I’ve heard a lot about this fantasy roleplay game, and was even told by friends that I’d enjoy it. Why they didn’t offer to give me a crash course is beyond me. Nevertheless, I did once play Dungeons and Dragons. And it was… interesting?
Honestly, I would’ve rather wrote a book than spent a whole day throwing dice and being told what spells I could and couldn’t use. Heck, I wrote a story of the day expressing just as much. At least in one scenario I actually feel like I’m in a fantasy realm and am not being ridiculed for making a controversial character (come on guys, I’m not actually self-absorbed and moody. It’s just a persona!).
Anyway, despite my feelings on the game, I do think Dungeons and Dragons has many lessons to teach. Hence why I bent the rules, though not really. Turns out history is a little different from what I thought.
The Origins of Dungeons and Dragons
Did some digging, though I’ll admit that I may have missed something. What can I say, I’m more of a fantasy girl.
The world of D&D is more extensive and complex than I thought, and that’s thanks to Gary Gygax. After being fired from a banking job, he returned to Wisconsin. Amidst doing odd jobs to make money, he indulged his favorite hobby: war games. After releasing his first creation, Chainmail, he teamed up with a childhood friend. Their company, Tactical Studies Rules (TSR), came to life in 1973. You’d think the game to start it all would be his original creation, and you’d be sort of correct.
See, Chainmail was a traditional war game set in medieval times. But, in the back of the rule book were several pages of fantasy options. D&D was based on these initial rules. After hiring Arneson to design the look and feel, D&D was released to the masses. They achieved fame and fortune in the 1970s and 80s, but the RPG wonder quickly slipped through their fingers due to internal squabbles, financial struggles, and a hostile takeover. Not kidding; according to the Smithsonian magazine, the woman Gygax hired to restore profitability had him voted out of his own company.
I could go deeper into TSR’s later acquirement by Wizards of the Coast, but I honestly have to marvel that one man’s obsession has led to a cultural legacy. Gygax died in 2008, well after his entrepreneurial journey screeched to a halt. Yet today, we now have books, movies, clubs, toys, and more inspired by his risk to try something different. Food for thought, dreamers. ;)

World Building
When we designed characters, the game master pulled out two massive books. At that point, I was hooked. Then we started playing and, like all videogames, I got bored.
Never mind that though; back to the books. The current owner of Dungeons and Dragons, Wizards of the Coast, publishes guides that describe the races, cultures, magic systems, weapons, legends, and so on within the realm. I downloaded the first edition starter because I was so fascinated. The depth of history and wealth of knowledge drew me in.
Building cultures and traditions is a tricky business. Usually I would do whatever I wish and figure out the systems as I went, but in the case of Dungeons and Dragons, they detail everything ahead of any quest. There are set rules, set characteristics, set weaknesses. I could ask any of the pro players about a character archetype and they could tell me how such an individual functioned in a group, what spells worked best, what weapons helped most, and more. Kinda freaky, yet also awesome.
Designers and writers alike can benefit from determining the backend details that no one sees. The purpose behind a shape or color, the reason behind a character flaw or strength. Storytelling gains depth when the foundation is built on a wealth of knowledge. I suggest all writers download the free basic guide; it’s a wonderful framework for designing a culture and has ample ideas for making your world your own.
Collaboration
This is the one session I wish I had been around for. Nonetheless, the tale of Litty the Dragonborn should be remembered.
On a warm afternoon, the band of adventurers continued their county fair quest. After completing the challenge from the day before, they found themselves locked in a wax museum. The room filling with wax, the explorers ran out of ideas as there was no window with which they could view the outside and teleport out.
It was in this moment that Litty asked, “Is there a keyhole in the door?” The game master said yes. He then asked, “Can I see through the hole?” The game master said yes. His character then looked through the keyhole to the room outside and teleported out.
At this point, the fantasy shattered as the game master had a supposed conniption. Apparently this wasn’t how they were supposed to get out, the game master grinning as they struggled for who knows how long. The sudden solution wasn’t expected.
I find it rather funny and intriguing. See, you may not have all the right answers. In fact, there might be someone on your team that doesn’t appear necessary. But every person has something to bring. Collaboration with others gives you the opportunity to try something different. To get around obstacles that seem impossible. Don’t discount the opinions of others; it might save you.

Developing Imaginations
My impression of Dungeons and Dragons was similar to any board game or escape room: there’s a preset gameplay and story you use every time you want to play. So you can imagine my surprise when our game master wrote a “mini” quest around a county fair trapped in time. And my laughter at a friend relaying how he and his buddies switched game masters mid-game to craft a wild adventure with constantly shifting rules.
Since the creators determined all the lore and provided all the content necessary, people around the world have the ability to create personal quests. Multiple storylines, varying worlds. Interconnected, or hunkered by itself. Continuous, or a one-off. All powered by the imagination of individuals.
And it’s not just during gameplay. Remember I said I downloaded one of the books? While reading various chapters, I got ideas for weapons in my fantasy novel and dreamt of new characters exploring a world of my creation.
Dungeons and Dragons does what all creative endeavors should: inspire people to imagine more. Take them someplace new and exciting that only they would create. Every person, no matter their profession, has the ability to dream big. And when everyone dreams big, our world gets filled with fresh, innovative ideas that take us to new worlds.
Final Thoughts: Inspiration Everywhere
I didn’t have the greatest experience with Dungeons and Dragons. A little too much roleplay for my taste, though I get why. Everyone wants to experience fantasy firsthand, and the way to go is faux reality. Regardless, the concept and background of the game is fascinating to consider.
And a great lesson in how inspiration is everywhere. No matter where you look, be it mountains or an oddly placed billboard, there are many opportunities to engage your creativity.
