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Notes Final Project

The document discusses the history and cultural impact of Dungeons and Dragons (D&D), highlighting its evolution since its inception in 1974 by Gary Gygax and its influence on social interaction, mental health, and pop culture. It emphasizes D&D's role in fostering community, creativity, and empathy among players, while also detailing its commercial journey and adaptations in various media. The document concludes by noting D&D's resurgence in popularity and its connections to other forms of entertainment, including video games and films.

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0% found this document useful (0 votes)
23 views4 pages

Notes Final Project

The document discusses the history and cultural impact of Dungeons and Dragons (D&D), highlighting its evolution since its inception in 1974 by Gary Gygax and its influence on social interaction, mental health, and pop culture. It emphasizes D&D's role in fostering community, creativity, and empathy among players, while also detailing its commercial journey and adaptations in various media. The document concludes by noting D&D's resurgence in popularity and its connections to other forms of entertainment, including video games and films.

Uploaded by

ricci.srq
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Notes

Slide 2
Surrounded by two Orcs, I wonder if my Dexterity is high enough to charge and stun them.
My Dragonborn warrior, my favorite tank equipped with a one-handed axe and a mithril shield,
has defeated many foes. With my D20 in hand, I shake it vigorously, hoping to get a Nat 20. My
mates hold their breath as I release my favorite D20 dice.
These scenarios happen at least once a week. The chance to escape the fast pace of life and
slip into a reality where I can be someone else is my reset on life. Playing Dungeons and Dragons
for over thirty years has helped me cope with life situations.

Slide 3-5
“Gary Gygax, a Wisconsin war-gaming enthusiast, published the first edition of D&D in
1974. (Ciaramella 16)”. After fifty years, Gygax never imagined his creation being the center of
pop culture interests. Being unemployed, Gygax formed a company called TSR with partners
because large firms laughed at the idea of a roll playing game. (click) A social game that “…
radically empowered its fans to create their own adventures and games…(Ciaramella 16)”. D&D
is a game that has infinite possibilities where every adventure will have a different outcome. TSR
initially started by making its intellectual property open source. Independent magazine
companies, dungeon masters, and players could use the core dynamics to create stories,
manuals, and instances of their own accord. This model created a boom in players of D&D across
the globe. (click) Gygax was forced to rename some characters from his original version of D&D
after being accused of plagiarism by using the name “Hobbit” from the novels of J. R. Tolken. The
name “hobbit” has since been changed to “halflings” to refer to the hobbit-like creatures.

Slide 5-7
In the 1980’s tabletop role-playing games became a multi million dollar industry. This
made TSR rethink their open source policy. Interest in the popularity of D&D started to decline. In
1994, TSR had accused harmless, independent small websites and publishers that published fan
content of copyright infringement. Under new ownership in 2000, Wizards of the Coast released
the third edition of Dungeons and Dragons. The new company reopened the source code to fans
and companies alike with a non-exclusive license. This allowed publishers and players to create
new games and material without fearing lawsuits. The Open Gaming License, or OGL, was a
success. (click) With the current fifth edition of D&D, several independent publishers were
starting projects and raising millions of dollars for third-party companion material. In 2024,
Wizards of the Coast announced that there would be changes to the OGL. After pushback from
fans, independent creators and other publishers the company has decided not to make changes.
(click) Wizards of the Coast still feel that their “secret sauce” is being taken advantage of.
Independent creators decided to pull away from Wizards of the Coast and create different
tabletop games unconnected to D&D. “One suspects the late Gygax, who was ousted from TSR in
the 1980’s and then sued for trying to publish his own games, would only approve (Ciaramella pg
17)”.
Slide 8-12
With the complexity of trying to fit in or make friends, D&D bridges the gap of social
awkwardness. D&D is a judgment free zone. As seasoned players help coach new players, a bond
is built and nothing is too quirky. With the internet, D&D can be played together around the world
in the comfort of your home. While there are several groups that do in person games, we can
progress at our own comfort level. (click) D&D breaks the “social” ice and become comfortable
with human interaction. D&D's popularity at comic cons stems from its connection to the fantasy
genre and the shared interests of comic con attendees. D&D, a tabletop role-playing game,
aligns well with the imaginative worlds, characters, and storytelling that are central to comic
books, movies, and other pop culture. It also offers a unique way to interact with these narratives
and create your own stories within a group setting. (click)Comic cons are social hubs where fans
can gather and connect with each other. D&D provides a structured activity that allows for
further interaction and community building. (click) Comic cons are known for their vibrant
cosplay scene, and many people choose to dress up as their D&D characters. (click) This visual
element adds to the immersive experience and fosters a sense of community among D&D
enthusiasts.

Slide 13
The state of mental health in the world has been in decline for decades. Role-playing
games, unlike wargames, are structured to have a cooperative engagement and are based on
individual interaction and are more complex rather than based on combat. Experiences are
based upon the imagination of the player and help make the experience more immersed. As
described by Carter & Lester, 1998, “…regular D&D players demonstrated no difference on the
scores in the Beck Depression and Eysenck Personality Inventories compared with a control
group, who did not play the game (qtd in Baker et al)”. These studies show the need for
developing a more effective and practical mental health measurement system. It is said that
role-play is reported to have higher levels of reflection, empathy, insight, and peer learning.
According to Kerr et al., 2020, “It has been suggested that D&D, with its narrative structures
about overcoming adversity and exploring alternative identities, mirrors aspects of mental health
recovery “(qtd. In Baker et al.3904). D&D has been found to have psychological benefits such as
creativity and empathy. There is a small therapeutic setting that can increase confidence,
confront situations, and navigate unexpected events in the real world. It is believed that
therapeutic benefits come from D&Ds familiarity and structured rules that reduce anxiety of
choice paralysis.

Slide 14
At the age of 14, I was in a D&D group that consisted of my high school girlfriend, her
father, and 5 of our friends. We gathered to explore, socialize, and battle. We rarely had the
chance to attend a Comic-Con but when we did, we would share adventure stories. When D&D
became available online, we would join people around the world to do adventures. In essence,
D&D's popularity at comic cons is a result of the shared interests, storytelling opportunities, and
social aspects that it offers, all of which align with the core values of the comic con experience.
D&D is a cooperative game that encourages teamwork and social interaction. Playing D&D can
be a great way to bond with friends or meet new people who share a love for fantasy and
storytelling. D&D draws heavily on the fantasy genre, a common theme in comics and related
media. Characters like wizards, elves, and knights, along with settings like castles, dungeons,
and enchanted forests, are all part of the D&D experience and are also popular elements in
comics. D&D has seen a resurgence in popularity in recent years, partly due to media like
"Stranger Things" and "Baldur's Gate 3," which have brought it to a wider audience.

Slide 15-28
In 1977, the original edition of Dungeons and Dragons was split into two games. The basic
rules of DnD and a sophisticated, complex, and rule heavy, Advanced Dungeons and Dragons.
(click) In 2000, the two games were combined back into one which is known as the third edition.
The 4th edition was published in 2008. The 5th edition was released in 2014. In 2024, known as
the 5Th edition, would be released to mark the 50th anniversary of Dungeons and Dragons.
(click) Wizards of the Coast president Cynthia Williams said "that One D&D's playtest had seen
more sign-ups since it launched on August 18 than D&D 5E's playtest saw during its entire two-
year pre-release phase ahead of the game's release in 2014"(“Editions of Dungeons & Dragons”).
With the new edition, D&D was now able to be played with several modules and rules from past
to present versions. (click) PC Gamer reported that "the Revised Player's Handbook will have 48
subclasses, with four for each of the 12 classes" and that each subclass and character
background will receive an illustration (“Editions of Dungeons & Dragons”). (click) Both D&D and
comics are about creating stories and letting imagination run wild. D&D allows players to become
characters in their own fantasy adventures, while comics offer pre-written narratives with unique
characters and worlds.

Slide 29
Dungeons and Dragons has inspired several video games, alternative tabletop games, and
software for online gameplay.

Slide 30
For virtual tabletop role-playing, specifically for D&D, Roll20 is a popular and versatile
option, offering a wide range of features and ease of use. Other options include Foundry VTT,
Tabletop Simulator, Owlbear Rodeo, TaleSpire, D&D Beyond, Tableplop, and Beyond Tabletop

Slide 31
Several card games are inspired by or directly incorporate elements of Dungeons &
Dragons (D&D). These include games like Dungeon Mayhem, Lords of Waterdeep, Betrayal at
Baldur's Gate, and even card games like Magic: The Gathering that have D&D-themed sets and
expansions.
Dungeon Mayhem is a card-based combat game specifically designed for D&D fans. Players
choose a character and use a deck of cards to attack, defend, and use special abilities against
other players
Slide 32
Baldur's Gate , Icewind Dale, Forgotten Realms: Demon Stone, Dungeons & Dragons
Online: Stormreach, Planescape: Torment: Enhanced Edition, World of Warcraft
Yes, World of Warcraft (WoW) was heavily inspired by Dungeons & Dragons (D&D). While WoW is
an MMORPG, it draws many elements from D&D's fantasy setting, including races, classes, and
monster types. However, WoW also has its own unique elements and diverges significantly from
D&D in gameplay and mechanics. In WoW, NPCs are scripted, while in D&D, the Dungeon Master
controls the NPCs and their reactions to player actions. Many of the races and classes in WoW,
such as humans, orcs, dwarves, elves, and various magical classes, are heavily inspired by D&D.
WoW, like D&D, features a grand narrative with epic battles, quests, and lore.

Slide 33
The Big Bang Theory, “The Love Spell Potential” (Season 6, Episode 23)
Naturally, there are a million references to Dungeons & Dragons in all 12 seasons of The Big
Bang Theory. But “The Love Spell Potential,” the penultimate episode of Season 6, actually
revolves around a game. When the girls’ trip to Las Vegas goes belly up, the boys invite them to
their night of D&D. But a love spell cast between Sheldon (Jim Parsons) and Amy (Mayim Bialik)
as players compels them to question if their relationship is just as imaginary. Just being what it is,
The Big Bang Theory takes last place on this list because no show can crack jokes about geeks
being virgins in 2013 and feel original. But Simon Helberg’s Howard, who DMs the game, does a
killer Nicolas Cage impression that simply needs to be seen.

Slide 34-36
Several movies are inspired by or share thematic similarities with Dungeons & Dragons,
including fantasy classics like Conan the Barbarian, The Lord of the Rings, The Princess Bride,
and Excalibur. More recent examples include The Gamers and Dungeons & Dragons series.
Movies like Conan the Barbarian, The Lord of the Rings, and Excalibur are often cited as having a
strong D&D-like influence due to their epic quests, magical elements, and heroic characters. The
Dungeons & Dragons film series (e.g., Dungeons & Dragons: Wrath of the Dragon God) directly
adapted the role-playing game into movie form. Movies like Guardians of the Galaxy and The
Green Knight also draw on D&D-inspired elements, such as fantastical settings, magical artifacts,
and quests that involve overcoming challenges. The Princess Bride, while seemingly a fairytale,
has a strong D&D feel with its quest narrative, magical elements, and diverse cast of characters,
according to some sources.
Dragonslayer, Clash of the Titans, Dragonheart, and The Legend of Vox Machina.
Mythica series, Knights of Badassdom, Honor Among Thieves, Lord of the Rings series

Slide 37
Conclusion

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