Dungeons And Dragons Dungeon Master Quotes

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You are not entering this world in the usual manner, for you are setting forth to be a Dungeon Master. Certainly there are stout fighters, mighty magic-users, wily thieves, and courageous clerics who will make their mark in the magical lands of D&D adventure. You however, are above even the greatest of these, for as DM you are to become the Shaper of the Cosmos. It is you who will give form and content to the all the universe. You will breathe life into the stillness, giving meaning and purpose to all the actions which are to follow.
E. Gary Gygax
Senator Lieberman took it as a call to arms. "After watching these society. violent video games," he said, "I personally believe it is irresponsible for some in the video game industry to produce them. I wish we could ban them." This wasn't the first time that America's political and moral estab lishment had tried to save youth from their own burgeoning culture. Shortly after the Civil War, religious leaders assailed pulp novels as "Satan's efficient agents to advance his kingdom by destroying the young. rupter "In the twenties, motion pictures were viewed as the new cors/ of children, inspiring sensational media-effects research that would be cited for decades. In the fifties, Elvis was shown only from the waist up on television; AD magazine's publisher, William Gaines. was brought before Congress. In the seventies, Dungeons and Dragons with all its demons and sorcery, became associated with Satanist particularly after a player enacting the game disappeared under the steam tunnels of a Michigan university. In the eighties, heavy metal artists like Judas Priest and Ozzy Osbourne were sued for allegedly invoking young listeners to commit suicide. In the nineties, video games were the new rock 'n' roll-dangerous and uncontrolled.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
This happened after Romero accidentally locked himself in his office. Hearing the pleas, Carmack gave the knob a twist, paused, then deduced the most obvious and immediate solution. “You know,” he said, “I do have a battle-ax in my office.” Carmack had recently paid five thousand dollars for the custom-made weapon—a razor-edged hatchet like something out of Dungeons and Dragons. As the other guys gathered around chanting, “Battle-ax! Battle-ax! Battle-ax!” Carmack chopped Romero free. The splintered door remained in the hall for months.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
Hadn't Gary Gygax simply invented a game, and an esoteric one at that? It was hardly a footnote in the increasingly fast and complex information age that we live in. What was all the fuzz about? The reason for all the fuzz among those who understood his work was simple. Gary Gygax and his seminal game creation, Dungeons & Dragons, had influenced and transformed the world in extraordinary ways. Yet, much of his contribution would also go largely unrecognised by the general public. Although it is debatable whether D&D ever became a thoroughly mainstream activity, as a 1983 New York Times article had speculated, referring to it as the great game of the 1980's, D&D and its RPG derivatives are beloved by a relatively small but dedicated group of individuals affectionately known as 'geeks'. Although the term 'geek' is not exclusive to role-playing gamers, the activities of this particular audience have often been viewed as the most archetypal form of 'geekiness'. Labels aside, what is notable is that the activities of this RGP audience were highly correlated with interests in other activities such as early computers, digital technologies, visual effects, and the performing arts. In this way, these geeks, though relatively small in number, became in many instances the leaders and masters of this era. With the advent of the digital age, geeks worldwide found opportunity and recognition never previously available to their predecessors. Icons and innovators such as George R. R. Martin, Mike Myers, Richard Garriott, Vin Diesel, Tim Duncan, Anderson Cooper, David X. Cohen, John Carmak, Tim Harford, Moby, and the late Robin Williams, to name just a few, were all avid role-playing gamers in their younger years. The list of those who include D&D as a regular activity while growing up is both extensive and impressive.
Michael Witwer (Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons)
Created in 1972 by Gary Gygax and Dave Arneson, two friends in their early twenties, Dungeons and Dragons was an underground phenomenon, particularly on college campuses, thanks to word of mouth and controversy. It achieved urban legend status when a student named James Dallas Egbert III disappeared in the steam tunnels underneath Michigan State University while reportedly reenacting the game; a Tom Hanks movie called Mazes and Monsters was loosely based on the event.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
The wind stirred his loose hair and Sorasa assessed him for the first time since her memory failed. Since the deck of the Tyri ship caught fire, and someone seized her around the middle, plunging them both into the dark waves. She did not need to guess to know who. Dom’s clothing was torn but long dry. He still wore the leather jerkin with the undershirt, but his borrowed cloak had been left to feed the sea serpents. The rest of him looked intact. He had only a few fresh cuts across the backs of his hands, like a terrible rope burn. Scales, Sorasa knew. The sea serpent coiled in her head, bigger than the mast, its scales flashing a dark rainbow. Her breath caught when she realized he wore no sword belt, nor sheath. Nor sword. “Dom,” she bit out, reaching between them. Only her instincts caught her, her hand freezing inches above his hip. His brow furrowed again, carving a line of concern. “Your sword.” The line deepened, and Sorasa understood. She mourned her own dagger, earned so many decades ago, now lost to a burning palace. She could not imagine what Dom felt for a blade centuries old. “It is done,” he finally said, fishing into his shirt. The collar pulled, showing a line of white flesh, the planes of hard muscle rippling beneath. Sorasa dropped her eyes, letting him fuss. Only when something soft touched her temple did she look up again. Her heart thumped. Dom did not meet her gaze, focused on his work, cleaning her wound with a length of cloth. It was the fabric that made her breath catch. Little more than a scrap of gray green. Thin but finely made by master hands. Embroidered with silver antlers. It was a piece of Dom’s old cloak, the last remnant of Iona. It survived a kraken, an undead army, a dragon, and the dungeons of a mad queen. But it would not survive Sorasa Sarn. She let him work, her skin aflame beneath his fingers. Until the last bits of blood were gone, and the last piece of his home tossed away. “Thank you,” she finally said to no reply.
Victoria Aveyard (Fate Breaker (Realm Breaker, #3))
On Sunday morning, before a live in-person audience of eight thousand and a live television audience of perhaps two and a half million, the Reverend Jimmy Wayne Sutter preached a fire and brimstone sermon so bone-rattling that members of the audience in the Palace of Worship were on their feet and speaking in tongues while those at home were on their phones and giving their Visa and Master Charge numbers to waiting pledge takers. The televised worship service lasted ninety minutes and seventy-two minutes of it consisted of the Reverend Sutter’s sermon. Jimmy Wayne read excerpts from the Letters to the Corinthians to the faithful, and then followed that with a much longer segment where he imagined Paul writing updated letters to the Corinthians in which he reported on the moral tone and prospects in the United States. To hear the Reverend Jimmy Wayne put words in Paul’s mouth, the current climate in the U.S. was one of prayerlessness, pornography, creeping secular humanism inculcating defenseless youth in the secret rites of sinful socialism, permissiveness, promiscuity, demonic possession advanced by rock videos and by Dungeons and Dragons games, and a general and pervasive rottenness manifested most visibly by the sinfuls’ refusal to accept Christ as their personal Savior while giving generously to such urgent Christian causes as Bible Outreach, 1-800-555-6444.
Dan Simmons (Carrion Comfort)
The appeal was primal. “In Dungeons and Dragons,” Gygax said, “the average person gets a call to glory and becomes a hero and undergoes change. In the real world, children, especially, have no power; they must answer to everyone, they don’t direct their own lives, but in this game, they become super powerful and affect everything.
David Kushner (Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture)
Fans of Dungeons and Dragons will recognize the science fiction of Margaret St. Clair even if they don’t recognize her name. Gary Gygax, one of the pioneering designers of the game, included her in Appendix N of the Dungeon Masters Guide (TSR, 1979), which is a list of his inspirations in creating his extensive world. Specifically, Gygax mentioned St. Clair’s novels The Shadow People (Dell, 1969) and Sign of the Labrys (Mineola, 1963).
Lisa Kröger (Monster, She Wrote: The Women Who Pioneered Horror and Speculative Fiction)