10 things D&D taught me about relationships

Early on D&D in several incarnations was my group’s game of choice.  As my friends and I were moving through pre-teen and into that awkward social phase that happens when puberty comes a knocking, D&D played an important social role. I got a lot out of my friends, my gaming group and even the games themselves.  I learned a lot about being social, making and keeping relationships going.  Some of these thoughts are still with me today.

Here are 10 of them.

  1. Charisma doesn’t just mean “looks”.
  2. It’s not about winning.
  3. Staying up all night to have fun isn’t necessarily a bad thing.
  4. Some times you just have to risk it and roll the dice.  Even if you fail, you’ll probably still gain experience
  5. Money may not buy happiness but it can pay for henchmen.
  6. When you try to show off, your chances of a critical fumble increase ten fold.
  7. It’s good to know the rules well enough to know when to change them.
  8. Being kind to NPCs can lead to some interesting and rewarding experiences.
  9. No matter how well you plan an adventure, those going on it will find a way to take you in a different direction than anticipated.
  10. Subtlety and intelligence can take you just as far as strength and forcefulness.

Take them for what they are, axioms that have helped me and may help you as well.


[tags]role playing games, rpg, dungeons & dragons[/tags]

7 thoughts on “10 things D&D taught me about relationships

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  1. Lol nice post.

    I’ve always wanted to get into DnD after getting a taste of it a long time ago however i’ve never found a way to play it online ( Not DDO but like IRC or something ) or anyone to play with for that matter :/.


  2. I’ve heard a little bit about this system:


    I’ve not tried it though. It’s tough doing a Pen and Paper system online. As for finding a group – have you checked out your local gaming store? If there’s one local to you they often have bulletin boards with groups looking for gamers.



  3. 9 is especially true. My players were being taken to the opposing country’s Colosseum as combatants when one of them, who was disguised as an enemy soldier, tried to break them out on his watch. They got caught and used an artifact to summon a gargantuan worm that could cast “Planar Shift.” They’re now trapped in another plane of existence (the Heroic Domains of Ysgard, DMG 3.5) for the duration of that abilities one month cool-down period. My plan was for them to get to the arena, fight a few rounds while they planned an escape, and then either escape via the sewer systems or just make a run for it. I like this outcome better.


  4. Or take that to real life. For instance, I never imagined in a million years that I’d be changing a huge, messy diaper on an airplane flying between two places I’ve never wanted to be, yet there I was. 🙂

    The Heroic Domains of Ysgard have nothing on me.



  5. I would have to add one. Sometimes not planning anything and just doing randomly insane things can turn out to be the most rewarding experiences.

    Example: A stupid friend of mine was taking his stupid fighter for a walk outside of the city after dark. He decided to just go for a walk without telling anyone. That’s called suicide in most D&D sesssions. He ends up coming across 2 ogres. Through a crazy chain of events and some insanely wonderful dice rolls, he killed both ogres without taking a point of damage. Oh, did I mention he was still first level? In face, it was his first session with us much more experienced players. Since then, we’ve let our character’s whims take us on some very dumb adventures, but they always seem to be the most rewarding.


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