Advanced Dungeons & Dragons First Edition

Overview

Advanced Dungeons & Dragons (AD&D) is a fantasy tabletop roleplaying game of dungeon delving and heroic adventure, designed by Gary Gygax and published by TSR. TSR released a Basic Set in early 1977 to bring the game to a wider public, then published the first part of AD&D later that year as a tighter, more structured game for hobbyist players. The three core hardcovers followed between 1977 and 1979: the Monster Manual (1977), the Player's Handbook (1978) and the Dungeon Master's Guide (1979). Unearthed Arcana (1985) added many new rules. The two lines, Basic and Advanced, were developed separately and often contradicted each other. The system directly evolved from the original
Dungeons & Dragons (1974)
Dungeons & Dragons (1974)Dungeons & Dragons (D&D) is the original fantasy tabletop roleplaying game, designed by Gary Gygax a...High-FantasyRules-lightHeroic
. A second edition,
Advanced Dungeons & Dragons Second Edition
Advanced Dungeons & Dragons Second EditionAdvanced Dungeons & Dragons Second Edition (AD&D 2E) is a fantasy tabletop roleplaying game of heroi...High-FantasyComplexHeroic
, was designed mainly by David "Zeb" Cook and released by TSR in 1989. After Wizards of the Coast bought TSR in 1997, its
Dungeons & Dragons 3rd Edition (2000)
Dungeons & Dragons 3rd EditionDungeons & Dragons 3rd Edition (D&D 3E) is a fantasy tabletop roleplaying game of dungeon delving an...High-FantasyComplexHeroic
merged the Basic and Advanced lines and dropped "Advanced" from the title.

Description

Players take on adventurers, usually fighters, clerics, magic-users and thieves, who explore dungeons, wilderness and ruins for treasure and glory. The referee is called the Dungeon Master (DM), and the rules are split into player and referee books so that the DM is needed to run a game. The Dungeon Master's Guide covers running campaigns, combat and magic items, with tables for treasure and random encounters. The game asks a table to accept a lot of tables and a high level of lethality. It is a 1970s rule set, written for referees who adjudicate and improvise, and it is not an easy introduction. Many tables run it today because they want exactly that.

Active games and players

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DND5E
Dungeons & Dragons 5E
DND5.5E
Dungeons & Dragons 5.5E (2024)
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Online
Nicholas
Hi I am Nobu I'm interested in mainly playing but I hope to host a great game someday as a GM.
Nobu
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DND5E
Dungeons & Dragons 5E
AD&D2E
Advanced Dungeons & Dragons (2E)
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Oklahoma City
Eric
Experienced, older player looking for a new group
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Shadowdark
Shadowdark
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Mainz
Online
Frank Black
Hi folks. My name is Frank from germany and I am born in 1978. I started playing TTRPGs in the late 80s/early 90s (don't remember exactly) and had a hiatus between 2008 and 2016. In the early and mid 2000s I participated in the organization for a local convention of the german TTRPG Midgard. Most of my life I was the GM and to be honest I really liked it (probably more than beeing a player). At the moment I play in 2 local monthly goups (no GMing). I am not sure if I have to quit one of the groups I am currently playing in because I really dislike the system we are playing (Warhammer Fantasy 4E) and the group is not willing to change that in the near future. Besides of that I am more than curious to try out online gaming although I never did before. So please be patient with me. Old man incoming ;-) Today I enjoy OSR-games the most (Fantasy, SciFi and all other genres). The simplicity of it is just something I really embrace. I dislike extensive backstories for my PCs. I am convinced that it is more natural to build their personality as I play. I don't need characters that have already achieved everything in their backstories. Besides of that I am a gamer not a novelist ;-) I like my characters to go down in a big blow. They should not die of old age. The most memorable PCs I had are all dead :-) The worst thing that could happen to me as a player is if I recognize that the GM cheats just to safe me from certain death. DON'T DO THAT ;-) As a GM I roll openly and take the results as they roll. I don't balance encounters but I consider myself "fair" in regards of worldbuilding and player choices. I like when players don't optimize and just play without searching the solution on their character sheet. I will kill your character if they make bad choices or if fate demands it. I am not into voice acting or such things and I hate it to waste precious game time on playing out every-day-life of characters. The tavern evening with just talking, the 2 hour shopping tour with the local merchants, the chillout session in the public bath I've seen it all and I hated every single minute of it. Bring on the action, the adventure, thats the reason I play. As you may have noticed english is not my mothertounge. Especially my spoken english is probably not the best. But I think I could manage to be in an english speaking group. At least I would try it. I would love to find a group where I could try out online gaming as a player. I think I would not start online gaming as a GM right away but would love to evolve into that. I really don't care how to play online: VTT, Discord, Teams whatever. I really don't care at this point in time.
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AD&D1E
Advanced Dungeons & Dragons (1E)
DND1E
Dungeons & Dragons (1974)
...
Greeley
Brent Isherwood
Experienced player/DM looking to start a face-to-face group in Northern Colorado.  I would happily run 1e AD&D or OD&D.  Heck, I'd even run Shadowdark 😎 (Shadowdark has old school DNA) If you are interested in old school gaming then I'm your guy.  No experience needed.  Just a willingness to have fun and enjoy adventuring the old school way!
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VtM
Vampire: The Masquerade
Homebrew
Homebrew
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eikona
I've been gaming since the early 80s. I suck at bios. I have played a bazillion games, and am willing to learn new systems. I prefer long term campaigns, with  focus on roleplay and character development. I haven't listed all games I've played/own, because there's far too many.
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DND5E
Dungeons & Dragons 5E
Savage Worlds
Savage Worlds
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Online
Ramlatus
About Me & My Experience:     • Role: Player (stepping out of the GM chair after several years).     • The Situation: My long-running home group recently dissolved due to conflicting adult work schedules, so I am looking into online gaming. Systems I Have Played/Run:     • Sci-Fi & Cyberpunk: Traveller (Mongoose 2E), Shadowrun 3E & 5E, D6 (WEG Star Wars), Star Wars (various), Star Trek (various).     • Fantasy: D&D (BECMI, AD&D, AD&D 2E, 3.0, 3.5, 5E 2014), Pathfinder 1E & 2E, Burning Wheel, Daggerheart, Ironsworn.     • Supers & Generic: Mutants & Masterminds 2E & 3E, Aberrant, Savage Worlds (Deluxe & SWADE, including Deadlands & Hell on Earth).     • Indie/Horror: Dread, and various other miscellaneous games.
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OracleTabletop.com
Tools & Platforms

OracleTabletop.com

Virtual tabletop (VTT)
English
Free
OracleTabletop is a free, lightweight virtual tabletop (VTT) designed for running tabletop roleplaying games with minimal setup. /images/general-media/1785088163_x8myELI2.jpeg Drag drop your map image - to create a map. Free access The platform operates without content paywalls, allowing game masters and players to upload custom battle maps, tokens, and homebrew content freely. Fast setup Built for low friction, enabling groups to launch a session, load maps, and handle dice rolls within minutes. System support Includes specialized features and interface integrations for modern rulesets like Nimble TTRPG, Daggerheart, and Monsterhearts 2, while remaining adaptable to generic TTRPGs. Core VTT capabilities Provides essential browser-based tools for live play, including interactive map viewing, token movement, dice rolling, armor/equipment management, and card tracking. Links oracletabletop.com - Official website

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Covering the basics: Making a character
Guides & How-to

Covering the basics: Making a character

Covering the basics
“Covering the basics” is a easy-to-follow set of articles helping players get through the first steps of the game. You found a game to join? Well done, but now what? A character What makes a good character to play? Is it optimizing your stats to be the most overpowered character? Picking the right skills, feats, powers or spells? For some players, yes - that is important. And at the end of the day, you don’t want to end up with a character who will be outdone by everyone else in your party. But at the same time, your character should be more than just useful - they should be interesting. They are more than just “Human Fighter” or an “Elf Ranger”. When creating a character, what is important, but to create a character the other players and the world will want to interact with, focusing on who is even more vital. We will not be focusing on the intricate details of how you should create your character sheet, instead the article will serve as a guideline of how to flesh out your new hero (or anti-hero). /images/general-media/1776695082_Yb187gsl.jpgYour character should be more than just a two-dimensional adventurer. Make them real and the game will treat them as such. Who is your character? To start weaving your character into someone interesting, you need to find that core concept to start building around.   For inspiration, think back at some characters from a book, movie, tv show, game or real life. Find someone that has that core essence that you feel would be interesting to roleplay. Perhaps Rincewind the tourist from Discworld, Beorn from The Hobbit, Donna from Doctor Who or perhaps Esquie from Clair Obscur. Whichever character comes to you as someone you’d like to somehow pay homage to, can be worked with. Think of what makes that character interesting to you, is it their attitude towards problems, other people or nature. Are they clumsy, perceptive, analytical or indifferent towards things? The way they see the world is a great direction to have. Now the end-goal is not to copy the character 1 to 1. That is almost never going to work. The nature of the game is likely to be very much based on random outcomes, no matter how well-planned and foolproof your approach is. As dice determine the success of various attempts, it is best to keep that in mind.   A bad roll can turn your James Bond into Johnny English. Flesh them out If you have a core concept, you can start working on making them more real. Ask yourself various questions about them. “What made them like this?” “Why would they be adventuring?” “Is there a problem they are running from?” “What is their favourite dish?” Yes, even figuring out their favourite food can be a great process of figuring out who they are. It might not be a fact that would ever come to play, but can be a good stepping stone to actually understanding them. Knowing their favourite dish or colour can be helpful when diving deeper into that answer. Their favourite colour is pink - why? Did they grow up in a house that had pink wallpaper? Or was there an ever-blooming cherry blossom tree that they have fond memories of? Where was that tree? Does it hold some significance to them? Was there another person involved with that fondness? What happened to them? And so forth. Just like actual humans have preferences that don’t derive from nothing - neither should your character. The more you ask, the more real they become through this. It is highly recommended to write those points down - so you have a written understanding of them. And you can later refer back to the document to remind yourself of who they are. /images/general-media/1776695107_mBmxHoQ9.jpgWhat made them like this? A tragic event in their past or a goal they haven't yet reached? Backstory Ask your GM questions about the world and the setting. The more you understand, the easier it will be for you to place them there. If your GM is willing to work with you to flesh out the world around your character’s past, you will end up adding towns, locations, events and traditions to their world.   You may find it difficult to write your character’s backstory. You are not a writer, at least thats what you keep telling yourself. Doesn’t matter - your GM is hardly expecting you to write an eloquent piece of literary history. And that is not really that important. What is, is to know where your character came from - do they have a past that slowly catches up to them. A debt that will eventually have to be repaid. Or a goal that they are striving towards, as they have set out on their adventuring path. You shouldn’t try to aim for a 7-page backstory from the start. Some GMs might find backstories that are too detailed and long to be counter-productive. But setting where they grew up, with whom they interacted back then - how they grew up and mark down some important events that formed them as a character. Think back to the core concept of your character - and reverse-engineer your way towards the events and reasons why they ended up that way. Generative AI Now that various AI tools exist, players might find it easy to prompt the LLM with something like “Write a backstory for my elf ranger. When they were young, their parents abandoned them in a forest. There, wolves adopted them. But the wolves also abandoned them. Now they trust nobody. Their aspiration, though they keep it a secret from others, is to open a bakery.” And AI will give you a long backstory to work with.   But you are not done. Don’t just copy-paste it into a document and send it to your GM for approval. While using Gemini, ChatGPT or any other AI tool is useful for fleshing out some ideas, you need to make sure they are your ideas. You can take the draft you have been provided with and start working on the details - AI is unlikely to understand your character perfectly - what it is, that got you interested in them in the first place. Remove, add, rewrite and polish the initial draft. Make sure it is consistent with the world your GM has given you. And once you are done with an initial version, take some time and read through the whole backstory. Does it make sense to you? Do they feel real? And is the core idea still present? At the end of the day, it is your character. Using various tools to help you flesh out is helpful, but you should know them better than anyone else. Consider making a short summary section for you and the GM to reference later. Highlight various bits that are important to you. Connecting people Your character doesn’t have to be a lone wolf in the world. At times it can be better and more convenient to connect your character with another player’s.   Talk with your party before the game and see if you can find some common ground with some other character. Perhaps they were childhood friends, but drifted apart. Or perhaps they met once on opposite sides of a battlefield. Creating a connection to another character can make it easier for your GM to connect them to their world.   A shared past can be a great framework to make sure your party ends up as a cohesive group, not just “written together”. Your Game Master will have their hands full with various aspects of running the game, they will appreciate it, if you hand them characters that have a reason to adventure together. /images/general-media/1776695187_W8cxu9E4.jpgYour character's journey is just beginning. A good backstory is a great foundation to build on. Work in progress Your character should not be something that is completed once the first session rolls around. Instead feel free to add bits and pieces as you discover the world through playing. You are bound to find new aspects of the world, that your character could be connected to. Of course make sure that your GM is notified of these additions. And that it still fits with their vision of the game. Find your story If you have a great idea that you want to play with, but haven't found a game to play yet. Look at the games that are looking for players. Or post your player profile and find a tabletop rpg group to play with.

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