Figures with the Game.
- ↑ Robert Beattie: A Timeline of the Historical Miniatures Wargaming Hobby. [dostęp 2006-06-08].
- ↑ Thomas Pope: Grenadier Models, Advanced Dungeons and Dragons. March 25, 2004. [dostęp 2007-02-21].
- ↑ Richard Scott: Otherworld, The Citadel AD&D Miniatures Range. [dostęp 2007-02-21].
- ↑ Thomas Pope: Ral Partha. February 27, 2000. [dostęp 2007-02-28].
- ↑ Thomas Pope: TSR—AD&D. November 5, 1999. [dostęp 2007-02-28].
- ↑ For a list the 15 mm Ral Partha Battlesystem figures see Jeff Moore: 15mm Scale Fantasy Figures. [dostęp 2007-03-17].
- ↑ For a photographic example of a 15 mm Ral Partha Battlesystem figure see Mike McCuen: 15mm BATTLESYSTEM PALADIN 1994. 2002. [dostęp 2007-03-17].
- ↑ Douglas Niles: Battlesystem: Fantasy Combat Supplement. TSR, 1985. ISBN 0-88038-343-7.
- ↑ Douglas Niles: Battlesystem. TSR, 1989. ISBN 0-88038-770-X.
- ↑ Jonathan Tweet, Chris Pramas, Mike McVey: Rulebook: Dungeons & Dragons Chainmail Game. Wizards of the Coast, 2001.
- ↑ Staff: List of Winners. 2001. [dostęp 2007-09-01].
- ↑ Jonathan Tweet: What Are D&D Miniatures?. May 20, 2004. [dostęp 2007-02-28].
- ↑ Scott Berg: Battlefield of Dreams. October 19, 2001. [dostęp 2007-08-12]. —by way of example.
- ↑ Szablon:Cite conference
- ↑ Rob Kuntz. Tolkien in Dungeons & Dragons. „The Dragon #13”. No. 7, s. 8, April 1978. TSR Hobbies, Inc..
- ↑ a b Gary Gygax. On the influence of J.R.R. Tolkien on the D&D and AD&D games. „Dragon #95”. No. 10, s. 12–13, March 1985. TSR Hobbies, Inc.. ISSN 0279-6848.
- ↑ Gary Gygax. The Dungeons and Dragons Magic System. „The Strategic Review”. No. 2, s. 3, April 1976. TSR Hobbies, Inc..
- ↑ a b Aardy R. DeVarque: Literary Sources of D&D. [dostęp 2007-02-21].
- ↑ The first seven listed here are the “most immediate influences”. (Gygax 1979a:224) Appendix N: Inspirational and Educational Reading
- ↑ (Gygax & Arneson 1974)
- ↑ a b c d e f Staff: The History of TSR. 2003. [dostęp 2007-08-14].
- ↑ a b c Gary Gygax. D&D, AD&D and Gaming. „The Dragon #26”. No. 12, s. 29–30, June 1979. TSR. ISSN 1062-2101.
- ↑ (Schend et al. 1991:291) Appendix 2: AD&D Game Conversions
- ↑ (Gygax 1979a)
- ↑ (Gygax 1977)
- ↑ (Gygax 1985)
- ↑ (Gygax & Arneson 1977, 1981a & 1983a)
- ↑ (Gygax & Arneson 1981b & 1983b)
- ↑ (Mentzer 1985)
- ↑ (Gygax & Mentzer 1985)
- ↑ (Mentzer 1986) & (Allston 1992),
- ↑ Gary Gygax. Dungeons & Dragons: What Is It and Where Is It Going?. „The Dragon #21”. No. 8, s. 29–30, December 1978. TSR. ISSN 1062-2101.
- ↑ (Schend et al. 1991)
- ↑ “This is not AD&D 3rd edition” Winter, Steven (1995-02-06) 'Foreword' in David Cook: Player’s Handbook. Wyd. Revised Edition. TSR, 1995. ISBN 0-7869-0329-5.
- ↑ AD&D Player’s Handbook 2.5 PDF. [w:] Store [on-line]. [dostęp 2007-04-03].
- ↑ For example: Hiryu: 2E vs. Revised. [w:] Store [on-line]. December 7, 2003. [dostęp 2007-04-03].
- ↑ a b James M Ward. The Games Wizards: Angry Mothers From Heck (And what we do about them). „Dragon Magazine #154”. No. 9, s. 9, February 1990. ISSN 0279-6848. ISBN 0-88038-865-X
- ↑ (Cook 1989b:25-41)
- ↑ Joel A Hahn, Lawrence ‘DMGorgon’ Mead, Ian Malcomson, Wizards of the Coast Staff: Dungeons & Dragons FAQ. 2003. [dostęp 2007-04-03].
- ↑ (Pryor 1993)
- ↑ Adkison, Peter Third Edition chapter in Johnson et al. (2004:250) “After ... the idea of acquiring TSR began to swim in my mind it took me maybe thirty seconds to decide, We’ve got to do a third edition of Dungeons & Dragons.”
- ↑ Adkison, Peter Third Edition chapter in Johnson et al. (2004:273) D20 and the Open Gaming License
- ↑ Adkison, Peter Third Edition chapter in Johnson et al. (2004:255–263) Design Philosophy
- ↑ Countdown to 3rd Edition: Feats and Fighters. „Dragon #270”. No. 11, s. 30–31, April 2000. Wizards of the Coast. ISSN 1062-2101.
- ↑ Dungeons & Dragons Flashes 4-ward at Gen Con. August 16, 2007. [dostęp 2007-08-19].
- ↑ Anonymous: Dungeons & Dragons 4th Edition: Part 1. August 16, 2007. [dostęp 2007-08-18].
- ↑ Staff: Wizards of the Coast at Gen Con!. 2007. [dostęp 2007-08-18].
- ↑ a b Peter Svensson: Dungeons & Dragons reborn. 2008-07-21. [dostęp 2008-11-17].
- ↑ Staff: Archive of List of Origins Award Winners. 2006. [dostęp 2007-02-22]. —select year on right of page.
- ↑ Staff: Hall of Fame. 2006. [dostęp 2007-07-06].
- ↑ Staff: Hall of Fame. 2007. [dostęp 2007-08-13].
- ↑ “Although we have come a long way since D&D, the essential concept is still the same, and is one that will endure.” Steve Darlington. A History of Role-Playing Part IX: The End and The Beginning. „Places to Go, People to Be”. Issue 9, August 1999. Places to Go, People to Be. [dostęp 2007-04-03].
- ↑ Andrew Rilstone: Role-Playing Games: An Overview. 1994. [dostęp 2007-04-04].
- ↑ Gary Alan Fine: Shared Fantasy: Role Playing Games as Social Worlds. New York: University of Chicago Press, 2002, s. 16–19. ISBN 0-226-24944-1.
- ↑ Steven Darlington. A History of Role-Playing Part V: The Power and the Glory. „Places to Go, People to Be”. Issue 5, November 1998. Places to Go, People to Be. [dostęp 2007-02-28].
- ↑ Steven Darlington. A History of Role-Playing Part VIII: Dark Times. „Places to Go, People to Be”. Issue 8, June 1999. Places to Go, People to Be. [dostęp 2007-02-28].
- ↑ RJ Grady: In Genre: THE DUNGEON. August 4, 2004. [dostęp 2007-04-05].
- ↑ Staff: How Dungeon & Dragons shaped the modern videogame. [w:] PC Gamer [on-line]. February 8, 2007. [dostęp 2007-04-03].
- ↑ Geoff Boucher: Jon Favreau is the action figure behind 'Iron Man'. [w:] Los Angeles Times [on-line]. 2008-05-05. [dostęp 2008-05-17].
- ↑ Bledsaw Bob. From the Sorcerer’s Scroll: What has Judges Guild done for Dungeons and Dragons. „The Dragon #27”. No. 1, s. 10–11, July 1979. TSR Hobbies, Inc..
- ↑ Copyright conflicts with the Tolkien Estate lead to removal of references to Hobbits, Ents and others. Hallford, N.; Hallford, J.: Swords & Circuitry: A Designer’s Guide to Computer Role Playing Games. Wyd. First edition. Thomson Course Technology PTR, 2001, s. 39. ISBN 0-7615-3299-4.
- ↑ Disputes over licenses led to an agreement for Chaosium to use the Thieves' World license in exchange for allowing TSR to legally publish the Cthulhu and Melniboné mythoi in Deities & Demigods. See: Shannon Appelcline: Chaosium: 1975–Present. [w:] A Brief History of Game [on-line]. 2006. [dostęp 2007-08-13].
- ↑ Staff: The d20 System. [dostęp 2007-08-14].
- ↑ Staff: D20 Products with 3rd Edition Rules, 1st Edition Feel. 2007. [dostęp 2007-08-21].
- ↑ Dungeon Crawl Classics. [dostęp 2007-03-20].
- ↑ Mike Thorn: Review of Hackmaster 4th Edition. June 9, 2006. [dostęp 2007-03-19].
- ↑ “Castles & Crusades is a fantasy RPG, clearly based upon the first edition of AD&D but with streamlined d20-like rules.”Mythmere: Castles & Crusades Players Handbook (4.6 stars). [dostęp 2007-03-19].
- ↑ Gary Gygax was writing an entire line of Castle Zagyg products for Castles & Crusades.Castle Zagyg Product Page. [dostęp 2007-03-19].
- ↑ Staff: Paizo Publishing® Announces the Pathfinder RPG™. 2008-03-18. [dostęp 2008-11-21].
- ↑ Chris Pramas: Green Ronin and Fourth Edition D&D. 2008-07-14. [dostęp 2008-11-20].
- ↑ a b Paul Cardwell, Jr. The Attacks on Role-Playing Games. „Skeptical Inquirer”. 2, s. 157–165, 1994. [dostęp 2007-08-04].
- ↑ (Williams 2000:41,47)
- ↑ Kenneth A. Gagne: Moral Panics Over Youth Culture and Video Games. April 27, 2001. [dostęp 2007-08-27].
- ↑ Steve Darlington. A History of Role-Playing Part IV: Part Four: Hell and High Finance. „Places to Go, People to Be”. Issue 4, August 1998. [dostęp 2007-04-03].
- ↑ Shaun Hately. The Disappearance of James Dallas Egbert III (Part I). „Places to Go, People to Be”. Issue 6, February 1999. [dostęp 2007-02-21].
- ↑ John O'Connor: TV: 'Mazes and Monsters,' Fantasy. December 28, 1982. [dostęp 2007-08-04].
- ↑ William Svitavsky. Geek Culture: An Annotated Interdisciplinary Bibliography. „The Bulletin of Bibliography”. 2, s. 101–108, June 2001. [dostęp 2008-11-25].
- ↑ Armando Simon. Emotional Stability Pertaining to Dungeons and Dragons. „Psychology in the Schools”. 4, s. 329–332, October 1987.
- ↑ Staff. Interview with Dave Arneson. „Pegasus”. Issue 1, April/May 1981. Judges Guild. [dostęp 2007-02-23].
- ↑ Allen Rausch: Dave Arneson Interview. August 19, 2004. [dostęp 2007-02-23].
- ↑ Gary Gygax: Gygax FAQ. [dostęp 2006-07-04].
- ↑ Latasha Currell: Dungeons and Dragons—30 Years and Going Strong. [w:] The Golden Gate [X]Press Online [on-line]. September 1, 2004. [dostęp 2007-04-03].
- ↑ Bill Gates Grants Self 18 Dexterity, 20 Charisma. „The Onion”. 21, June 18, 1997. Onion, Inc. [dostęp 2007-04-03].
- ↑ Szablon:Cite video
- ↑ Tara Roberts: ‘D&D’ players defy stereotypes. [w:] The Argonaut [on-line]. September 13, 2005. [dostęp 2007-04-03].
- ↑ Briggs, Jerry, "Duncan's unusual hobby and more unusual request", San Antonio Express-News (Texas), 30 November 1997.
- ↑ Diesel contributed the introduction, and both Colbert and Wheaton page long personal reflections to Johnson et al. (2004)
- ↑ Diesel, Williams, Moby, Lillard, Colbert: Steve Shanafelt. The growing chic of geek: How turning 30 made Dungeons & Dragons feel young again. „Mountain Xpress”. 14, November 2, 2005. [dostęp 2007-08-04].
- ↑ Diesel, Colbert, Lillard: Wayne Tonjes: Interview with Charles Ryan on the 2005 Worldwide Dungeons & Dragons Game Day. October 19, 2005. [dostęp 2007-08-04].
- ↑ Oswalt: Steven Leckart. Ratatouille Star Patton Oswalt on Geeks vs. Nerds. „Wired”. 07, June 26, 2007.
- ↑ Myers: {{{tytuł}}} .
Bibliografia
[edytuj | edytuj kod]- Aaron Allston: Wrath of the Immortals. TSR, 1992. ISBN 1-56076-412-0.
- David Cook: Player’s Handbook. TSR, 1989b. ISBN 0-88038-716-5.
- Rob Heinsoo, Andy Collins, James Wyatt: Player's Handbook. Wizards of the Coast, 2008. ISBN 978-0-7869-4867-3.
- Monte Cook, Skip Williams, Jonathan Tweet: Dungeon Master’s Guide. Wizards of the Coast, 2000. ISBN 0-7869-1551-X.
- Monte Cook, Skip Williams, Jonathan Tweet: Dungeon Master’s Guide v.3.5. revised by David Noonan, Rich Redman. Wizards of the Coast, 2003. ISBN 0-7869-2889-1.
- Gary Gygax, Dave Arneson: Dungeons & Dragons (3-Volume Set). TSR, 1974.
- Gary Gygax, Dave Arneson: Dungeons & Dragons (Basic Set). edited by J. Eric Holmes. TSR, 1977. ISBN 0-394-51111-5.
- Gary Gygax, Dave Arneson: Dungeons & Dragons (Basic Set). edited by Tom Moldvay. TSR, 1981a. ISBN 0-394-51834-9.
- Gary Gygax, Dave Arneson: Dungeons & Dragons (Expert Set). edited by Dave ‘Zeb’ Cook. TSR, 1981b. ISBN 0-394-52198-6.
- Gary Gygax, Dave Arneson: Dungeons & Dragons (Basic Rules Set 1). edited by Frank Mentzer. TSR, 1983a. ISBN 0-394-53421-2.
- Gary Gygax, Dave Arneson: Dungeons & Dragons (Expert Rules Set 2). edited by Frank Mentzer. TSR, 1983b. ISBN 0-88038-339-9.
- Gary Gygax: Monster Manual. TSR, 1977. ISBN 0-935696-00-8.
- Gary Gygax: Dungeon Masters Guide. TSR, 1979. ISBN 0-935696-02-4.
- Gary Gygax: Unearthed Arcana. TSR, 1985. ISBN 0-88038-084-5.
- Gary Gygax, Frank Mentzer: Dungeons & Dragons (Set 4: Master Rules). TSR, 1985. ISBN 0-88038-342-9.
- Harold Johnson, Steve Winter, Peter Adkison, Ed Stark, Peter Archer: 30 Years of Adventure: A Celebration of Dungeons & Dragons. Wizards of the Coast, 2004. ISBN 0-7869-3498-0. Softcover edition 2006 ISBN 0-7869-4078-6
- Frank Mentzer: Dungeons & Dragons (Set 3: Companion Rules). TSR, 1984. ISBN 0-88038-340-2.
- Frank Mentzer: Dungeons & Dragons (Set 5: Immortal Rules). TSR, 1986. ISBN 0-88038-341-0.
- Pryor, Tony; Herring, Tony; Tweet, Jonathan; Richie, Norm: Creative Campaigning. TSR, 1993. ISBN 1-56076-561-5.
- Steven E. Schend, Jon Pickens, Dori Warty (Editors): Rules Cyclopedia. TSR, 1991. ISBN 1-56076-085-0.
- Bill Slavicsek, Richard Baker: Dungeons & Dragons for Dummies. Wiley Publishing, 2005. ISBN 0-7645-8459-6.
- Bill Slavicsek, Mathew Sernett: Dungeons & Dragons Basic Game. Wizards of the Coast, 2006. ISBN 0-1869-3944-3.
- Jonathan Tweet, Monte Cook, Skip Williams: Player’s Handbook. Wizards of the Coast, 2000. ISBN 0-7869-1550-1.
- Jonathan Tweet: Dungeons & Dragons Basic Game. Wizards of the Coast, 2004. ISBN 0-7869-3409-3.
- Skip Williams: Dungeon Master Option: High Level Campaigns. TSR, 1995. ISBN 0-7869-0168-3.
- Skip Williams, Jonathan Tweet, Monte Cook: Monster Manual. Wizards of the Coast, 2000. ISBN 0-7869-1552-8.
- Skip Williams, Jonathan Tweet, Monte Cook: Monster Manual v.3.5. revised by Rich Baker, Skip Williams. Wizards of the Coast, 2003. ISBN 0-7869-2893-X.
Literatura dodatkowa
[edytuj | edytuj kod]- Peter Bebergal: How 'Dungeons' Changed the World. [w:] The Boston Globe [on-line]. November 15, 2004.
- Ron Edwards: A Hard Look at Dungeons and Dragons. [dostęp 2007-02-23]. —an essay on the early history of the D&D hobby.
- Fannon, Sean Patrick. The Fantasy Roleplaying Gamer’s Bible, 2nd Edition. Obsidian Studios, 1999. ISBN 0-9674429-0-7
- Gygax, Gary. Roleplaying Mastery. New York, NY: Perigee, 1987. ISBN 0-399-51293-4
- Gygax, Gary. Master of the Game. New York, NY: Perigee, 1989. ISBN 0-399-51533-X
- Miller, John J. “I Was a Teenage Half-Orc”, National Review Online, October 15, 2004.
- Miller, John J. "Dungeons & Dragons In a Digital World, Wall Street Journal, July 1, 2008.
- Lew Pulsipher. Introduction to Dungeons & Dragons, Parts I-V. „The Best of White Dwarf”. Articles Volume II, s. 10–18, 1983. Games Workshop.
- Schick, Lawrence. Heroic Worlds: A History and Guide to Role Playing Games. Amherst, NY: Prometheus Books, 1991. ISBN 0-87975-653-5
- Bill Slavicsek, Richard Baker: Dungeon Master For Dummies. Wiley Publishing, 2006. ISBN 0-471-78330-7.
- James Wagner: Opening the dungeon. March 29, 2000. —an article about the conflict over the proprietary or open-source nature of Dungeons & Dragons
- Studies about fantasy roleplaying games—a list of academic articles about RPGs
- Gamespy’s 30th Anniversary of Dungeons & Dragons special
Linki zewnętrzne
[edytuj | edytuj kod]- Dungeons & Dragons official site
- * The Hypertext d20 SRD: D&D rules online.
- D&D Wiki: A Wiki dedicated to 3.5/4e and Modern DnD.
- TSR Archive: Product catalogue for TSR and others.
- The Acaeum: Site with detailed information on all 1st edition Dungeons & Dragons items produced by TSR up through roughly 1989.
* Kategoria:Origins Award winners Kategoria:1974 introductions Kategoria:Wizards of the Coast games br:Keviou hag erevent ca:Dungeons & Dragons (joc de rol) cs:Dungeons & Dragons cy:Dungeons & Dragons da:Dungeons & Dragons de:Dungeons & Dragons es:Dungeons & Dragons (juego de rol) eo:Drakoj kaj Galerioj fr:Donjons et dragons gl:Dungeons & Dragons (xogo de rol) ko:?? ? ??? hr:Dungeons & Dragons id:Dungeons & Dragons it:Dungeons & Dragons he:?????? ???????? la:Ludus Catacumbarum et Catobleparum hu:Dungeons and Dragons nl:Dungeons & Dragons (RPG) ja:??????&????? no:Dungeons & Dragons nn:Dungeons & Dragons en:Dungeons & Dragons pt:Dungeons & Dragons ru:Dungeons & Dragons sco:Dunnys & Dragons simple:Dungeons & Dragons sr:?????? ? ??????? fi:Dungeons & Dragons sv:Dungeons & Dragons tr:Zindanlar ve Ejderhalar zh:?????