But you aren't composing a novel or reading a script . (Not during an RPG session, anyway.) This is a long blog post about pervasive mistakes and miscommunication in the debate about "storytelling" in RPGs. "D&D is storytelling , so it needs a plot ." You can find plentiful resources on the internet today offering advice for Dungeon Masters on how to prepare a D&D campaign plot so the players will have a good story . Even though they are not the same thing, the words campaign and plot and story seem almost interchangeable in these discussions. The advice suggests that DMs begin by deciding how the campaign will end, typically with a "boss battle." You should devise a story arc before play. The DM is supposed to write a campaign before it happens . The advice can be personal or highly generic : Devise your plot. [...] Plot can roughly be defined as the action that will occur no matter what the player characters do. The models for these DM-de
Fifty years ago this month, the first 1000 copies of the original Dungeons & Dragons were printed and then boxed up at Gary Gygax's house. It's supposed to have been late in January of 1974 , but we don't have a specific date. January 1974 is good enough for me. And what counts as the specific origin date, anyway? The final draft? The actual printing? The availability for sale? We're close enough. I'm saying it's been fifty years right now. Without more precise information, it's not too early to begin commemorating the half-century of D&D. It was not the first role-playing game. It barely represents the range of role-playing games that exist and have existed. Still, its influence is undeniable, incalculable. When David McDaniel ( Tedron ) tried it in 1975--this was the guy who coined the convention that we all use now, of saying dee-[number] to specify a kind of die--he wrote, It's a hell of a game. It is, as I suspected, a new order, a new dime