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all of its challenges - monsters, magic, and unnamed menaces. As is |
typical for most of us in real life, each character begins at the bottom of his |
or her chosen class (or profession). By successfully meeting the challenges |
posed, they gain experience and move upwards in power, just as actual |
playing experience really increases playing skill. Imagination, |
intelligence, problem solving ability, ond memory are all continually |
exercised by participants in the game. |
Although the masculine form of appellation is typically used when listing |
the level titles of the various types of characters, these names can easily |
be changed to the feminine if desired. This is fantasy - what's in a name? |
In all but a few cases sex makes no difference to ability! |
As with most other role playing games, this one is not just a singleexperience contest. It is an ongoing campaign, with each playing session |
related to the next by results and participant characters who go from |
episode to episode. As players build the experience level of their |
characters and go forth seeking ever greater challenges, they must face |
stronger monsters and more difficult problems of other sorts (and here the |
Dungeon Master must likewise increase his or her ability and |
inventiveness). While initial adventuring usually takes place in an |
underworld dungeon setting, play gradually expands to encompass other |
such dungeons, town and city activities, wilderness explorations, and |
journeys into other dimensions, planes, times, worlds, and so forth. Players |
will add characters to their initial adventurer as the milieu expands so that |
each might actually have several characters, each involved in some |
separate and distinct adventure form, busily engaged in the game at the |
same moment of "Game Time". This allows participation by many players |
in games which are substantially different from game to game as |
dungeon, metropolitan, and outdoor settings are rotated from playing to |
playing. And perhaps a war between players will be going on (with battles |
actually fought out on the tabletop with minature figures) one night, while |
on the next, characters of these two contending players are helping each |
other to survive somewhere in a wilderness. |
Each individual campaign has its awn distinct properties and "flavor". A |
7 |
THE GAME CREATING THE PLAYER CHARACTER |
good Dungeon Master will most certainly make each game a surpassing |
challenge for his or her players. Treasure and experience gained must be |
taken at great risk or by means of utmost cleverness only. If the game is |
not challenging, if advancement is too speedy, then it becomes staid and |
boring. Conversely, a game can be too deadly and become just as boring, |
for who enjoys endlessly developing new characters to march off into |
oblivion in a single night of dungeon adventuring?! |
Sometimes, however, because of close interaction (or whatever other |
reason) two or more Dungeon Masters will find that their games are |
compatible to the extent that participants in these individual campaigns |
can use the characters created in one to adventure in the others. In such |
cases the Dungeon Masters have created a very interesting "world" |
indeed, for their milieux will offer interesting differences and subtle shifts |
which will pose highly challenging problems to these players. |
Ultimately, despite the fact that this is a game system created by someone |
else, the game's viability rests principally with the referee. The Dungeon |
Master must design and map out the dungeon, town, city, and world maps. |
He or she must populate the whole world, create its past history, and even |
devise some rationale for what transpired (and will probably happen). As |
players, you help immeasurably by participating, by letting the referee |
know that you appreciate his or her efforts, and by playing well and in a |
sportsmanly fashion. Good play inspires better creations to challenge that |
play. |
Skilled players always make a point of knowing what they are doing, i.e. |
they have an objective. They co-operate - particularly at lower levels or |
at higher ones when they must face some particularly stiff challenge - in |
order to gain their ends. Superior players will not fight everything they |
meet, for they realize that wit is as good a weapon as the sword or the |
spell. When weakened by wounds, or nearly out of spells and vital |
equipment, a clever party will seek to leave the dungeons in order to rearm themselves. (He who runs away lives to fight another day.) When |
faced with a difficult situation, skilled players will not attempt endless |
variations on the same theme; when they find the method of problem |
solving fails to work, they begin to devise other possible solutions. Finally, |
good players will refrain from pointless argument and needless |
harassment of the Dungeon Master when such bog the play of the game |
down into useless talking. Mistakes are possible, but they are better |
righted through reason and logic, usually at the finish of play for the day. |
This game is unlike chess in that the rules are not cut and dried. In many |
places they are guidelines and suggested methods only. This is part of the |
attraction of ADVANCED DUNGEONS 8 DRAGONS, and it is integral to the |
game. Rules not understood should have appropriate questions directed to |
the publisher; disputes with the Dungeon Master are another matter |
entirely. THE REFEREE IS THE FINAL ARBITER OF ALL AFFAIRS OF HIS OR HER |
CAMPAIGN. Participants in a campaign have no recourse to the publisher, |
but they do have ultimate recourse - since the most effective protest is |
withdrawal from the offending campaign. Each campaign is a specially |
tailored affair. While it is drawn by the referee upon the outlines of the |
three books which comprise ADVANCED DUNGEONS 8 DRAGONS, the |
players add the color and details, so the campaign must ultimately please |
all participants. It is their unique world. You, the reader, as a member of |
the campaign community, do not belong if the game seems wrong in any |
major aspect. Withdraw and begin your own campaign by creating a |
milieu which suits you and the group which you must form to enjoy the |
creation. (And perhaps you will find that preparation of your own milieu |
creates a bit more sympathy for the efforts of the offending referee. . . ) |
One of the most important items you must have to play the game is a |
character record. This can be a specially printed sheet done by TSR and |
available in pads, or you can simply use a note pad and design your own |
record sheet for your character if your Dungeon Master is agreeable, far he |
or she will usually retain at least a copy of all such records. |
As information is developed for your character- his or her abilities, race, |
class, alignment - it must be accurately recorded. All details of the |
capabilities and possessions of the character must be noted. Where |
equipment and weapons are carried must be listed. Spells known and |
spells memorized for an adventure have to be kept track of. A running |
total of experience points must be maintained. All of these subjects are |