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| #1zombiegleemaxJun 27, 2006 9:41:30 | I have been dissatisfied with most attempts to explain D&D to the uninitiated. I find that most efforts are simply "dumbed down" insiders' perspectives. They're simple explanations, but they're written from the inside, looking out. That kind of explanation is utterly useless for those completely unfamiliar with the very concept of role-playing games. This short essay is an attempt to help bridge the gap between gamers and non-gamers. Imagine I'm a storyteller narrating the classic bedtime story about the prince, the princess and the dragon. If we follow the promised script, the prince slays the dragon, rescues the princess and they all live happily ever after, right? Well, Dungeons and Dragons is a fantasy game, so it has its fair dose of dragons and princes and princesses and slaying. There is one major difference, however. Imagine, midway through the story, I stop and ask you, "What does the prince do next?" If we transformed the classic (or cliché, depending on your opinion) fairy tale into D&D format, you would control the actions of the hero. I, as the storyteller or "Dungeon Master", would determine how characters like the dragon or princess would act or react. But see what that freedom does to the story? Suddenly, rescuing the princess isn't to be taken for granted anymore. In the first place, as the prince, you may simply decide not to do so. Even if you decide to play the role of the hero faithfully, there isn't much suspense in simply declaring, "I slay the dragon!" That task should be easier said than done. There needs to be a risk of failure. No one's following a script anymore, so the experience is now more game than story. Hence, it needs rules that help determine how, or even if, you slay the dragon. Dungeons and Dragons are those rules. The game can be complex, but that's because it's a sort of "reality simulator." The objective is to play the part of a character (say, the prince), and the rules are used to sort out any situations with unpredictable results -- swinging a sword in a fight, for example. Do you hit or miss? How much damage do you do? Unfortunately, "situations with unpredictable results" is a large umbrella that can cover everything from climbing a wall to haggling. However, the term "reality simulator" don't go far enough, because D&D is clearly a fantasy simulator. It's designed to create a realistic experience in one's imagination, but the laws that bind reality are loosened. You can cast spells, or wield a magical sword. You can indeed wind up fighting a dragon. Ready for the next step? Like storytelling, D&D is hardly limited to clichés. With some imagination and preparation, the DM can provide almost any kind of fantasy environment to enjoy, from light and humorous to dark and mature. Furthermore, unlike the poor prince, you're not alone. Usually a D&D session is attended by one DM and 4-5 players. In other words, the world brought to life by the DM is explored by a small group of friends. Above all else, D&D is a social experience. As a simple analogy, D&D is similar to a storyteller giving his audience the freedom to make the story, but that doesn't go far enough. D&D is actually an immersive social experience in which the DM invites a group of his friends to explore a fantasy world and accomplish deeds they could only imagine. |
| #2tequila_sunriseJul 09, 2006 18:01:12 | You're very accurate, but how much success would you have explaining D&D to an uninitiated using this explanation? The reason that I 'dumb it down' when talking to non-gamers is so that they don't yawn after the fifth word out of my mouth. When I explain RPing to a non-gamer I generally start with "Well it's a combination of acting, writing and storytelling." If they still seem interested, then I go a little deeper into the subject by explaining the role of the DM and players. If they're still interested after that... The point is, I try to use descriptions and analogies that non-gamers can relate to and understand; I know that this is 'dumbing it down' but otherwise folks really do just think of me and my game as too geeky. |
| #3zombiegleemaxJul 22, 2006 8:33:46 | Very nice. This is the best way of explaining what D&D is, that I know of. When I try to explain what D&D is, I usually end up with "Never mind, it's very complicated..." The only slightly vague part is 'what is the DM?' but I guess that's the hardest part as well. |
| #4katarlJul 24, 2006 11:44:48 | To describe something, you must compare it to something else, something you already understand. How would you describe yellow to the colour-blind? Since most people have not played any kind of rpg, any way you explain it to them will not make sense. The only people who can truly understand D&D are those who have played something like it --World of Warcraft, or LARPing for example. Thus, any explanation cannot satisfy something this far off the mainstream. |
| #5verelorJul 24, 2006 13:24:46 | Quite interesting. If I were to put it simply to someone with no prior knowledge, I could say: "Dungeons & Dragons is a game system designed so that a group of friends (usually between 3 and 6) can get together and simulate fantastical stories and adventures (you know, swords, dragons, skeletons, sorcery, that sort of thing). The reason we roll dice is to help us generate random results".Even this description is very dumbed down, basic, and leaves plenty of things out, but I think it is rather sufficient and only the truly ignorant will still go "eh, what??" when I explain it in this format. |
| #6zombiegleemaxJul 28, 2006 18:49:24 | You're very accurate, but how much success would you have explaining D&D to an uninitiated using this explanation? The reason that I 'dumb it down' when talking to non-gamers is so that they don't yawn after the fifth word out of my mouth. Well, explaining D&D is a case-by-case issue, depending on initial interest. A peer ("fellow geek", if you will) will eagerly sit through a long explanation, and in such instances I have had some success with various versions of the above essay. On the other hand, when I mention D&D in casual conversation with those I share little in common, you are correct; I require a much more "dumbed down" analogy. In this case, a brief phrase like, "It's a sort of immersive social experience or improv acting session," must suffice. (I describe it as such to move the conversation away from the misconception that this "game" must be "won".) |
| #7hfolkenseAug 05, 2006 23:45:26 | When I try to explain it to other people, I do it by internet messaging. See, I always do session logging after my players leave, telling the tale that happened by descriptions, actions and round logging, but made in a Fantasy Novel way. Not to flatter myself, but this session logs can be very interesting since they are never cliché or have an obvious result. What does this have anything to do with introducing new people to the game? Almost everything!! I've sent this session logs (especially from the first 2 or 3 sessions, where I always go nuts with level 1 situations) to people so they can read them without telling them what they are from. Then they all almost answer with either "Heeeey, that's a cool story, did you write it?", "Ohhh Dungeons and Dragons, I've heard of it!" or "Cool, thank you". When they ask what it is, I say that is a game some friends play, which is followed by either a "That's sooo cool", "Nice, I'd like to see it!" or "Keep me updated! That was a good read". I started doing this with people I knew would like the sessions log, but as I found positive reactions to it, I started sending them to random girls over the internet. The effect, I have 3 girls and 3 guys that had NEVER PLAYED in my current campaign, and many that couldn't do it because of schedules. I am a firm believer that introducing new people to the game is vital for it to not die. Never underestimate a cool looking TABLE GAME, a good story and some dice to spark the curiosity of naturally curious people. If I have to answer a simple question of "What is Dungeons and Dragons?" I will give the short answer of "It's a table GAME where you can do almost anything" |
| #8far_travelerAug 08, 2006 13:57:05 | Brilliance, when done to an audience, in a dramatic voice, this can be very entertaining. I, for one, agree wholeheartedly. Now this isn't to be done as an introduction in normal conversation, but as a scripted introduction to a group of people who at least want to learn the game already, possibly from other gaming systems. |
| #9tiluvias99Aug 16, 2006 5:03:30 | For a short answer, I've found that "interactive storytelling" sums it up pretty well. Generally, people understand that concept, and its brevity is nice. Also, you don't end up having to talk about "Dungeons and Dragons" or "RPGs", which is very handy in some social situations. The words "Interactive Storytelling" have a certain ring to them too, I think :P But yeah, D&D (or pretty much any other RPG) is simply interactive storytelling that uses dice to determine the success or failure of an action so the storyteller doesn't have to. Doesn't sound nerdy or geeky at all. You don't need to talk about swords and dragons and wizards, just that. That's what I'd say if I was trying to convert someone who'd never thought of the RPG idea. |
| #10katarlAug 17, 2006 15:21:32 | When people hear something like 'interactive storytelling', their minds will inevitably try to understand the concept by putting 'interactive', which will most likely remind them of digital screens and 'storytelling', reminding them of childish bedtime stories. They will, of course, therefore link D&D with childishness and computer screens. I don't think anyone who has never LARPed, played RPGs or been a player/dm will ever understand D&D, because they can't describe it as parts of something. Calling D&D a game, interactive, a story, guys/gals sitting around a table or a board game won't help them to realise what you're actually doing. And describing it as 'becoming another person for fun' will make them see you as a freak. In the famous words of a great jazz musician, 'if you gotta ask, you'll never know'. |
| #11StevenOAug 17, 2006 21:39:36 | Do you ever remember playing "Let's pretend?" A RPG is basically a game of let's pretend that adds rules so solve the common problem of "I killed it. Did not. Did too." That is about the simplest yet in some ways most complete way I would describe a roleplaying game. |
| #12zombiegleemaxAug 19, 2006 1:13:55 | Story games is a term that I've heard used to instead of RPGs. I think its much more straight forward then roleplayer game and can't be confused with odd bedroom practices. You are playing a game that ends up telling a story. Or you are telling a story and chosen to use the game to do so. |
| #13jokeiAug 25, 2006 12:14:23 | Yup, that easy, not that I want to come across as a smartass, but I've found the easiest way to describe a D&D game is: Like a computer game, but with absolutely, unlimited options. The DM functions as the computer, so it's a bit slower, but more fun, more people and REAL interaction, friendship, beer, music etc.:D |
| #14zombiegleemaxAug 25, 2006 23:34:53 | I like the explanation given by the OP, but I would get a lot of strange looks if I said something like that to a non-gamer. I mean, I would get more strange looks than I *usually* do... I've used "Interactive Storytelling" to sum up D&D and was indeed questioned about what kind of software we use. When I try to explain D&D to a non-gamer it usually goes something like this: Non-Gamer: "So how exactly do you play D&D, is it a board game?" SneakyPetey: "Not at all. We create a story like JRR Tolkien and C.S. Lewis did only we 'do it on the fly.'" Non-Gamer: "Oh, so you act it out?" SneakyPetey: "No, we sit around a table, roll dice, and tell each other what our characters are doing." Non-Gamer: "The dice determine what your characters are going to do?" SneakyPetey: "No, the dice determine the success or failure of your character's actions." Non-Gamer: "So, you're following a script?" SneakyPetey: "Nope, as DM, I introduce the characters to a scenario and they tell me how they're going to react to it. They don't know what will happen until I tell them, and I have no idea what they're going to do until they tell me at the table. We react to the actions of the other characters and 'write the story' as we go..." Non-Gamer: "And each player controls one character?" SneakyPetey: "Yes, except for the DM who controls everyone and everything else." Non-Gamer: "Everyone and everything else in what?" SneakyPetey: "In the entire world where the story takes place." Non-Gamer: "So... There's a lot of thinking involved in this game." SneakyPetey: "Yes, the capacity for conscious thought is a prerequisite for D&D." ... I think that about sums it up... ![]() |
| #15boozerkerSep 03, 2006 14:11:51 | Keep a short adventure handy. Make it simple and the ECL just a bit lower than normal. When it comes time to explain D&D, say "Choose and elf, dwarf, or human", and then "Choose a warrior or magic-user". Then hand them a 20-sided die -- no character sheet, nothing. Track their stats yourself and keep them simple (for example, warrior gets 10 hit points and +3 to all athletics, magic-user gets 5 hit points and +3 to all knowledge and Concentration). All other skills are treated as no ranks. Don't use feats. Ability scores are average except for their primary (+3) and secondary (+2) stats -- drop D&D's names for ability scores and replace with Modern d20's class names (for example, warrior gets Strong +3 and Tough +2; magic-user gets Smart +3 and Fast +2).* For magic, only explain that spells can run out, and pick them a few that give enough diversity. Give one-sentence descriptions like those in the PHB before the main spells section. Don't use abstract numbers in those descriptions (for example, instead of 1d4 damage say "a bit of damage", instead of subdual damage say "beat-up" damage, instead of 1d8 damage say "a good deal of damage"). Keep track of their stats just like any NPC.** If the player finds something new, give them a blank piece of paper for them to write it. That paper will be handy to keep track of certain names, clues or whatever they come across. Level-up automatically after their 5th adventure (+BAB and saves, +2 to relevant skills). When starting the adventure. You simply describe a situation that might draw them to act (adventure hook). If they play a warrior, allow them to encounter a magic-user in action. Teach by example using NPC combatants. If they really like it, expand the adventure a bit, throw a few more options (rules) in, or start teaching them the PHB (use good judgment with their pace of learning). After running the same adventure several times on different people, soon you'll run it from memory, and it'll always turn out different because each person makes different choices. And if other passerby see it in action, they might gain interest and you could expand the group a bit, ad-hocking challenge ratings and treasure finding. Let them know right off that character death is very possible. But don't tell them what they're supposed to do. Let them do anything, and they'll find their PC's limits each time they roll the dice to attempt something. If it's a wacky or dangerous idea (like jumping a 40-foot gorge), ask "would a sane person do that?" and give them a clue to the DC and what it could mean to fail. But only do so the first few times, then let them learn the hard way. If their PC acts evil, they begin to attract the attention (or company) of vagabonds and criminals, and you inform the player that their character is becoming evil by their actions. If they continue that route, then play it out that way. *Fast=Dexterity, Tough=Constitution. **Stat the warrior and magic-user ahead of time, the same as previously. |
| #16borne_of_hateSep 11, 2006 11:40:00 | I compare it to a choose your own adventure book where you can effect everything the character in the book does. |
| #17juannavarroOct 17, 2006 12:21:08 | I don't think relating it to anything like Medieval Europe or Tolkien-esque stuff helps, rather explain the function and the actual experience. I did this with some female friends of mine who giggled away about me playing D&D, not so much to make fun, but over the usual stigma about it. They were interested though to know what it is, and how it is, and etc. (BTW, I hate it when people who play, seemingly get all embarrassed about the game, like it's peeing in your pants or something) :embarrass I explained it to them like so: +Imagine you’re walking out to your car tonight, and you hear some rustling ahead, behind those trees. -ok + As you get near your car you see there's a man standing there fighting with a lady, the lady sees you, looking terrified and screams for help. -(Before I asked anything) I go help her! + So what do you do? -I yell at the guy (One of the other girls interrupts) but what if he has a gun or something?!? -Oh geez, yeah, I... +Too late, you go up screaming and hollering and you see the guy lets go of the lady and seems to arch towards you! -I pepper spray him! I smiled and told her "This is where you role the dice". They all sort of looked at each other smiled and thought it was cool that it seemed to be like a story told, but they could react. They loved, it, and it was funny because after I explained the rules and a bit of the background of certain D&D aspects (classes, spells, levels, etc.) they asked: -So what happened with the guy? +What guy? -The attacking the lady! +Oh, after you pepper spray him he jumps up, his eyes glowing red, and squeals horribly at you, jumping away. -They all looked befuddled at me, and then asked "What the heck was that?" +Ah that what you have to find out. I think the important thing is to not direct people so much into backgrounds or worlds or campaigns or anything, just the simple action of playing the game. That’s my take on it.:D |
| #18Johnny_AngelOct 18, 2006 14:14:22 | I usually explain it as being similar to "choose your own adventure books." There's no limit to the amount of choices you can make though; instead of turning to different pages, you roll the dice and see what happens. |
| #19zombiegleemaxOct 18, 2006 18:09:05 | Juan, I think you win the thread. The key to an RPG is the social experience of some kind of shared story, not any of this stuff about fairy tales and certainly not the "reality simulator" thing (neither of which are really universal among all RPGs). Indeed, I would go so far as to recommend that people not be immersed in a world of elves and magic-users and dragons as their first RPG, unless they're already big on the fantasy genre. Nor would I necessarily recommend campaigns. Starting with a short game of something like "Best Friends" (a parody of high school in RPG form) is a great way to figure out the social aspects of the game (sharing authority, respecting each others' limits and creative agendas, keeping the game moving -- the stuff a lot of experienced players don't seem to really fully understand) without having to endlessly obsess over tactics or a complicated world with 50 countries, 10,000 years of history, and 200 major organizations and NPCs. |
| #20RazieliffiedOct 19, 2006 1:02:49 | It's kind of like a cross between a dice game and drama class from school. Hasn't done me wrong so far. |
| #21thedarklordOct 19, 2006 21:07:10 | I haven’t read the whole thread, but when I am asked about D&D, instead of telling them it's basically roleplaying, I explain it to them as a Wargame (that'll tick some people off here). I get a much better reception and have two players at my current table who I initiated into D&D using the Wargame Explanation. Eventually they did begin to RP. But it helps if you appeal to the destructive nature of humankind for the most part. |
| #22darkmeerOct 19, 2006 23:12:52 | I like movie references, and not everyone has read LOTR, however, a good number have seen it. I simply put it as telling stories, where you (or your friends) decide the actions of the characters you create, similar to the story in X movie (or completely different... What if Luke missed?). It's like making up your own version of Lord of the Ring, or as silly as Monty Python and the Holy Grail. I find a little of both is good. Non-Successes: I set up a session for my wife and her sister; they both laughed through it, and haven't played since. I explained it, said it's something that you might like (my sister-in-law is an Arthurian legend buff, and my wife likes the sci-fi I do), and they agreed. They spent an evening laughing at the game (and making some quite good gaming jokes). I asked if they wanted to do it again, and they said it was fun, but not their thing. Successes: I and several friends of mine have introduced people to the game. Most of us have used simple examples such as Red Sonya (I already know it's a B movie. Deal, I like it), LOTR, Monty Python and the Holy Grail, Dragonheart (deal, again), and, of course, the Gamers. |
| #23zombiegleemaxOct 20, 2006 11:13:19 | I use the story explanation too. I involuntarily cringe when I hear other people describing D&D. "D&D is a collaborative storytelling game. Each player takes the role of a main character in a story, determining that character's actions in the story and also doing a bit of role-playing, while there is another player who determines the actions of all the supporting characters and runs the setting (the Dungeon Master). There are also some game elements, dice rolling and such, and though the rulebooks can be daunting, only the DM has to know all of them (as he's running a wider variety of characters)." |
| #24zombiegleemaxNov 05, 2006 22:19:04 | My stock explanation: "It's like 'playing pretend', but with rules." |
| #25zombiegleemaxNov 07, 2006 19:42:26 | Okay, given that "story" is emphasized different ways by different people, I'll amend my statement to say that I think of it as central to the kind of play experience I want out of an RPG, because I don't really care about presenting the nuances of how other people play RPGs (including, sometimes, as wargames) when someone asks the most naive of questions, being "What is an RPG?" If someone enquires about D&D, especially how it works compared to another pen-and-paper or computer game they've played, then I break out some of the concepts other have suggested here, e.g. the wargame comparison. Though I don't go calling it a "fairy tale" because it's really a fantasy pastiche. |
| #26zombiegleemaxNov 11, 2006 23:44:32 | I try to avoid explaining it as a pen and paper role playing game because people think it is some kind of crazy naughts and crosses. Likewise many people seem to think that because it is fun and it is fantasy it must be a computer game. I like to call it an ever evolving, complex crossbreed of a chose your own adventure novel and an MMORPG but this explanation is really a step above. It is really helpful. |
| #27melaylNov 13, 2006 10:31:54 | I think I like Verelor's explaination the best. Although I usually add "and you get to kill things" to the list. |