Explain D&D to a computer and video game geek

There’s this girl who sets next to me in excel class who’s into D&D. I’ve never played it but it looks interesting. She has this awkward geek trying be ‘normal’ thing going, which I do too!

Well I’m pretty good at faking ‘normalness’ when I have to, but geek is more fun. Anyway so I don’t say something really silly to her. I’ll ask you all the really silly questions.

Keep in mind my favorite video game RPG is Pokemon, and I’m a major computer geek.

There seems to be pieces of paper involved. What are these for? My guess is charactor stats, and inventory, health, and magic, ect. Do they serve any other use?

How is the game played? I’ve heard something about rule books and dice. Are these like random number generators and computer logic? Or is the game master allowed more freedom? Does one have a limited move set or is there more freedom?

I can’t go into specifics as I’ve played very little, but I’d say if helps if you think of it more as an interactive group story telling and less like a computer game. At least that is my experience with Table Top RPG.

I’ll say “it depends” for some of this. :smiley:

You pretty much have it for a basic character sheet. Depending on how detailed you get, some have a short biography, which could be created by the game master or by the player.

There are dice - some games use a 20-sider, some use two 10-siders for percentiles (00 being 100%), some use other shapes. You use those to check your chance of succeeding at something - at an attack, at resisting a spell or avoiding attack, at searching for hidden things, etc.

The level of freedom tends to depend on the game system being used and on the GM’s personality. Some adventures can be heavily based on roleplaying (are you trying hard at making your speech to convince the dragon to let you leave unharmed? OK, the dragon lets you go), some are dice rolls for everything, some are a mix. Combat is typically very turn-based, with things like “initiative” for who is quickest to attack, and you pick an attack, watch everyone’s actions play out, then start over on attack choices for your next move.

Even the “meaning” of death can vary dramatically. Some games (especially if you’re low-level characters) will have little or no access to resurrection for dead player characters. In others (like with higher level characters) you might have easy access to them. Some games (like Paranoia, notably), you should expect to die early and often - good thing you get some clones as “backups” of yourself. In Call of Cthulhu, expect to have your character end up as insane - if you’re lucky - by the end of an intense game!

Well, the basic idea behind the game is that you have one Game Master, and several players, usually three to five. The Game Master is sort of a combination of movie director and football referee. He provides the scenario the players are going to be facing, controls the opponents they’ll be fighting, and judges the difficulty and outcome of any actions the players attempt. RPGs differ from most other games in that the intent is co-operative, not competitive. Although the GM is in control of the enemies the players are fighting, his goal isn’t to defeat the players, but to provide a challenging and rewarding game experience for them.

The pieces of paper are mostly character sheets, which are the same sort of collection of statistics, skills, and equipment as you’d find in a video game. You also usually have a lot of blanks paper for keeping notes, drawing maps, etc.

The dice are used for random number generation. In D&D, you have 6 different kinds of dice, with four, six, eight, ten, twelve, and twenty sides. You use these to generate your character’s statistics, and later to determine the degree of success at any given action.

The books are, indeed, rulebooks. They tell you how to make characters, which can be a fairly complex process, depending on which RPG you’re playing (D&D tends towards the complex side of the spectrum). They describe how the game engine works. They also provide specs for weapons, spells, and monsters. As to how binding they are on the GM, it really depends on the gaming group, and to a lesser extent, the game. Some groups tend towards a lot of rules lawyering, memorizing all the aracana of the game and insisting it be followed minutely. Others are more interested in what makes a good story, and consider the rules to be a not-entirely-necessary nuisance.

Another common feature of RPGs is the use of miniatures, which make it easier to keep track of where everyone is in a battle, and allow for more sophisticated combat strategies. They can use printed maps, like the one seen in the link, sophisticated terrain, or a simple wet erase mat with a printed grid, and some markers.

The interesting thing about the above is that none of them are strictly necessary for an RPG. A lot of people don’t bother with miniatures, and just sketch out the combat on a pad of graph paper. There are several diceless systems out there. Some gamers use purely homebrewed systems, and don’t have any rulebooks. Some games don’t even use the GM/Player set up, encouraging everyone at the table to engage in creating the story. The only standard is probably the character sheet, but even then, it can range from a multi-page stat sheet, to a 3x5 card with a short bio and some personality traits.

If you’d like to see (well, hear, anyway) how a typical D&D session goes, the guys who make the guys from Penny Arcade and PvP got together with one of the designers of the latest version of D&D and put out a series of podcasts of themeselves playing the game. They’re fairly amusing, and pitched at a very introductory level.

Dice are indeed random number generators, but the rules are nothing like computer logic. Usually. :wink: The thing about PnP (Pen and Paper) role playing is that it varies wildly by group. It’s far more social than even an MMO, and the conventions of the group are more important than the rulebooks. Some groups spend most of their time fighting monsters and taking their stuff (referred to by some as “roll” playing), others will be focused almost purely on character development and interaction; most seek a balance between the two.

The pieces of paper are probably character sheets, but what’s tracked on them will vary by group, with information ranging from spells known/available, max/current health(some GMs like to keep current health from the players), inventory, and on and on.

One of the best metaphors for PnP roleplaying is that it’s group storetelling with some carefully applied randomness thrown in for fun.

The Tao’s Revenge I mean to add that if your interested in her either as a friend or more than a friend just asking her about it might work really well. This goes double if she is socially awkward or shy as it’d give her an opportunity to talk about something she knows well and is comfortable with. Getting someone to explain something they like a lot has always worked very well for me as a conversational gambit

The biggest difference between the rules of D&D and the logic of a computer game is that D&D rules, being implemented by humans, can be bent, broken, or circumvented when it makes sense to. How many times, in a computer game, have you had a situation where there was an obvious solution available that didn’t work because it wasn’t implemented in the logic? “Well look, there’s a bunch of rope over there, and there’s a tree branch near that wall. Why can’t I just throw the rope over the branch and use it to climb the wall? Oh, right, because the programmers wanted me to use the gate instead.” In a tabletop role-playing game, you would be able to do that. Or at least try it: Maybe you can’t throw the rope high enough, or maybe your attempt attracts the attention of the guards, or whatever, but you can always attempt anything you can conceive of (even if it’s something the game master didn’t conceive of).

Just an idea, but ask her how the game is played…

Miller covered it really well. :cool:

I give prospective pupils for my school roleplaying club this introduction:

The referee tells a story. You play a character within the story.
Working as a team with other characters, your actions can change how the story goes.
The idea is to have fun! You face interesting and scary challenges and must use your character’s abilities to succeed.

My adventures are based on JRR Tolkien’s World of Middle Earth. There are heroes, dragons, elves, ogres, merchants and kings. You will see castles, catapults and casting of spells.

Let’s try a short roleplaying session… you are Holman Greenhand, a Hobbit of the Shire. Although the Shire is peaceful, there are sometimes evil raiding parties of orcs and goblins.
Now Holman is on a hilltop, collecting some herbs for the garden. Below him is a valley, with a river running through it. There is a bridge across the river. Holman sees some goblins at the bridge.
Visualise that in your mind. Picture the river, the bridge and the goblins.
Now tell me … what is the bridge made of? How many goblins are there?*

OK, let’s pause the roleplaying there. That’s how the game is played - I tell you everything your character sees and hears and you imagine it. Then I ask you what you want to do next.

At this point the pupil is usually clear whether they will enjoy roleplaying or not. (It helps if they have seen the films or read the books). I advise them to talk to the existing players as well.

*The answers to my questions have varied over the last 20 years. (Of course there’s no ‘right’ answers, because I would give the precise details in the game. But it’s fun to see what their imagination comes up with.)
Most teenagers go for 3-5 goblins near a stone bridge.
Wooden bridges are also popular, and sometimes the goblins are mounted.
One lad came up with 1000 goblins (it was an invasion, Sir!) and another had a rope bridge. :slight_smile:

The great thing about role-playing games, too, is that even though there’s often a lot of rules, you don’t actually need to know them in order to play the game. You’re putting yourself in the shoes of some hero (who may or may not be modeled on a hero from a book, movie, etc.), and asking “What would <hero> do here?”. Maybe you decide “<Hero> would hack through the guards with his sword!”, so that’s what you tell the game master you’re doing. Or maybe you decide “<Hero> would convince the guards that he’s just a common farmer here for market day”, and so that’s what you tell the GM you’re doing. Or maybe <hero> would leave and as soon as he’s out of sight, try to climb over the wall, or whatever. You don’t need to know any rules at all to make that decision.

Now, the rules are still necessary, of course. Someone (preferably the DM) has to be able to decide whether whatever you tries succeeds, and that’s what the rules (and dice) are for. Maybe you try to hack through the guards, but they’re able to kill you, or arrest you and throw you in the dungeon. And of course, it helps to have at least some knowlege of the workings of the game, to be able to assess whether you’re likely to be able to take them out in your decision-making. But a patient DM can walk you through “OK, now you have to roll this die to see if your attack hits, and then roll two of these dice to see how much damage you do”, and all the other such details.

It’s like the Holodeck

The players are like the users of the holodeck.

The game master is like the holodeck computer.

The dice are purely random number generators.

The players generally play a single character. The GM plays everybody else.

In the game I’m currently involved in, I play an elf mage. I decide what spells to cast. Dice are used to see how effective those spells are. The GM also plays my snake familiar.

Except that the GM is slightly less likely to freak out and try to murder the players.

Slightly.

Never played Tomb of Horrors, eh, Miller?

Double post

I’ve always liked the explanation that its a game of pretend with rules. As for the mechanics, others have that pretty well covered. And of course, specifics vary greatly depending on your group.

Great! Now the nightmares will return! Thanks a lot! :wink:

Also, unlike a computer, a DM can be bribed with lasagna, cookies, and beer.

I don’t know if kids play cowboys and Indians any more. When we played, we’d always get into arguments about whether a bullet or arrow hit or missed the target, and if it hit, how much damage was done to the target, and whether the target survived. The dice in D&D will determine these things. But in D&D, it’s not just arrows (and the occasional bullet), it’s magic spells too. The player can tell the DM what s/he wants the character to do, but usually the dice determine whether the player accomplishes the feat or not.

This webcomic displays gaming geeks at their most lovable: http://nodwick.humor.gamespy.com/ffn/index.php?date=2001-11-29 Go ahead and read all of it.

I’ve not played much P&P (Pen and Paper, which is what that style of RPG is called), but generally the rules are much looser than any computer based system. Things also vary a lot depending on the group you play with and the style of the DM (the person running the game).

Why don’t you tell her you’re new to the genre and want to check it out? She’ll bring you into the group, explain that you’re new at it, and you’ll get set up. One of the things I liked most about it is most P&P games are pretty friendly, and open. A good creative DM will let you use your imagination to do most anything you feel like, and can change situations on the fly to adapt to the people playing.

Good explanations so far.

For an excellent example of online D&D set in Tolkien’s Middle-earth, check out this: Middle Earth FA63 D&D Game: Fifth Adventure - War in Goblin Gate - Thread Games - Straight Dope Message Board

Also note that what computer games call RPG’s aren’t much like actual RPG’s, or at least they weren’t back when I played them. Computer RPG’s are very combat dependent – you go from place to place killing different monsters. Pen and paper (or what some of us might call “real”) RPG’s are, ideally, much more immersive. If you were an elf, or a barbarian warrior, or a vampire, or a whatever, how would you really react to this or that situation? The terminology comes, I assume, from the fact that when people were first trying to make computer versions of D&D, the technology didn’t really allow for much of the experience to be captured, but they could do wandering monster encounters pretty well, and the two genres have evolved on different paths in the decades since.

–Cliffy