Dungeons And Dragons Game Quotes

We've searched our database for all the quotes and captions related to Dungeons And Dragons Game. Here they are! All 66 of them:

I came ready to fight Genghis Khan and I walk in on a shut-in playing the biggest Dungeons and Dragons game in history.
Richard Kadrey (Sandman Slim (Sandman Slim, #1))
If every cigarette you smoke takes seven minutes off of your life, every game of Dungeons & Dragons you play delays the loss of your virginity by seven hours.
Marilyn Manson (The Long Hard Road Out of Hell)
It's like Dungeons and Dragons, but real." Jace was looking at Simon as if he were some bizarre species of insect. "It's like what?" "It's a game," Clary explained. She felt vaguely embarrassed. "People pretend to be wizards and elves, and they kill monsters and stuff." Jace looked stupefied. Simon grinned. "You've never heard of Dungeons and Dragons?" "I've heard of dungeons," Jace said. "Also dragons. Although they're mostly extinct." Simon looked disappointed. "You've never killed a dragon?" "He's probably never met a six-foot-tall hot elf-woman in a fur bikini, either," Clary said irritably. "Lay off, Simon." "Real elves are about eight inches tall," Jace pointed out. "Also, they bite.
Cassandra Clare (City of Bones (The Mortal Instruments, #1))
In high school, I played a lot of Dungeons and Dragons. (You may not have guessed this botanist/mechanical engineer was a bit of a nerd in high school, but indeed I was.) In the game I played a cleric. One of the magic spells I could cast was “Create Water.” I always thought it was a really stupid spell, and I never used it. Boy, what I wouldn’t give to be able to do that in real life right now.
Andy Weir (The Martian)
Send anyone claiming that their RPG activity is an art form my way, and I'll gladly stick a pin in their head and deflate it just to have the satisfaction of the popping sound that makes. One might play a game artfully, but that makes neither the game nor its play art.
E. Gary Gygax
In the far reaches of the world, under a lost and lonely hill, lies the TOMB OF HORRORS. This labyrinthine crypt is filled with terrible traps, strange and ferocious monsters, rich and magical treasures, and somewhere within rests the evil DemiLich.
Ernest Cline (Ready Player One (Ready Player One, #1))
Do not be sidetracked. A good referee will have many ways to distract an expedition, many things to draw attention, but ignore them if at all possible.
E. Gary Gygax (Players Handbook (Advanced Dungeons & Dragons, 1st Edition))
In high school, I played a lot of Dungeons and Dragons. (You may not have guessed this botanist/mechanical engineer was a bit of a nerd in high school, but indeed I was.) In the game I played a cleric.
Andy Weir (The Martian)
The difference between the quest for the Holy Grail and someone saying ‘bring me a cup’ is the flavor text and the number of stops involved.
Bryan Fields (Life With a Fire-Breathing Girlfriend)
Dungeons & Dragons was like that. Forget that half the kids in school probably went around slaying dragons and stashing loot on their PlayStations or iPads. It's different when you actually have to roll the dice.
John David Anderson (Posted)
Every rule, every chart, every geeky statistic in a game book or module feeds into this impulse. All those details allow us to take apart existence, look at the individual parts, figure out how they work, and put them back together. Some people relieve stress by getting drunk or high and losing control; nerds find comfort by taking control and applying structure. Logic is like a warm blanket.
David M. Ewalt (Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It)
My experience growing up as a nerd was that role-playing games were an outsider hobby played by dorks, dweebs, freak machines, poindexters, and every stripe of pencil-necked geeks. In other words, my tribe.
Ben Riggs (Slaying the Dragon: A Secret History of Dungeons & Dragons)
With the help of fanzines and close attention to the text of the game you can actually learn to speak Tsolyanu while wondering why the school still makes you learn French–it's not like you're going to use it.
Mark Barrowcliffe (The Elfish Gene: Dungeons, Dragons And Growing Up Strange)
The closest I ever got to Dragonlance and Forgotten Realms was when I bought the box game set for the latter (I think this was before the novels came out). I well recall this—we were living in James Bay, in Victoria. We opened the box up and took out the maps while sitting in a Mexican restaurant. Ten minutes later I was as close as I have ever been to publicly burning someone else’s creation…What bothered us was the reworking of every fantasy cliché imaginable, all in one package now, and none of it made sense.
Steven Erikson
This is indeed only a game, but it is a game of life and death!” the Reverend John Hollidge of Gold Hill Baptist Church in Buckinghamshire said in a letter to parents.
David M. Ewalt (Of Dice and Men: The Story of Dungeons & Dragons and The People Who)
Weirdly, D&D didn't encourage my leanings towards trying magic of my own at all. In fact, it frustrated them. Even the most pompous and ambitious historical magicians, from the Zaroastrian Magi through John Dee, Francis Barrett and Aleister Crowley, never claimed to be able to throw fireballs or lightning bolts like D&D wizards can. So D&D was never going to feed the fantasies of practising magic in the real world. That is all about gaining secret knowledge, a higher level of perception or inflicting misfortune or a boon on someone rather than causing a poisonous cloud of vapor to pour from your fingers (Cloudkill, deadly to creatures with less than 5 hit dice, for those who are interested). The game, as we played it, just doesn't support the occult idea of magic. In fact, it might even be argued that, by giving such a powerful prop to my imagination, D&D stopped me from going deeper into the occult in real life. I certainly had all the qualifications—bullied power-hungry twerp with no discernable skill in conventional fields and no immediate hope of a girlfriend who wasn't mentally ill. It's amazing I'm not out sacrificing goats to this day.
Mark Barrowcliffe (The Elfish Gene: Dungeons, Dragons And Growing Up Strange)
Bentley broke into a broad smile. “Meadow and I are engaged.” I gaped at the elf. “Wow. Like to be married?” “No, we’re engaged in a riveting game of Dungeons & Dragons,” he huffed. “Yes, of course to be married.
Annabel Chase (Magic & Mythos (Starry Hollow Witches, #8))
Tsunami spotted Snail and Herring among the guards. Their eyes darted anxiously from side to side, as if they were wondering how they were still alive. Because Mother wants to make a spectacle of them, Tsunami guessed. Coral was probably waiting for the right moment to punish them in public, the way she’d punished Tortoise. Well, two can play the spectacle game, Your Majesty. “MOTHER!” Tsunami declared dramatically as the waitstaff set bowls of soup in front of each dragon. Beside her, Whirlpool jumped and nearly tipped his bowl onto himself. Even Queen Coral looked startled. “I have something DREADFULLY SHOCKING to tell you!” Tsunami announced. She wanted this to be loud, so every dragon could witness it. “Oh?” said Coral. “Could we discuss it after breakfast? In a civilized fashion?” “NO,” Tsunami said, louder than before. “This is TOO SHOCKING.” Even SeaWings not invited to the feast were starting to peer out of their caves and poke their heads out of the lake to hear what was going on. “Well, perhaps —” Coral started. “WOULD YOU BELIEVE,” Tsunami said, “that my friends — the DRAGONETS OF DESTINY, remember — were CHAINED UP? And STARVED? In YOUR CAVES? By YOUR DRAGONS?” “What?” Coral said, flapping her wings. She looked thoroughly alarmed, but Tsunami couldn’t tell whether that was because the news actually surprised her or because she was being confronted openly with what she’d done. “I KNOW!” Tsunami practically bellowed. “It’s UNBELIEVABLE. I’m sure you didn’t know anything about it, of course.” “Of course,” Coral said in a hurry. “I would never treat any dragonets that way! Especially my dearest daughter’s dearest friends. Who are part of the prophecy and everything.” “And I’m sure you’ll want to punish the dragons who disobeyed you by treating my friends so terribly,” Tsunami said. “Right? Like, for instance, the one who lied to you about keeping them well fed?” She shot a glare at Lagoon, who froze with a sea snail halfway to her mouth, suddenly realizing what was going on. “Absolutely,” said the queen. “Guards! Throw Lagoon in one of the underwater dungeons!” “But —” Lagoon said. “But I was only —” “Next time you’ll obey my orders,” said the queen. A stripe quickly flashed under her wings, but Tsunami spotted it, and it was one Riptide had taught her. Silence. Oh, Mother, Tsunami thought sadly. “Can’t I even —” Lagoon said, reaching wistfully for her cauldron of soup as the guards pulled her away. “No breakfast for you,” the queen ordered. “Think about how that feels as you sit in my dungeon.” Tsunami was fairly sure Lagoon wouldn’t actually suffer very much. Queen Coral would have her back at Council meetings before long. But Tsunami wasn’t done. “And
Tui T. Sutherland (The Lost Heir (Wings of Fire, #2))
I'm no wizard- but once a week, I feel like I am. Role-playing games allow me to experience the fantastic, and even though it's make-believe, the catharsis is real. My life isn't wanting for magic, because I've got Dungeons & Dragons.
David Ewalt (Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It)
He said he would have a program running in the background to monitor the game. If my true name is ever spoken aloud, the dungeon will smite me even if he’s not paying attention. … You’re not the one being monitored by some kind of auto-smite program.
Studio Dongo (Vanishing in a Puff of Logic: The Tediously Charmed Life of RegretMeNo(t) the Elven Wizard)
It was a completely pointless ambition, with no practical application whatsoever. But if you sit the average male down in front of anything halfway intriguing and explain to him that it has a system of rankings that he can get better at over time, he’ll become obsessed. Hence the popularity of video games, martial arts, Dungeons and Dragons, and the seduction community. I
Neil Strauss (The Game: Penetrating the Secret Society of Pickup Artists)
Cherubim perhaps, take practice shots with the Big Bang. I would have preferred to write a book about the course of actions taken during this election campaign and how that course of actions led to certain results. But there was no discernable course. The course might as well have been at Trump University. And the results might as well have been determined by a pair of twelve-sided dice used by stoned Bernie Sanders supporters in a game of Dungeons & Dragons. (Dungeons & Dragons being a not-bad alternative title for what you hold in your hands.) Anyway, if my book lacks a coherent narrative it’s because I couldn’t find one.
P.J. O'Rourke (How the Hell Did This Happen?: The Election of 2016)
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)
To understand Bashō’s place in Japanese poetry, it’s useful to have some sense of the literary culture he entered. The practice of the fine arts had been central to Japanese life from at least the seventh century, and virtually all educated people painted, played musical instruments, and wrote poems. In 17th century Japan, linked-verse writing was as widespread and popular as card games or Scrabble in mid-20th-century America. A certain amount of rice wine was often involved, and so another useful comparison might be made to playing pool or darts at a local bar. The closest analogy, though, can be found in certain areas of online life today. As with Dungeons and Dragons a few years ago, or Worlds of War and Second Life today, linked verse brought its practitioners into an interactive community that was continually and rapidly evolving. Hovering somewhere between art-form and competition, renga writing provided both a party and a playing field in which intelligence, knowledge, and ingenuity might be put to the test. Add to this mix some of street rap’s boundary-pushing language, and, finally, the video images of You-Tube. Now imagine the possibility that a “high art” form of very brief films might emerge from You-Tube, primarily out of one extraordinarily talented young film-maker’s creations and influence. In the realm of 17th-century Japanese haiku, that person was Basho.
Jane Hirshfield (The Heart of Haiku)
Though too young to be involved in the testing, it was Gary’s youngest daughter Cindy, who when hearing all of the prototype names for the then unnamed Fantasy Game, famously said “Oh, Daddy, I like Dungeons and Dragons best!”6 Gary
Michael Witwer (Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons)
Gary Gygax and his seminal game creation, Dungeons & Dragons, had influenced and transformed the world in extraordinary ways. Yet
Michael Witwer (Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons)
Overused Settings All too often, games borrow settings from one another or from common settings found in the movies, books, or television. A huge number of games are set in science fiction and fantasy worlds, especially the quasi-medieval, sword-and-sorcery fantasy inspired by J. R. R. Tolkien and Dungeons & Dragons, popular with the young people who used to be the primary—indeed, almost the only—market for computer games. But a more diverse audience plays games nowadays, and they want new worlds to play in. You should look beyond these hoary old staples of gaming.
Ernest Adams (Fundamentals of Game Design)
Emphasize priorities with your players,” he said. “We all have, especially in this day and age, a very limited amount of time. So when you sit down at a gaming table, don’t waste time on trivialities. Don’t get bogged down in rule arguments. Resolve them equitably and quickly and keep things moving.
David M. Ewalt (Of Dice and Men: The Story of Dungeons & Dragons and The People Who)
The fifth edition simplifies and rationalizes D&D in key ways. Breaking down a door is a great example: When Angela wanted to throw her weight around, Willi asked for her strength score—and figured it was high enough to get the job done. “The idea is if you are not rushed, and there’s really no danger, we simply look at it and say anyone with a strength of fifteen or above can open it,” Willi said. “If you are being chased by a horde of goblins and it’s important to get in the door in a rush, then I might make you roll. But generally, it’s the DM’s prerogative.” Compare that to the 3.5 edition rules, which are rather more complicated. First, the player may attempt to smash the door open with a Strength check. They roll a d20 and add their strength bonus. Then the DM checks a table5 that lists different kinds of doors (simple wooden, good wooden, strong wooden, stone, iron, wooden portcullis, iron portcullis) and determines the door’s breaking point. If the player scored higher than that number, they’re through. If not, they’ve got a long way to go. Next, the DM figures out the door’s armor class (10, plus a modifier based on its size, and minus 2 because it’s an inanimate object). Then the player has to fight the door like it’s an opposing monster. They attack, and if the attack roll is higher than the door’s AC, they do damage—but not before the DM goes back to his tables and figures out the door’s hardness. Hardness reduces damage, so if you hit for 9 points of damage against a stone door with a hardness of 8, you really only do 1 point of damage . . . and at that rate, you’ll have to hit the door another sixty times before you eventually smash the thing to pieces. Or, more likely, you toss the stupid rule book under the couch and go play video games instead.
David M. Ewalt (Of Dice and Men: The Story of Dungeons & Dragons and The People Who)
Yes, um. He had been interested in…in…” “Magic?” “Yes. He had been buying books on it in the religion section at the bookstore. Not like those Dungeons and Dragons games. The real thing. He bought some of those tarot cards.” She pronounced it like carrot. Amateurs.
Jim Butcher (Storm Front (The Dresden Files, #1))
I remember Christmas morning 1987 when I tore the wrapping paper off of several Dragonlance books—books that I swore to my dad weren’t the same as Dungeons & Dragons games, though it turned out they were. Almost exactly the same, in fact, but in book form. Even more startling, I didn’t turn into a devil-worshipping delinquent, nor did the books spontaneously combust on the holy ground of the church parsonage.
Andrew Peterson (Adorning the Dark: Thoughts on Community, Calling, and the Mystery of Making)
We find happiness in a kaleidoscope of stories: in books, in comics, in dance, in podcasts, in film and TV shows and video games. We find happiness in cosplaying as our favorite characters, and going to meet-and-greets with our favorite celebrities, and Dimension Door-ing onto the back of an Ancient Black Dragon, and finger-gunning Magic Missiles with our murder-hobo friends in a weekly session of Dungeons and Dragons. We all deserve to be happy, and love what we love, and be unironically enthusiastic about it. There is a magic in fandom that there rarely is anywhere else—where you can raise a TV show from the dead, and un-fridge a favorite character, and write fanfic that becomes canon. It is the kind of magic that brings our far corners of the world together.
Ashley Poston (The Princess and the Fangirl (Once Upon a Con, #2))
The typical self-centered goals of a young Midwestern white man were absent. I had no interest in McMansions, Rolexes, or Range Rovers. I just liked to get fucked up and fuck things and other people up.               Maybe I was looking for something to believe in when the planets aligned to set me down that path. I was drawn to racist ideology because I felt like white people were getting shafted. We were the underdogs. It was us against the world in an epic battle for forever. Such romance! Yes, I have a tendency to make it sound that way, which I guess is really just getting back in that moment, because the taint we cast upon reality definitely had that saga feel. And that was by design. Hitler did it with the torch-lit ceremony and iconic swastika. It felt like you were Beowulf, Siegfried, and Conan all rolled into one. Just a big fucking game of Dungeons & Dragons, till death and prison inevitably show up. Then the shit is real. Then comes the real challenge, the true test of will.
Arno Michaelis (My Life After Hate)
I pulled into the parking lot, went inside, turned down a free sample of nasty-looking Bourbon chicken from a vendor in the food court, and proceeded to Gamer's Castle. "Hi," said the gawky teenager behind the counter. I nodded and briefly looked through the racks of role-playing game merchandise. There was Dungeons and Dragons stuff out the wazoo, and even kits for hosting your own murder mystery parties, should I ever grow weary of having my murder mystery needs satisfied by real life.
Jeff Strand (The Andrew Mayhem Collection 4-Book Bundle)
When an entire world had abandoned us, or at least while we felt like that, and even when nasty ogres killed my monk and Arnd's chevalier the brutal way, gathering to be a group of heroes & heroines gave us the recovery and idealism to live-on nonetheless. I had hate, contempt, puzzled looks, and sometimes even understanding for those mainstreamers who knew nothing but sex about adulthood. As I have the roots of a European Barbarian who shared his tales at the campfire (old way of books) PLUS knowing that the intimicy of a mature relationship can be spoiled by sex, but it can never be built and maintained by sex alone... Nah, much to contemplative and honest. Let's link-in some light-hearted fun: Mikey Mason, over at youtube dot come has the songs 'Best Game Ever, and Summer of 83'...
Andrè M. Pietroschek
When an entire world had abandoned us, or at least while we felt like that, and even when nasty ogres killed my monk and Arnd's chevalier the brutal way, gathering to be a group of heroes & heroines gave us the recovery and idealism to live-on nonetheless. I had hate, contempt, puzzled looks, and sometimes even understanding for those mainstreamers who knew nothing but sex about adulthood. As I have the roots of a European Barbarian who shared his tales at the campfire (old way of books) PLUS knowing that the intimacy of a mature relationship can be spoiled by sex, but it can never be built and maintained by sex alone... Nah, much to contemplative and honest. Let's link-in some light-hearted fun: Mikey Mason, over at youtube dot com has the songs 'Best Game Ever, and Summer of 83'...
Andrè M. Pietroschek (Attempted Poetry)
Have you ever tried a role-playing game?” Richard asked me one day over lunch. “I don't know if that's any of your business, pervert.” Richard sneered. “Not sex, idiot. It's a kind of game.” “You mean like, what, Dungeons and Dragons? Wearing a cloak and pretending to cast magic spells with elves? No, I've never done that.” “I'm not talking about pretending to be a elf, dummy. Not every role-playing game is about dragons and gnomes. Some of them are about secret agents, or commandos, or anything else you can think of. A role-playing game is a natural evolution from cops and robbers or cowboys and indians into something much more structured and codified. The principle, however, is the same. A scenario creator posits a challenge, and the participants offer up ways in which they would overcome the challenge, with the creator acting as a referee, determining success or failure.” “If I checked under your bed, I wouldn't find a wizard's hat and a magic wand, would I?” Richard flicked a cracker crumb at me. “It is a tool for training your mind to approach situations analytically, and quickly find a solution to the problem.” “Okay, you win, Bilbo Baggins. Give me a challenge.
Jack Badelaire (Killer Instincts)
the LGTSA was playing various miniature battle games weekly, usually on Saturday mornings, and with growing attendance. In fact, the group had drummed up enough regional notoriety that it managed to get the attention of the U.S. government who sent a pair of undercover Army intelligence agents, posing as a man-and-wife team of wargamers, to monitor the activities of the fledgling group. Because so little was known about wargaming and miniature combat groups, and it being a time of great social unrest, there was concern among various government agencies that such tabletop combat simulation was meant to train and plan for real-life insurgency. Mary
Michael Witwer (Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons)
One display of particular interest to Gary featured a medieval castle and associated miniature soldiers used for a game called The Siege of Bodenburg. At the time, traditional board wargamers and miniatures battle players were still two distinct audiences. Wargame publishers, such as Avalon Hill, hadn’t thought to use miniatures in its battle simulations, instead relying on hex maps and cardboard counters. Bodenburg seemed to have an appeal for diverse factions of gamers, and it sparked Gary’s interest in miniatures gaming in the medieval setting, an interest that would inevitably lead to his greatest creation. Not
Michael Witwer (Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons)
Both creators of Dungeons & Dragons were devout Christians.
Joseph Laycock (Dangerous Games: What the Moral Panic over Role-Playing Games Says about Play, Religion, and Imagined Worlds)
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Revenues were on pace to quadruple over the previous year, bolstered by the success of its D&D and AD&D lines, and supported with new, strong-performing products like 1978’s Gamma World: Science Fantasy Role-Playing Game and 1980’s Top Secret,
Michael Witwer (Empire of Imagination: Gary Gygax and the Birth of Dungeons & Dragons)
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)
While I realize that there are a lot of different angles on this, I’m going to set all of these speculations aside for now and try focusing entirely on trends in fantasy from the perspective of tabletop gaming alone. The first thing you need to know is that the men who laid the groundwork for the role-playing hobby had an incredible appetite for books. You may have been in a comic book shop on a Wednesday when the new shipment came in and the most dedicated fans in your town are right there to get the latest installment of everything they’re into. Well, Gary Gygax and James M. Ward were like that with books: One fateful Tuesday, I was poring through the racks, picking up the newest Conan and Arthur C. Clarke novels. When I reached the end of the racks, I had seven books in my hand. There was a gentleman doing the very same thing beside me. When he got done, he and I had the exact same books in our hands. We laughed at the coincidence and he started talking about a game he had just invented where a person could play Conan fighting Set. I was instantly hooked on the idea. A few weeks later I was regularly going over to Gary Gygax’s house to learn the game of Dungeons & Dragons.1 Note that the main selling point of the game at its inception was that it was not merely an adaption of their favorite stories to game form. No, the “lightning in the bottle” that Gary Gygax had gotten hold of was, in fact, the apex of genre fiction.2 He was opening up an entirely new method for creating worlds and allowing people to enter them. We take it for granted today, but J. Eric Holmes was not exaggerating when he declared that it was a “truly unique invention, probably as remarkable as the die, or the deck of cards, or the chessboard.”3
Jeffro Johnson (Appendix N: The Literary History of Dungeons & Dragons)
I feel like you have helped mend me. Like I was broken before meeting you and now every time I’m with you, you’re mending me a little more.” “You know that’s a spell in Dungeons and Dragons, right?” “What is?” “Mending. It’s a spell in the game you can use to restore something that’s been broken, to help return it to its most perfect form.” “Oh my god, you know what I just realized?” “What’s that?” “You’re a big, fat, stinkin’ nerd.” “A nerd? Did you just call me a nerd, blondie?” “I sure did. You’re a big ol’ nerd. But a nerd that I love. And I wouldn’t trade you for anything.
Rebecca Wrights (Mending Me (Nat. 20, #1))
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)
Mornard remembers a small action that had a very big effect: When one of Arneson’s players decided he wanted his character to be a vampire, another said he would like to play a vampire hunter. “They had to figure out what a vampire hunter would be like in the game,” says Mornard. “So, to counter the vampire, they gave him healing powers. That sort of became the template for the cleric. It was a counterpoint to the vampire.” Today, clerics aren’t just one of the core D&D character classes—they’re a full-blown fantasy archetype, appearing in countless novels, films, and video games. Some random guy in small-town Wisconsin decided to screw with his buddy, and forty years later two hundred million gamers are playing with the result.5
David M. Ewalt (Of Dice and Men: The Story of Dungeons & Dragons and The People Who)
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)
At school, some of the guys in my grade played Dungeons & Dragons, a fantasy role-playing game, and soon everyone was talking about their characters at school as if they were real people. We wanted to exist in other worlds. We wanted to lose our own sense of reality, to be other people with other lives. Lives unlike anyone else's.
Brandon Hobson (Where the Dead Sit Talking)
A dragon,” Entreri remarked. “Another stinking dragon. What game is this to you?” he asked his partner. “You keep placing me in front of stinking dragons! In all my life, I had never even seen a wyrm, and now, beside you, I have come to know them far too well.
R.A. Salvatore (The Collected Stories: The Legend of Drizzt (Dungeons & Dragons) by R. A. Salvatore (2011) Mass Market Paperback)
Yeah, I’m a geek, I knew what all that stuff was. When you’re out on a long deployment you play games to pass the time, and one of my favorites was old school Dungeons and Dragons. Geek I’ll take, call me a nerd and I’ll kill you with my pinky. Delta Force, yo.
J.F. Holmes (The Fae Wars: Onslaught)
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)
The Wizard” was like if the Who fucked Led Zeppelin and Blue Öyster Cult at an orgy after an opium-laden game of Dungeons & Dragons.
Chuck Wendig (Wanderers)
Maybe I was looking for something to believe in when the planets aligned to set me down that path. I was drawn to racist ideology because I felt like white people were getting shafted. We were the underdogs. It was us against the world in an epic battle for forever. Such romance! Getting back in that moment, the taint we cast upon reality definitely had that saga feel. Hitler did it with the torch-lit ceremony and iconic swastika. It felt like you were Beowulf, Siegfried, and Conan all rolled into one. Just a big fucking game of Dungeons & Dragons, till death and prison inevitably show up. Then the shit is real. Then comes the real challenge, the true test of will. Do you back down then? Are you a coward? Or just a fool? That's when you gather all the suffering you can endure and produce and you devour it, because it's the only thing that nourishes you anymore. And you let that fire rage on till it's all you can see. You damn well can't see how burnt and disfigured it makes you-how it scorches your life. It's impossible to see how the hurt you emanate feels on the receiving end, because you no empathy for other humans. Even your own crew is barren of empathy for each other. You would die for your brothers and sisters, but you are unable to put yourself in their shoes. You don't really care about or understand their individual hopes and dreams, because like you, they have none outside of the movement. Your feeling for them is one of primal pack-mentality. Survival melded with a perverted sense of honor that won't permit you to suffer insult to them any more than to yourself.
Arno Michaelis (My Life After Hate)
Not like those Dungeons and Dragons games. The real thing. He bought some of those tarot cards.” She pronounced it like carrot. Amateurs.
Jim Butcher (Storm Front (The Dresden Files, #1))
The male pronoun (he, him, his) is used exclusively throughout the second edition of the AD&D game rules. We hope this won't be construed by anyone to be an attempt to exclude females from the game or imply their exclusion. Centuries of use have neutered the male pronoun. In written material it is clear, concise, and familiar. Nothing else is.
David Zeb Cook (Player's Handbook (Advanced Dungeons & Dragons, 2nd Edition))