Before Skyrim, before Oblivion, before Morrowind, before World of Warcraft, before Final Fantasy, before Everquest, before the Final Fantasy games that actually took place in fantasy settings, before Dragon Warrior before role-playing games had taken place electronically there was Dungeons & Dragons. One of the greatest games for kids, past generations of children would get together over graham crackers and punch and sit at a table with a pair of dice and a dungeon master who at times may have been a little too arbitrary. Many consider these meetings--which would sometimes go for 8 hours straight-to be the grandfather of the role-playing genre. But with the new generation of role-playing gamers, there simply is no patience, appreciation or understanding for this old and outdated game.
In the process of designing a 5th edition of the game, Wizards of the Coast-a Hasbro subsidiary that owns the game-has issued a call to all the faithful for some feedback on how D&D can finally level up while maintaining the mysticism and magic as it did during its creation in 1974. Wizards explain the Dungeons and Dragons games for kids is a "unique entertainment experience because it's crafted by the players at the table, and every gaming session is different," says Liz Schuh, director of licensing and publishing for Dungeons & Dragons, "We want to take that idea of the players crafting that experience to the next level and say: "Help us craft the rules. Help us craft how this game is played."
Dungeons & Dragons evolved from a cult sensation of nerds and Apple II users to a niche subculture, with rumors that it was among a series of Games for Kids that attracted children to black magic and even suicide rituals. It's been said throughout the decades that 20 million have rolled the dice and wandered the dungeons with an estimated $1 billion spent on D&D products. But over time, the game drowned itself with so many different editions and ways to play based on a multitude of skill levels that only lead to heavy confusion. So the challenge for making one of the greatest kids for games relevant to today's generation exists within finding a balance between simplifying the game for newcomers while rewarding the experience for the masters who put their time into the craft. "We're really lucky that we have such passionate fans," Ms. Schuh said, "and we anticipate they'll roll up their sleeves and help us in this effort."
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