The classic role play game, the yardstick of roleplaying, you might call it. ProsMore versatile and flexible than you could imagine. ConsDescribed by one of my friends as 'So complex you'll never finish it.' It's sort of a joke, you never really ever finish a roleplay game, you just move on to a new adventure. But DnD has so many expansion books, giving the DM so many options for adventures, that you'd never see them all, even if you played the game for years. |
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I will openly admit that this game gave me more than a few reservations when I first played it. Because Star Wars was the first roleplay that I'd ever played, I was able to integrate myself into a character and into the adventure. But I'd had no exposure to DnD before playing it. I wasn't really sure how to play it or how to behave (you have to remember this was before the Lord of the Rings films came out, so I had no idea what Middle Earth was like). However it was while playing this game for the first time that I truely realised I was a roleplayer. Our resident DM for DnD is Mark. He's superb at creating DnD adventures, although he does now have a small problem with my character. I chose to play a monk. It's a character class, and basically means 'martial expert', particularly adept at unarmed combat. It means that while most characters get rewarded for good roleplaying with better weapons or armour, my character is now at the level where these would make me less powerful in combat.
Publisher: Wizards of the Coast Helpful links: |
Adventure so far
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This is probably our main game. We play it the most, mainly due to the excellent adventures that Mark runs for us. He's a highly descriptive DM, goes into exactly the right level of detail to let you know what's going on. |
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