With the various tirades against how idiots view role-playing games running around, I thought I'd present the view of someone who *has* read, at least, the AD&D Dungeon Master's Guide and has also come to the reasonable conclusion that this is, at the least, very strange: From Cecil Adam's "The Straight Dope" Query: In the past few years I have heard different things about various games played in some colleges in the East. Dungeons & Dragons is one of them. What I would like to know is the different types and rules of these games, and where I can learn more about them. -- R.C.M., Skokie, Illinois Answer: The principal game played in colleges in the East -- and everywhere else, for that matter -- is called "Snoozing Your Way Through Four Years of Monotonous Drivel So You Can Collect a Piece of Paper That Entitles You to Make Twice as Much Money as the General Run of Mankind While Doing Half the Work." I played it, and see where I am today -- a famous author and certified Beautiful Person. Most profitable damn nap I ever took. I suppose, however, that you are referring to what are loosely called "fantasy games," a relatively recent offshoot of the military games that have been around for eons. Dungeons & Dragons (or D&D, as it is more familiarly called), is far and away the best-selling of all such games, presently claiming some 400,000 devotees -- I use the word advisedly -- worldwide. Quite frankly I have some reservations about bestowing further publicity on this demented pastime, but a devotion to the noble principles of journalism demands that the facts be exposed, come what may. D&D was invented in 1974 by one Gary Gygax, whose father was a violinist for the Chicago Symphony Orchestra. (This strikes me as significant, somehow.) Gary moved at an early age to Lake Geneva, Wisconsin, where his minions today are cranking out D&D rule books, D&D miniature playing pieces, and all sorts of other dubious D&D paraphernalia to palm off on a gullible public. By means of guile and threats of violence it happens I have managed to get my hands on a couple of those sacred rule books, and let me tell you, R. buddy, this game is weird. [Note -- the way he is writing is not to claim secrecy in the game. Those of you who are already familiar with Mr. Adams' work realize that this is the way he _always_ writes. Those of you who are not familiar with him, he's a great writer, and both Straight Dope books are highly recommended. -- jerry] The basic idea in your run-of-the-mill Go Fish-type game is to get all your opponent's cards or all his checkers or some other readily graspable commodity, but this is not the case with D&D. Here is a quote from Mr. Gygax on the subject: "The ultimate aim of the game is to gain sufficient esteem as a good player to retire your character -- he becomes a kind of mythical, historical figure, someone for others to look up to and admire." A lifetime of Parcheesi does not adequately prepare you for this. To play D&D you need at least two acolytes, who play under the guidance of a vaguely Mansonesque personage called the Dungeon Master (DM). [You'd think he'd been reading rec.games.frp] By means of various murky protocols involving the use of charts and dice, each player establishes the persona of the "character" he or she will manipulate in the game, who typically ends up (if male) being an antisocial cutthroat of some sort, or (if female) possessed of large, grapefruit-like breasts. I deduce the latter from studying the illustrations in the book. Apart from predictable characteristics like strength and intelligence, players also have to determine such baffling minutiae as their likelihood of contracting communicable diseases or becoming infested by parasites. I am at a loss to comprehend the significance of such things, but that is what the rule book says. The preliminaries having been dealt with, the players are led through an imaginary dungeon devised by the DM, in search of treasure or something similar. On the way, they will encounter various obstacles and evil creatures, which they will have to defeat or evade. The concept seems simple enough: it is the application that throws me. There are two main problems: (1) there are one billion rules, and (2) the game requires nonstop mathematical finagling that would constipate Einstein. The rule book is laden with such mystifying pronouncements as the following: "An ancient spell- using red dragon of huge size with 88 hits [sic] points has a BXPV of 1300, XP/HP total of 1408, SAXPB of 2800 (armor class plus special defense plus hih intelligence plus saving throw bonus due to h.p./die), and an EAXPA of 2550 (major breath weapon plus spell use plus attack damage of 3-30/bite) -- totalling 7758 h.p." Here we have a game that combines the charm of a Pentagon briefing with the excitement of double-entry bookkeeping. The lure of this sort of thing is beyond my comprehension. [Note -- the quote is from page 88 of the first edition AD&D DMG; the quote is exact, with the exception of misspelling 'hit points' as 'hits points.' It's a good thing his research didn't bring up Champions, or Dragonquest, or, heaven forbid, Chivalry and Sorcery -- jerry] If you wish to know more about Dungeons & Dragons, for some reason, you can find D&D paraphernalia at many hobby and game stores, or you may write to Mr. Gygax's company, TSR Hobbies, Inc., at Box 756, Lake Geneva, Wisconsin 53147. Among numerous other things, they offer a monthly magazine called _The Dragon,_ which I understand is prinicipally useful in obfuscating such portions of the game as you think you already understand. Lotsa luck, buddy. -- reproduced, without permission (sorry, Cecil), from "The Straight Dope", by Cecil Adams, published by Ballantine Books. Buy, Buy, Buy. I have no connection with the author or the publisher, other than having laughed hysterically at various points throughout the book. Learn what happened to Channel One, what Jesus' real name was, and how to kill vampires, by country of origin.