144-488: The planes of the Dungeons & Dragons roleplaying game constitute the multiverse in which the game takes place. Each plane is a universe with its own rules with regard to gravity, geography, magic and morality. There have been various official cosmologies over the course of the different editions of the game; these cosmologies describe the structure of the standard Dungeons & Dragons multiverse. The concept of
288-419: A moral panic in the 1980s that attempted to associate it with Satanism and suicide. The game has won multiple awards and has been translated into many languages. Dungeons & Dragons is a structured yet open-ended role-playing game. It is normally played indoors with the participants seated around a tabletop. Typically, one player takes on the role of Dungeon Master (DM) while the others each control
432-473: A "strong impact" though he also said that the list of other influential authors was long. The D&D magic system, in which wizards memorize spells that are used up once cast and must be re-memorized the next day, was heavily influenced by the Dying Earth stories and novels of Jack Vance . The original alignment system (which grouped all characters and creatures into 'Law', 'Neutrality' and 'Chaos')
576-441: A PC to advance a level , which grants the character improved class features, abilities and skills. XP can be lost in some circumstances, such as encounters with creatures that drain life energy, or by use of certain magical powers that come with an XP cost. Hit points (HP) are a measure of a character's vitality and health and are determined by the class, level and Constitution of each character. They can be temporarily lost when
720-619: A background story, illustrations, maps, and goals for players to achieve. Some may include location descriptions and handouts, although they are not required for gameplay. Although a small adventure entitled " Temple of the Frog " was included in the Blackmoor rules supplement in 1975, the first stand-alone D&D module published by TSR was 1978's Steading of the Hill Giant Chief , written by Gygax. A linked series of adventures
864-518: A better play experience than under the 3rd Edition. The new game was developed through a number of design phases spanning from May 2005 until its release. Dungeons & Dragons 4th Edition was announced at Gen Con in August 2007, and the initial three core books were released June 6, 2008. 4th Edition streamlined the game into a simplified form and introduced numerous rules changes. Many character abilities were restructured into "Powers". These altered
1008-414: A character sustains wounds in combat or otherwise comes to harm, and loss of HP is the most common way for a character to die in the game. Death can also result from the loss of key ability scores or character levels. When a PC dies, it is often possible for the dead character to be resurrected through magic, although some penalties may be imposed as a result. If resurrection is not possible or not desired,
1152-415: A class when they create their character, which gives them special perks and abilities every few levels. The early success of D&D led to a proliferation of similar game systems. Despite the competition, D&D has remained the market leader in the role-playing game industry. In 1977, the game was split into two branches: the relatively rules-light game system of basic Dungeons & Dragons , and
1296-576: A fantasy supplement, before the game was published as Chainmail . When Dave Wesely entered the Army in 1970, his friend and fellow Napoleonics wargamer Dave Arneson began a medieval variation of Wesely's Braunstein games, where players control individuals instead of armies. Arneson used Chainmail to resolve combat. As play progressed, Arneson added such innovations as character classes, experience points, level advancement, armor class, and others. Having partnered previously with Gygax on Don't Give Up
1440-600: A good sense of "the sheer force of nature that drives all the Inner Planes. The Inner Planes don't have anything against you—they're hard on everyone." Backstab magazine reviewers Lord Winfield and Kaneda found the Inner Planes among the places in the Planescape setting least visited by player characters, which do not lend themselves to a prolonged stay. While the 5th Edition returned to the Great Wheel model,
1584-428: A healthy seller for TSR. In the 1980s, the rules for Advanced Dungeons & Dragons and "basic" Dungeons & Dragons remained separate, each developing along different paths. In 1981, the basic version of Dungeons & Dragons was revised by Tom Moldvay to make it even more novice-friendly. It was promoted as a continuation of the original D&D tone, whereas AD&D was promoted as an advancement of
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#17327799109641728-603: A loose-leaf binder that was subsequently replaced by the hardcover Monstrous Manual in 1993. In 1995, the core rulebooks were slightly revised, although still referred to by TSR as the 2nd Edition, and a series of Player's Option manuals were released as optional rulebooks. The release of AD&D 2nd Edition deliberately excluded some aspects of the game that had attracted negative publicity. References to demons and devils, sexually suggestive artwork, and playable, evil-aligned character types – such as assassins and half-orcs – were removed. The edition moved away from
1872-474: A mirror plane, though each mirror plane usually has only five to twenty mirrors connecting to it. The Plane of Time was known as the Temporal Prime in the 1995 book Chronomancer . It is a plane where physical travel can result in time travel . In 3rd edition products, some of the detail of Temporal Prime became incorporated into the "Temporal Energy Plane" mentioned in the 3rd edition Manual of
2016-581: A modular approach by presenting Options, a flexible strategy that pleased both 1e and Planescape fans. Vast amounts of new ideas and new locations were presented, dovetailing nicely with canon from earlier editions". The 4th edition shifted the locations of the various planes to fit the new World Axis cosmology and added the Parallel Planes of the Feywild and the Shadowfell to the game; many of
2160-522: A more general audience of college and high school students. Roughly 1,000 copies of the game were sold in the first year, followed by 3,000 in 1975, and many more in the following years. This first set went through many printings and was supplemented with several official additions, such as the original Greyhawk and Blackmoor supplements (both 1975), as well as magazine articles in TSR's official publications and many fanzines . In early 1977, TSR created
2304-558: A near-bankrupt TSR was purchased by Wizards of the Coast . Following three years of development, Dungeons & Dragons 3rd edition was released in 2000. The new release folded the Basic and Advanced lines back into a single unified game. It was the largest revision of the D&D rules to date and served as the basis for a multi-genre role-playing system designed around 20-sided dice, called
2448-517: A need to codify, while still remaining flexible, that has remained as a primary aim of the latest edition". Carbonell also highlighted that the 1989 Spelljammer campaign setting added cosmology that "allowed travel between the different settings" such as Dragonlance , Greyhawk , and the Forgotten Realms . However, campaign settings such as Dark Sun and Ravenloft were inaccessible in this cosmology. Then in 1993, TSR wanted to do
2592-578: A portal to an insidious region beyond sanity and light known only as the Far Realm, and the unknowable but hostile entities of this hideous region prepare to pass through into the world." The adventure featured a magical portal that produced creatures and energies from the Far Realm. In Third Edition, the Far Realm was incorporated into the Realm of Xoriat in the Eberron campaign setting. In Fourth Edition,
2736-716: A response which walked back several changes to the OGL; this response did not contain the updated OGL. The Motley Fool highlighted that "Hasbro pulled an abrupt volte-face and had its subsidiary D&D Beyond publish a mea culpa on its website". On January 27, 2023, following feedback received during the open comment period for the draft OGL1.2, Wizards of the Coast announced that the System Reference Document 5.1 (SRD 5.1) would be released under an irrevocable Creative Commons license ( CC BY 4.0 ) effective immediately and Wizards would no longer pursue deauthorizing
2880-810: A ring of sixteen planes with the Good -aligned planes (or Upper Planes ) at the top, and the Evil -aligned planes (or Lower Planes ) at the bottom. Depictions usually display the Lawful planes (or Planes of Law) to the left, and the Chaotic planes (or Planes of Chaos) to the right. Between all of these sit the Neutral planes, or the Planes of Conflict. The center contains the Inner and Material Planes . One further plane sits in
3024-543: A separate, though similar, cosmology from that of its contemporary AD&D game, which is a more open planar system that is less regulated than that of its counterpart. The planes were further "refined in the Players Handbook (1978) and Deities & Demigods (1980)". The appendix of the Player's Handbook included an abstract diagram of the planes, and mentioned the same 16 Outer Planes. Shannon Appelcline,
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#17327799109643168-672: A series of books about the Outer Planes which Zeb Cook said led to the creation of the Planescape campaign setting released in 1994. This campaign setting provided a framework to create adventures across the planes with the city of Sigil acting as a hometown and starting point for players. Carbonell called this setting "the most complex example of the multiverse created during the varieties of 2e's AD&D settings" and wrote: "A more nuanced and sophisticated attempt at harmonization, Planescape provided an alternate way to travel between
3312-713: A simplified default cosmology with only six major planes, each of which has a corresponding creature origin. The Astral Sea, Elemental Chaos, Feywild and Shadowfell are covered extensively in the Manual of the Planes , while the Far Realm and Sigil are covered briefly. Supplemental sourcebooks relating to the Elemental Chaos ( The Plane Below ) and the Astral Sea ( The Plane Above ) were released in 2009 and 2010, respectively. The Ethereal Plane has been removed entirely. The fundamental planes are two vast expanses from which
3456-429: A single character, representing an individual in a fictional setting. When working together as a group, the player characters (PCs) are often described as a " party " of adventurers, with each member often having their own area of specialty that contributes to the success of the group as a whole. During the course of play, each player directs the actions of their character and their interactions with other characters in
3600-653: A theme of 1960s and 1970s " sword and sorcery " fantasy fiction to a mixture of medieval history and mythology. The rules underwent minor changes, including the addition of non-weapon proficiencies – skill-like abilities that appear in first edition supplements. The game's magic spells are divided into schools and spheres. A major difference was the promotion of various game settings beyond that of traditional fantasy. This included blending fantasy with other genres, such as horror (Ravenloft), science fiction (Spelljammer), and apocalyptic (Dark Sun), as well as alternative historical and non-European mythological settings. In 1997,
3744-486: A trap or resisting the effect of a spell, a saving throw can be used to determine whether the resulting effect is reduced or avoided. In this case the odds of success are influenced by the character's class, levels and ability scores. In circumstances where a character is attempting to complete a task such as picking a lock, deactivating a trap, or pushing a boulder, a Difficulty Class must be hit or exceeded. Relevant ability bonuses are added to help players succeed. As
3888-406: A twenty-sided die is used to determine whether a hit is made in combat, with other dice such as four, six, eight, ten, or even twelve-sided die used to determine how much damage was dealt. Factors contributing to the outcome include the character's ability scores, skills, and the difficulty of the task. In circumstances where a character is attempting to avoid a negative outcome, such as when dodging
4032-568: A unique blending of these elements. The world of D&D was influenced by world mythology, history, pulp fiction , and contemporary fantasy novels, as listed by Gygax in the Appendix N of the original Dungeon Master's Guide . The importance of Tolkien's works The Lord of the Rings and The Hobbit as an influence on D&D is controversial. The presence in the game of halflings , elves , half-elves , dwarves , orcs , rangers , and
4176-636: A wonderfully different 'world'." He adds that "By expanding the accepted 'physics' of the Astral plane and applying classic Planescape thinking, the Silver Void is made solid and comprehensible." The Ethereal is often likened to an ocean, but rather than water it is a sea of boundless possibility. It consists of two parts: the Border Ethereal which connects to the Inner and Prime Material planes, and
4320-549: Is "part of Wizards' plans to apply more resources to the digital side of D&D" following the purchase of D&D Beyond by Hasbro earlier in the year. Wizards of the Coast CEO Cynthia Williams and Hasbro CEO Chris Cocks, at a December 2022 Hasbro investor-focused web seminar, called the Dungeons & Dragons brand "under monetized". They highlighted the high engagement of fans with the brand, however,
4464-468: Is a plane far outside the others and often not included in the standard cosmology. It is sometimes referred to simply as "Outside", because in many cosmologies it is literally outside reality as mortals understand it. The Plane of Dreams is a plane far outside the others and often not included in the standard cosmology. As its name suggests, all true dreams take place on the Plane of Dreams. 4th edition uses
Plane (Dungeons & Dragons) - Misplaced Pages Continue
4608-437: Is an area of Neth's membrane where Neth communicates with visitors. It contains thousands of head-shaped bumps that resemble the likenesses of those previously absorbed by Neth. Neth speaks to its visitors from about five or six of the heads simultaneously, questioning them to learn more of the outside universe. Sometimes, Neth will choose to encapsulate its visitors. Two folds of membrane will come together and ensnare and seal off
4752-727: Is commonly referred to as a " campaign ". The locations where these adventures occur, such as a city, country, planet, or entire fictional universe , are referred to as " campaign settings " or "worlds." D&D settings are based in various fantasy genres and feature different levels and types of magic and technology. Popular commercially published campaign settings for Dungeons & Dragons include Greyhawk , Dragonlance , Forgotten Realms , Mystara , Spelljammer , Ravenloft , Dark Sun , Planescape , Birthright , and Eberron . In addition to first-party campaigns and modules, two campaigns based on popular culture have been created. The first, based on Stranger Things ,
4896-542: Is credited with increasing the market share of d20 products and leading to a "boom in the RPG industry in the early 2000s". With the release of the 4th Edition , Wizards of the Coast introduced its Game System License , which represented a significant restriction compared to the very open policies embodied by the OGL. In part as a response to this, some publishers (such as Paizo Publishing with its Pathfinder Roleplaying Game ) who previously produced materials in support of
5040-863: Is described in The Plane Above: Secrets of the Astral Sea , released in 2010. In the Forgotten Realms setting, the Astral Sea was formed from the collapse of the Outer Planes into the Astral Plane after Mystra's murder, while in Eberron , the Astral Sea is equated with Siberys, the Dragon Above. The Elemental Chaos corresponds to the Inner Planes of earlier editions (excluding the Positive and Negative Energy Planes), also containing some aspects of Limbo. The Elemental Chaos contains Elemental Realms, which are themselves planes;
5184-537: Is described in the fifth edition Dungeon Master’s Guide , which builds on material from earlier editions. The Wild Beyond the Witchlight used the DMG’s description as a starting point and expanded from there. The concept of archfey – powerful Fey creatures who carve out domains for themselves – dates back to earlier editions, but this is the first time we’ve given these domains a name". In the Forgotten Realms setting,
5328-450: Is often possible to perceive multiple layers simultaneously. These layers can grow, spawn further layers, breathe and possibly die. The Far Realm is home to many powerful and unspeakable beings ripped from the nightmares of the darkest minds of the waking world, beings so unfathomable that their very existence is a perversion of reality itself. These beings are governed by lords of unimaginable power and knowledge completely alien. The Far Realm
5472-454: Is the FRP game played most often in most places." In the 1980 book The Complete Book of Wargames , game designer Jon Freeman asked, "What can be said about a phenomenon? Aside from Tactics II and possibly PanzerBlitz (the first modern tactical wargame), this is the most significant war game since H.G. Wells ." However, Freeman did have significant issues with the game, pointing out, "On
5616-707: Is the Frostfell, the Plane of Magma is the Fountains of Creation, and the Plane of Ooze is the Swamp of Oblivion. Additionally, the Elemental Chaos is the churning realm within which the Inner Planes are held". Screen Rant highlighted that the parts of the Inner Planes closest to the Material Plane will seem the most familiar to adventurers with features such as humanoid inhabitants and cities. However,
5760-510: Is the object of a quest. The game's extensive rules – which cover diverse subjects such as social interactions, magic use , combat, and the effect of the environment on PCs – help the DM to make these decisions. The DM may choose to deviate from the published rules or make up new ones if they feel it is necessary. The most recent versions of the game's rules are detailed in three Fifth Edition core rulebooks : The Player's Handbook ,
5904-487: Is the plane itself. Neth creates humanoid subunits of itself called Neth's Children, sometimes for specific short-term purposes before reabsorbing them. At Neth's center is a thick knot of membrane at least a mile across where all the folds come together. This serves as Neth's brain. Other parts of the membrane also serve specific functions, which include areas where the membrane can be easily deformed for communication, encapsulation, and budding Neth's Children. The Visage Wall
Plane (Dungeons & Dragons) - Misplaced Pages Continue
6048-514: Is the plane of thought, memory, and psychic energy; it is where gods go when they die or are forgotten (or, most likely, both). It is a barren place with only rare bits of solid matter. The Astral Plane is unique in that it is infinitesimal instead of infinite; there is no space or time here, though both catch up with beings when they leave. The souls of the newly dead from the Prime Material Plane pass through here on their way to
6192-524: The Dungeon Master's Guide and the Monster Manual . The only items required to play the game are the rulebooks, a character sheet for each player, and a number of polyhedral dice . Many players also use miniature figures on a grid map as a visual aid if desired, particularly during combat. Some editions of the game presume such usage. Many optional accessories are available to enhance
6336-461: The One D&D initiative which includes a public playtest of the next version of Dungeons & Dragons and an upcoming virtual tabletop simulator with 3D environments developed using Unreal Engine . Revised editions of the Player's Handbook , Monster Manual , and Dungeon Master's Guide are scheduled to be released in 2024. In April 2022, Hasbro announced that Wizards would acquire
6480-690: The Spelljammer setting, the Phlogiston is a part of the Material plane. It is a highly flammable gaseous medium in which crystal spheres holding various Prime Material solar systems float, traversable by Spelljammer ships. The Feywild and the Shadowfell , the Parallel Planes introduced in the 4th Edition World Axis model, were incorporated into the 5th Edition version of the Great Wheel model. In 2015, D&D Creative Director Chris Perkins stated that 4th Edition sourcebooks on these planes were
6624-449: The D&D product line, decided to continue supporting the 3rd Edition rules, thereby competing directly with Wizards of the Coast. Others, such as Kenzer & Company , returned to the practice of publishing unlicensed supplements and arguing that copyright law does not allow Wizards of the Coast to restrict third-party usage. During the 2000s, there has been a trend towards reviving and recreating older editions of D&D , known as
6768-650: The D&D Beyond digital toolset and game companion from Fandom ; the official transfer to Wizards occurred in May 2022. At the Hasbro Investor Event in October 2022, it was announced that Dan Rawson, former COO of Microsoft Dynamics 365 , was appointed to the newly created position of Senior Vice President for the Dungeons & Dragons brand; Rawson will act as the new head of the franchise. Chase Carter of Dicebreaker highlighted that Rawson's role
6912-583: The Forgotten Realms setting, the Elemental Chaos was formed from the collapse of the Inner Planes after Mystra's murder, while in Eberron , the Elemental Chaos is equated with Khyber, the Dragon Below. The equivalent to the Prime Material Plane or Material Plane of earlier editions. This plane lacks a formal name and is most often referred to as the World, although titles such as the Middle World and
7056-556: The Los Angeles Times , wrote, "players and scholars attribute the game's resurgent popularity not only to the longueurs of the pandemic, but also to its reemergence in pop culture—on the Netflix series Stranger Things , whose main characters play D&D in a basement; on the sitcom The Big Bang Theory ; or via the host of celebrities who display their love for the game online". Following an apology issued by Wizards of
7200-481: The Old School Revival . This, in turn, inspired the creation of "retro-clones" , games that more closely recreate the original rule sets, using material placed under the OGL along with non-copyrightable mechanical aspects of the older rules to create a new presentation of the games. Alongside the publication of the 5th Edition, Wizards of the Coast established a two-pronged licensing approach. The core of
7344-824: The Open Game License (OGL) for use by other publishers. D&D 4th edition was released in June 2008. The 5th edition of D&D , the most recent, was released during the second half of 2014. In 2004, D&D remained the best-known, and best-selling, role-playing game in the US, with an estimated 20 million people having played the game and more than US$ 1 billion in book and equipment sales worldwide. The year 2017 had "the most number of players in its history—12 million to 15 million in North America alone". D&D 5th edition sales "were up 41 percent in 2017 from
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#17327799109647488-713: The Ravenloft setting, can be found in the Deep Ethereal plane; most demiplanes are born here, and many fade back into nothingness here. Unlike the Astral Plane, in which solid objects can exist (though are extremely rare) anything and everything that goes to the Ethereal Plane becomes Ethereal. There is also something here called the Ether Cyclone that connects the Ethereal plane to the Astral Plane. In
7632-506: The afterlife or Outer Planes . The most common feature of the Astral Plane is the silver cords of travelers using an astral projection spell. These cords are the lifelines that keep travelers of the plane from becoming lost, stretching all the way back to the traveler's point of origin. A god-isle is the immense petrified remains of a dead god that float on the Astral Plane, where githyanki and others often mine them for minerals and build communities on their stony surfaces. Tu'narath,
7776-438: The d20 System . The 3rd Edition rules were designed to be internally consistent and less restrictive than previous editions of the game, allowing players more flexibility to create the characters they wanted to play. Skills and feats were introduced into the core rules to encourage further customization of characters. The new rules standardized the mechanics of action resolution and combat. In 2003, Dungeons & Dragons v.3.5
7920-410: The role-playing video game genre. D&D departs from traditional wargaming by allowing each player to create their own character to play instead of a military formation . These characters embark upon adventures within a fantasy setting. A Dungeon Master (DM) serves as referee and storyteller for the game, while maintaining the setting in which the adventures occur, and playing the role of
8064-452: The "core rulebooks", were released: the Player's Handbook (PHB), the Dungeon Master's Guide (DMG), and the Monster Manual (MM). Several supplementary books were published throughout the 1980s, notably Unearthed Arcana (1985), which included a large number of new rules. Confusing matters further, the original D&D boxed set remained in publication until 1979, since it remained
8208-648: The "standard" ones discussed here. For example, the Eberron setting has only thirteen planes , all of which are unique to Eberron . The cosmology of the planes was presented for the first time, as part of the Great Wheel of Planes, in Volume 1, Number 8 of The Dragon , released July 1977. In the article "Planes: The Concepts of Spatial, Temporal and Physical Relationships in D&D", Gary Gygax mentions that there are 16 Outer Planes. The "Basic edition" of D&D had
8352-460: The 2024 core books are, uh, 'solid', according to the CEO, it's evident that Hasbro holds little faith in analog games clotting the money bleed elsewhere in the company's structure". Early in the game's history, TSR took no action against small publishers' production of D&D compatible material and even licensed Judges Guild to produce D&D materials for several years, such as City State of
8496-514: The 25 mm scale. Periodically, Dungeons & Dragons has returned to its wargaming roots with supplementary rules systems for miniatures-based wargaming. Supplements such as Battlesystem (1985 and 1989) and a new edition of Chainmail (2001) provided rule systems to handle battles between armies by using miniatures. An immediate predecessor of Dungeons & Dragons was a set of medieval miniature rules written by Jeff Perren . These were expanded by Gary Gygax , whose additions included
8640-400: The 3rd Edition, each Material Plane is attached to its own unique Ethereal Plane; use of the Deep Ethereal connecting these Ethereal Planes together is an optional rule. A fictional plane of existence in Dungeons & Dragons , under the standard planar cosmology. A dimly lit dimension that is both conterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as
8784-569: The 5th Edition rules have been made available under the OGL, while publishers and independent creators have also been given the opportunity to create licensed materials directly for Dungeons & Dragons and associated properties like the Forgotten Realms under a program called the DM's Guild . The DM's Guild does not function under the OGL, but uses a community agreement intended to foster liberal cooperation among content creators. Wizards of
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#17327799109648928-613: The Abyss is one such realm. The only god who dwells in the Elemental Chaos is Lolth , who resides on the 66th layer of the Abyss. The Elemental Chaos is spacially infinite, the Elemental Realms are not. Creatures native to or connected with the Elemental Chaos (including demons) generally have the elemental origin. The plane is described in The Plane Below: Secrets of the Elemental Chaos , released in 2010. In
9072-493: The Astral Plane of earlier editions. The Astral Dominions , counterparts to the Outer Planes of earlier editions, are planes which float within the Astral Sea. The majority of the gods dwell in Astral Dominions. The Astral Sea itself is spacially infinite, but the Astral Dominions are all finite. Creatures native to or connected with the Astral Sea (such as angels and devils) generally have the immortal origin. The plane
9216-414: The Astral Plane. Trenton Webb for Arcane magazine comments that A Guide to the Astral Plane "breathes life into what had hitherto been little more than a planar motorway. Essentially infinite and filled with few 'solid locations' or indigenous species, the Astral Plane should by rights be a dull place. Yet with some deft imaginative touches and sleight of logic, the guide transforms this dead zone into
9360-507: The Coast announced that it was working on a 5th edition of the game. The company planned to take suggestions from players and let them playtest the rules. Public playtesting began on May 24, 2012. At Gen Con 2012 in August, Mike Mearls , lead developer for 5th Edition, said that Wizards of the Coast had received feedback from more than 75,000 playtesters, but that the entire development process would take two years, adding, "I can't emphasize this enough ... we're very serious about taking
9504-790: The Coast for offensive and racist material included in Spelljammer: Adventures in Space and the announced revisions to the product in September 2022, Christopher Perkins – Wizards' game design architect – announced a new inclusion review process for the Dungeons & Dragons studio in November 2022. This process will now require "every word, illustration, and map" to be reviewed at several steps in development "by multiple outside cultural consultants prior to publication". The previous process only included cultural consultants at
9648-577: The Coast has started to release 5th Edition products that tie into other intellectual properties—such as Magic: The Gathering with the Guildmasters' Guide to Ravnica (2018) and Mythic Odysseys of Theros (2020) source books. Two 5th Edition starter box sets based on TV shows, Stranger Things and Rick and Morty , were released in 2019. Source books based on Dungeons & Dragons live play series have also been released: Acquisitions Incorporated (2019) and Explorer's Guide to Wildemount (2020). Between November and December 2022, there
9792-484: The Content Marketing Institute's 2019 award for best "In-Person (Event) Content Marketing Strategy". Dungeons & Dragons continued to have a strong presence on Twitch throughout 2019; this included a growing number of celebrity players and dungeon masters, such as Joe Manganiello , Deborah Ann Woll and Stephen Colbert . Wizards of the Coast has created, produced and sponsored multiple web series featuring Dungeons & Dragons . These shows have typically aired on
9936-484: The Deep Ethereal plane which acts as the incubator to many potential demiplanes and other proto-magical realms. From a Border Ethereal plane a traveler can see a misty greyscale version of the plane from which they are traveling; however, each plane is only connected to its own Border Ethereal, which means inter-planar travel necessitates entering the Deep Ethereal and then exiting into the destination plane's own Border Ethereal plane. Many demiplanes, such as that which houses
10080-442: The Demiplane of Shadow was promoted to the Plane of Shadow, the Prime Material Plane was shortened to the Material Plane, and it was stated that each Material Plane is connected to its own unique Ethereal Plane. The cosmology is usually presented as a series of concentric circles, with alternating spatial and transitive planes; from the center outwards, they are ordered as follows: Inner, Ethereal, Material, Astral, Outer Planes, and
10224-411: The Elemental Planes of air, earth, fire and water, and the Energy Planes. Some descriptions also contain the Para-elemental (magma, ice, etc.) and Quasi-elemental planes (lightning, dust, etc.) linking them. The energy planes are the Positive Material Plane and Negative Material Plane. In his review of the Planescape Campaign Setting boxed set, Gene Alloway felt that the set would provide players with
10368-453: The Ethereal Plane , a sourcebook for the Planescape setting of AD&D Second Edition. It is a living, sentient plane of finite size that has an immense curiosity. The only access Neth has to the rest of the multiverse is through a single metallic, peach-colored pool on the Astral Plane. Those who look into the pool from the Astral Plane might notice a huge eye flash into focus on its surface, which quickly fades. The only thing native to Neth
10512-404: The Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also conterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities. It is magically morphic, and parts continually flow onto other planes. As a result, creating a precise map of the plane is next to impossible, despite
10656-498: The Ethereal and Shadow planes are coexistent with the Material Plane. In effect, the "boundary" between the two extends through all of space. Thus a ghost in Dungeons & Dragons , which is an ethereal creature, has a location on the Material Plane when it is near the border of the Material and Ethereal planes. It can "manifest" itself into the Material, and force attacks launched from the Material can hit it. The Inner Planes are made up of elemental matter and forces. They consist of
10800-471: The Far Realm. The Shadow Plane and the Dimension of Time, if they are included, are separate from the others, and usually represented as being connected to the Material Plane. Demiplanes, although most commonly connected to the Ethereal Plane, can be found attached to any plane. All planes, save the demiplanes, are infinite in extent. Planes may border (be coterminous) or may be coexistent. In particular,
10944-599: The Far Realms were included in the new cosmology design of Dungeons & Dragons . In this edition, members of the Warlock class can forge a pact (called the Starpact) with the entities from or near the Far Realm to gain power. The Far Realm's association with the new setting has been detailed in various supplements. The Far Realm contains an infinite number of layers, these layers range from inches thick to miles, and it
11088-581: The Feywild is also known as the Plane of Faerie and has come into alignment with Toril after countless millennia of drifting away, while in Eberron , the Feywild is equated with Thelanis, formerly known as the Faerie Court. Dungeons %26 Dragons Dungeons & Dragons (commonly abbreviated as D&D or DnD ) is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson . The game
11232-470: The First Work were also presented in Manual of the Planes . Creatures native to the world generally have the natural origin. The gods Avandra, Melora and Torog have their homes in the World. The god Vecna wanders the whole cosmos (Sehanine is prone to doing this as well). In the Forgotten Realms setting, the world is named Toril (there is another, inaccessible world called Abeir), while in Eberron ,
11376-480: The Inner Planes detailed in that edition "retain aspects" of the 4th Edition World Axis model: "The four elemental planes are back, but they remain tightly integrated with the material plane as its creative foundation. The paraelemental planes have also returned for the first time since Planescape, but they have more evocative names. The Plane of Ash is known as the Great Conflagration, the Plane of Ice
11520-625: The Inner, Ethereal, Prime Material, Astral, and Outer Planes was introduced in the earliest versions of Dungeons & Dragons ; at the time there were only four Inner Planes and no set number of Outer Planes. This later evolved into what became known as the Great Wheel cosmology. The 4th Edition of the game shifted to the World Axis cosmology. The 5th Edition brought back a new version of the Great Wheel cosmology which includes aspects of World Axis model. In addition, some Dungeons & Dragons settings have cosmologies that are very different from
11664-580: The Invincible Overlord . This attitude changed in the mid-1980s when TSR took legal action to try to prevent others from publishing compatible material. This angered many fans and led to resentment by the other gaming companies. Although TSR took legal action against several publishers in an attempt to restrict third-party usage, it never brought any court cases to completion, instead settling out of court in every instance. TSR itself ran afoul of intellectual property law in several cases. With
11808-557: The Material Plane, though a few—mostly those created by non-humans—are quite alien. Genesis , a 9th level arcane spell or psionic power, and the 9th-level arcane spell Demiplane Seed are among the few printed methods for a player character to create a demiplane. Among the most notable of demiplanes is the Demiplane of Dread , the setting of Ravenloft. Neth, the Demiplane That Lives, was first presented in A Guide to
11952-543: The OGL1.0a. Eric Goldberg reviewed Dungeons & Dragons in Ares Magazine #1 (March 1980), rating it a 6 out of 9, and commented that " Dungeons and Dragons is an impressive achievement based on the concept alone, and also must be credited with cementing the marriage between the fantasy genre and gaming." Eric Goldberg again reviewed Dungeons & Dragons in Ares Magazine #3 and commented that " D&D
12096-490: The Planes . Dragon Magazine No. 353 associates it also with the "Demiplane of Time" that has appeared in various forms since 1st edition. Demiplanes are minor planes, most of which are artificial. They are commonly created by demigods and extremely powerful wizards and psions . Naturally-occurring demiplanes are rare; most such demiplanes are actually fragments of other planes that have somehow split off from their parent plane. Demiplanes are often constructed to resemble
12240-458: The Planes , this plane has some sort of unspecified connection to Arvandor , and is suspected that the Dominion of Corellon can be reached by here. Important locales within the Feywild are known as Fey Demesnes. Additional details on the Feywild were included in the 4th edition supplement Heroes of the Feywild (2011) which added storytelling and mechanics themed around the Feywild. The Feywild
12384-521: The Ship! , Arneson introduced Gygax to his Blackmoor game and the two then collaborated on developing "The Fantasy Game", the game that became Dungeons & Dragons , with the final writing and preparation of the text being done by Gygax. The name was chosen by Gygax's two-year-old daughter Cindy; upon being presented with a number of choices of possible names, she exclaimed, "Oh Daddy, I like Dungeons & Dragons best!", although less prevalent versions of
12528-569: The age range of 25–34 and 26% of players are aged 35+. In January 2021, the Los Angeles Times reported that according to Liz Schuh, head of publishing and licensing for Dungeons & Dragons, "revenue was up 35% in 2020 compared with 2019, the seventh consecutive year of growth," and in 2020, during the COVID-19 pandemic , "virtual play rose 86% [...] aided by online platforms such as Roll20 and Fantasy Grounds ". Sarah Parvini, for
12672-528: The author of Designers & Dragons , highlighted that throughout the early 1980s Dragon magazine would continue to detail "some of the planes in more depth", however, "there was no overarching plan for the planes of D&D other than a few increasingly old drawings". The multiverse of the Basic D&D game was expanded with the D&D Immortals Rules (1986) set. The Astral Plane runs through and links
12816-482: The basic game includes many rules and concepts which contradicted comparable ones in AD&D . John Eric Holmes , the editor of the basic game, preferred a lighter tone with more room for personal improvisation. AD&D , on the other hand, was designed to create a tighter, more structured game system than the loose framework of the original game. Between 1977 and 1979, three hardcover rulebooks, commonly referred to as
12960-490: The best source of information for the 5th Edition. The adventure module The Wild Beyond the Witchlight (2021) is the first in-depth 5th Edition exploration of the Feywild and builds on the description included in the 5th Edition Dungeon Master's Guide (2014). Alignment -based planes. The home of gods, dead souls, and raw philosophy and belief. The transitive planes connect the other planes and generally contain little, if any, solid matter or native life. The Astral Plane
13104-490: The capital city of the githyanki, is built on the petrified corpse of a dead god known only as "The One in the Void". God-isles often have unusual effects on those nearby, including causing strange dreams of things that happened to the god when it was alive. God-isles are also the only locations on the Astral Plane that are known to possess gravity or normal time flows. Part of Baldur's Gate II: Shadows of Amn takes place on
13248-697: The center of the ring, the Outlands , being neutral in alignment. At the center of the Outlands is a Spire of infinite height; the city of Sigil floats above the Spire's pinnacle. Many Outer Planes were renamed in Advanced Dungeons & Dragons 2nd Edition in the Planescape campaign setting, released in 1994. In the 3rd Edition Manual of the Planes (2001), the old and new names were combined,
13392-432: The changes were detailed in that edition's Manual of the Planes (2008). However, the 5th edition Player's Handbook (2014) and Dungeon Master's Guide (2014) shifted most of the cosmology of the planes back to the Great Wheel model with some aspects of the World Axis model retained in the descriptions of the inner planes. The cosmology outlined in the Great Wheel model contains sixteen Outer Planes which are arranged in
13536-421: The details from a leaked full copy of the OGL 1.1 including updated terms such as no longer authorizing use of the OGL1.0. Codega highlighted that "if the original license is in fact no longer viable, every single licensed publisher will be affected by the new agreement. [...] The main takeaway from the leaked OGL 1.1 draft document is that WotC is keeping power close at hand". A week after the leak, Wizards issued
13680-415: The different editions. The original Dungeons & Dragons , now referred to as OD&D , is a small box set of three booklets published in 1974. With a very limited production budget of only $ 2000—with only $ 100 budgeted for artwork —it is amateurish in production and assumes the player is familiar with wargaming. Nevertheless, it grew rapidly in popularity, first among wargamers and then expanding to
13824-437: The discretion of the product lead for a project. All products being reprinted will also go through this new review process and be updated as needed. In September 2021, it was announced that a backwards compatible "evolution" of 5th edition would be released in 2024 to mark the 50th anniversary of the game. In August 2022, Wizards announced that the next phase of major changes for Dungeons & Dragons would occur under
13968-419: The first element of a two-pronged strategy that would divide D&D for nearly two decades. A Dungeons & Dragons Basic Set boxed edition was introduced that cleaned up the presentation of the essential rules, makes the system understandable to the general public, and was sold in a package that could be stocked in toy stores. Later in 1977, the first part of Advanced Dungeons & Dragons ( AD&D )
14112-429: The form of battles with " monsters " – a generic term used in D&D to describe potentially hostile beings such as animals, aberrant beings, or mythical creatures. In addition to jewels and gold coins, magic items form part of the treasure that the players often seek in a dungeon. Magic items are generally found in treasure hoards, or recovered from fallen opponents; sometimes, a powerful or important magic item
14256-468: The further adventurers venture "out into the Inner Planes, things become less familiar. Each plane starts to resemble its purest form, making it harder to travel without powerful magical spells that protect the party from the environment. If a traveler goes far enough, they will reach the Elemental Chaos, where the boundaries of the Inner Planes start to break down – and where some truly alien monsters exist". The Material Planes are worlds that balance between
14400-415: The game by giving "the busy gamer the chance to play D&D once a week as their schedules allow. In the past, D&D games could take months, even years, and players generally had to attend every session so that the story flow wasn't interrupted. With Encounters , players can come and go as they choose and new players can easily be integrated into the story continuity". On January 9, 2012, Wizards of
14544-533: The game had been played by more than 20 million people. As many as six million people played the game in 2007. David M. Ewalt , in his book Of Dice and Men (2013), praised that the game allows for a personal fantastical experience and stated that "even though it's make-believe, the catharsis is real." Dungeon Masters Guild Too Many Requests If you report this error to the Wikimedia System Administrators, please include
14688-413: The game has offered differing methods of determining these scores. The player then chooses a species (such as a dwarf, elf, or human – called "race" prior to 5e 2024), a character class (such as a fighter, rogue, or wizard), an alignment (a moral and ethical outlook), and other features to round out the character's abilities and backstory, which have varied in nature through differing editions. During
14832-613: The game have been inspired by hundreds of individual works such as A. E. van Vogt's "Black Destroyer", Coeurl (the Displacer Beast ), Lewis Carroll 's " Jabberwocky " ( vorpal sword) and the Book of Genesis (the clerical spell 'Blade Barrier' was inspired by the " flaming sword which turned every way" at the gates of Eden ). Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming practices can make it difficult to distinguish between
14976-434: The game is played, each PC changes over time and generally increases in capability. Characters gain (or sometimes lose) experience, skills and wealth, and may even alter their alignment or gain additional character classes, which is called "Multiclassing" . The key way characters progress is by earning experience points (XP), which happens when they defeat an enemy or accomplish a difficult task. Acquiring enough XP allows
15120-415: The game, players describe their PCs' intended actions to the DM, who then describes the result or response. Trivial actions, such as picking up a letter or opening an unlocked door, are usually automatically successful. The outcomes of more complex or risky actions, such as scaling a cliff or picking a lock, are determined by rolling dice. Different polyhedral dice are used for different actions. For example,
15264-400: The game, such as expansion rulebooks, pre-designed adventures, and various campaign settings . Before the game begins, each player creates their player character and records the details (described below) on a character sheet. First, a player determines their character's ability scores , which consist of Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Each edition of
15408-408: The game. This activity is performed through the verbal impersonation of the characters by the players, while employing a variety of social and other useful cognitive skills, such as logic, basic mathematics, and imagination. A game often continues over a series of meetings to complete a single adventure , and longer into a series of related gaming adventures, called a " campaign ". The results of
15552-434: The inhabitants of the game world, known as non-player characters (NPCs). The characters form a party and they interact with the setting's inhabitants and each other. Together they solve problems, engage in battles, explore, and gather treasure and knowledge. In the process, player characters earn experience points (XP) to level up, and become increasingly powerful over a series of separate gaming sessions. Players choose
15696-440: The launch of Dungeons & Dragons' s 3rd Edition , Wizards of the Coast made the d20 System available under the Open Game License (OGL) and d20 System trademark license . Under these licenses, authors were free to use the d20 System when writing games and game supplements. The OGL has allowed a wide range of unofficial commercial derivative work based on the mechanics of Dungeons and Dragons to be produced since 2000; it
15840-475: The like, as well as the convention of diverse adventurers forming a group, draw comparisons to these works. The resemblance was even closer before the threat of copyright action from Tolkien Enterprises prompted the name changes of hobbit to 'halfling', ent to ' treant ', and balrog to ' balor '. For many years, Gygax played down the influence of Tolkien on the development of the game. However, in an interview in 2000, he acknowledged that Tolkien's work had
15984-555: The majority of spending is by Dungeon Masters who are only roughly 20% of the player base. Williams commented that the increased investment in digital will "unlock the type of recurrent spending you see in digital games". At the July 2024 Hasbro investor meeting, Cocks stated "that digital revenue on D&D Beyond 'accounts for over half' of" the total earnings from Dungeons & Dragons . Carter, now for Rascal , commented that "we know physical books sell poorly, and even if pre-orders for
16128-400: The material world; however, Neth chooses the direction of gravity's pull and may change it at will. Time is normal on Neth. Neth can move its interior membrane at will, creating or destroying fluid-filled spaces. The Far Realm is an alien dimension of cosmic horror. It is the home plane for many aberrations and strange monsters. The Far Realm's mix of horror, madness, and strange geometries
16272-465: The mechanics. An accompanying Expert Set , originally written by David "Zeb" Cook , allows players to continue using the simpler ruleset beyond the early levels of play. In 1983, revisions of those sets by Frank Mentzer were released, revising the presentation of the rules to a more tutorial format. These were followed by Companion (1983), Master (1985), and Immortals (1986) sets. Each set covers game play for more powerful characters than
16416-408: The more structured, rules-heavy game system of Advanced Dungeons & Dragons (abbreviated as AD&D ). AD&D 2nd Edition was published in 1989. In 2000, a new system was released as D&D 3rd edition, continuing the edition numbering from AD&D ; a revised version 3.5 was released in June 2003. These 3rd edition rules formed the basis of the d20 System , which is available under
16560-431: The multiverse. A mirror plane takes the form of a long, winding corridor with the mirrors it attaches to hanging like windows along the walls. Mirror planes allow quick travel between the various mirrors that are linked to each, but each plane contains a mirror version of any traveler that enters it. This mirror version has an opposite alignment and will seek to slay their real self to take their place. All mirrors connect to
16704-591: The official Dungeons & Dragons Twitch and YouTube channels. In 2020, Wizards of the Coast announced that Dungeons & Dragons had its 6th annual year of growth in 2019 with a "300 percent increase in sales of their introductory box sets , as well as a 65% increase on sales in Europe, a rate which has more than quadrupled since 2014". In terms of player demographics in 2019, 39% of identified as female and 61% identified as male. 40% of players are considered Gen Z (24 years old or younger), 34% of players are in
16848-407: The other hand, beginning characters are without exception dull, virtually powerless, and so fragile" which was not encouraging for "newcomers." He also called the magic system "stupid" feeling that many of the spells were "redundant" and "the effects of the majority are hopelessly vague." He found essential elements such as saving throws, hit points, and experience points "undefined or poorly explained;
16992-478: The other planes were formed. It was the conflict between the inhabitants of each fundamental plane that constituted the Dawn War. The two Fundamental Planes are theoretically infinite; it is implied that if one departs the world of one campaign setting and sets out through either the Astral Sea or the Elemental Chaos, they will eventually reach the worlds of other campaign settings. The Astral Sea corresponds to
17136-415: The party's choices and the overall storyline for the game are determined by the DM according to the rules of the game and the DM's interpretation of those rules. The DM selects and describes the various non-player characters (NPCs) that the party encounters, the settings in which these interactions occur, and the outcomes of those encounters based on the players' choices and actions. Encounters often take
17280-509: The philosophical forces of the Outer Planes and the physical forces of the Inner Planes—these are the standard worlds of fantasy RPG campaigns. The Prime Material Plane is where the more 'normal' worlds exist, many of which resemble Earth. The 2nd edition Dungeon Master's Guide states there are several Prime Material Planes, but several other 2nd edition products say there is only one Prime Material Plane rather than several. Introduced in
17424-652: The planes and the shared cosmology was codified in the Manual of the Planes (1987) and Tales of the Outer Planes (1988). Carbonell wrote that project leader and designer Jeff Grubb detailed "the schematization of the planes' requisite five area: the Prime Material, the Ethereal, the Astral, the Inner, and the Outer planes. This basic structure is still used in 5e, with some changes that provide minor rearrangements and clarifications [...]. Grubb's approach demonstrated
17568-451: The planes than Spelljammer's science-fantasy-oriented approach". The 3rd edition Manual of the Planes (2001) detailed both the inner and outer planes. Kevin Kulp, for DMs Guild , wrote that "the authors used an approach that said 'here's how it's been done in the past, and here are other ways you can do it,' which allowed the book to avoid setting planar mechanics in stone. Instead it gave DMs
17712-428: The player may instead create a new PC to resume playing the game. A typical Dungeons & Dragons game consists of an "adventure", which is roughly equivalent to a single story or quest. The DM can either design an original adventure or follow one of the many premade adventures (also known as "modules") that have been published throughout the history of Dungeons & Dragons . Published adventures typically include
17856-560: The presence of landmarks. The Plane of Shadow is replaced by the Shadowfell in the 5th Edition. In first edition AD&D , the Plane of Shadow was the largest Demi-Plane of the Ethereal Plane. Mirror planes were introduced in the Third Edition Manual of the Planes as an optional group of transitive planes. They are small planes that each connect to a group of mirrors that can be located in any other planes throughout
18000-477: The previous. The first four sets were compiled in 1991 as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia , which was released alongside a new introductory boxed set . Advanced Dungeons & Dragons 2nd Edition was published in 1989, again as three core rulebooks; the primary designer was David "Zeb" Cook. The Monster Manual was replaced by the Monstrous Compendium ,
18144-491: The ratio of substance to "holes" compares unfavorably with the head of a tennis racquet." He also noted the rules were "presented in the most illiterate display of poor grammar, misspellings, and typographical errors in professional wargaming." Despite all these issues, Freeman concluded, "As it was given birth, it is fascinating but misshapen; in its best incarnations, it's perhaps the most exciting and attractive specimen alive." The game had more than three million players around
18288-773: The rest of the Multiverse. Plane can range in size from the tiniest Attoplane (1/3 inch long), to the Standard Plane (.085 light-years long), up to the Terraplane (851 billion light years long), with stars and planets scaled to match the size of the plane. Both Appelcline and Curtis D. Carbonell, in his book the Dread Trident: Tabletop Role-Playing Games and the Modern Fantastic , highlighted that information on
18432-409: The spell-using classes by adding abilities that could be used at will, per encounter, or per day. Likewise, non-magic-using classes were provided with parallel sets of options. Software tools, including player character and monster-building programs, became a major part of the game. This edition added the D&D Encounters program; a weekly event held at local stores designed to draw players back to
18576-504: The story gave credit to his then wife Mary Jo. Many Dungeons & Dragons elements appear in hobbies of the mid-to-late 20th century. For example, character-based role-playing can be seen in improvisational theater . Game-world simulations were well developed in wargaming. Fantasy milieux specifically designed for gaming could be seen in Glorantha 's board games, among others. Ultimately, however, Dungeons & Dragons represents
18720-549: The time we need to get this right." The release of the 5th Edition, coinciding with D&D ' s 40th anniversary, occurred in the second half of 2014. Since the release of 5th edition, dozens of Dungeons & Dragons books have been published including new rulebooks, campaign guides and adventure modules . 2017 had "the most number of players in its history—12 million to 15 million in North America alone". Mary Pilon, for Bloomberg , reported that sales of 5th edition Dungeon & Dragons "were up 41 percent in 2017 from
18864-775: The use of miniatures in a fashion similar to its direct precursors. The original D&D set of 1974 required the use of the Chainmail miniatures game for combat resolution. By the publication of the 1977 game editions, combat was mostly resolved verbally. Thus, miniatures were no longer required for gameplay, although some players continued to use them as a visual reference. In the 1970s, numerous companies began to sell miniature figures specifically for Dungeons & Dragons and similar games. Licensed miniature manufacturers who produced official figures include Grenadier Miniatures (1980–1983), Citadel Miniatures (1984–1986), Ral Partha , and TSR itself. Most of these miniatures used
19008-413: The victims. Neth will then flood the compartment with either preservative or absorptive fluid. The preservative fluid will put the victim in temporal stasis, and the victim can be revived if the fluid is drained away. If the compartment is flooded with absorptive fluid, the victim will dissolve and be absorbed into Neth itself, including the victim's memories. Gravity on Neth is the same strength as that on
19152-458: The world by 1981, and copies of the rules were selling at a rate of about 750,000 per year by 1984. Beginning with a French language edition in 1982, Dungeons & Dragons has been translated into many languages beyond the original English. By 1992, the game had been translated into 14 languages and sold over 2 million copies in 44 countries worldwide. By 2004, consumers had spent more than $ 1 billion on Dungeons & Dragons products and
19296-553: The world is equated with Eberron, the Dragon Between. One of the two parallel planes, the Feywild is a more extreme and magical reflection of the world with some thematic links to the Positive Energy Plane and the Plane of Faerie of earlier editions and settings. Creatures native to or connected with the Feywild (such as elves and gnomes) generally have the fey origin. According to the 4th edition Manual of
19440-424: The year before, and soared another 52 percent in 2018, the game's biggest sales year yet". The game has been supplemented by many premade adventures , as well as commercial campaign settings suitable for use by regular gaming groups. D&D is known beyond the game itself for other D&D -branded products , references in popular culture , and some of the controversies that have surrounded it , particularly
19584-532: The year before, and soared another 52 percent in 2018, the game's biggest sales year yet. [...] In 2017, 9 million people watched others play D&D on Twitch , immersing themselves in the world of the game without ever having to pick up a die or cast a spell". In 2018, Wizards of the Coast organized a massive live-stream event, the Stream of Many Eyes, where ten live-streamed sessions of Dungeons & Dragons were performed on Twitch over three days. This event won
19728-666: Was derived from the novel Three Hearts and Three Lions by Poul Anderson . A troll described in this work influenced the D&D definition of that monster. The Labyrinth of the Greek myth of the Minotaur has been seen as an inspiration for the game's use of dungeons as monster lairs. Other influences include the works of Robert E. Howard , Edgar Rice Burroughs , A. Merritt , H. P. Lovecraft , Fritz Leiber , L. Sprague de Camp , Fletcher Pratt , Roger Zelazny , and Michael Moorcock . Monsters, spells, and magic items used in
19872-482: Was first published in 1974 by Tactical Studies Rules (TSR). It has been published by Wizards of the Coast , later a subsidiary of Hasbro , since 1997. The game was derived from miniature wargames , with a variation of the 1971 game Chainmail serving as the initial rule system. D&D 's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, which also deeply influenced video games , especially
20016-667: Was largely inspired by the work of American writer H. P. Lovecraft . It is particularly inspired by Lovecraft stories like "Through the Gates of the Silver Key". It was created by Bruce Cordell , and introduced in the Second Edition Advanced Dungeons & Dragons adventure module The Gates of Firestorm Peak (1996). James Jacobs later called Cordell's work an "adventure with a distinctly Lovecraftian feel", noting that "Deep inside Firestorm Peak lies
20160-583: Was next explored in-depth in the 5th adventure module The Wild Beyond the Witchlight (2021) and the corresponding Domains of Delight (2021) supplement (an official PDF by Wizards of the Coast released on the Dungeon Masters Guild ). The 5th edition added the concept of Domains of Delight similar to Ravenloft's Domains of Dread; each domain is ruled by an Archfey who can shape their region via their will. Chris Perkins , Dungeons & Dragons Principal Story Designer, explained that "the Feywild
20304-479: Was published, which brought together the various published rules, options and corrections, then expanded them into a definitive, unified game for hobbyist gamers. TSR marketed them as an introductory game for new players and a more complex game for experienced ones; the Basic Set directed players who exhausted the possibilities of that game to switch to the advanced rules. As a result of this parallel development,
20448-403: Was released as a revision of the 3rd Edition rules. This release incorporated hundreds of rule changes, mostly minor, and expanded the core rulebooks. In early 2005, Wizards of the Coast's R&D team started to develop Dungeons & Dragons 4th Edition, prompted mainly by the feedback obtained from the D&D playing community and a desire to make the game faster, more intuitive, and with
20592-509: Was released in May 2019. A campaign based on the Rick and Morty vs. Dungeons and Dragons comic book series was later released in November 2019. Alternatively, DMs may develop their own fictional worlds to use as campaign settings, either planning the adventure ahead or expanding on it as the players progress. The wargames from which Dungeons & Dragons evolved used miniature figures to represent combatants. D&D initially continued
20736-658: Was reported speculation that Wizards was planning on discontinuing the OGL for Dungeons & Dragons based on unconfirmed leaks. In response to the speculation, Wizards stated in November 2022: "We will continue to support the thousands of creators making third-party D&D content with the release of One D&D in 2024." Limited details on the update to the OGL, including the addition of revenue reporting and required royalties, were released by Wizards in December 2022. Linda Codega, for Io9 in January 2023, reported on
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