The Game
Welcome to the official website of a game known as...'The Game'. How, you ask could I possibly imagine that this game could be worthy of the title 'The Game', implying that it is the original and greatest of all games. The answer is simple really... Several years ago 'The Game' was created by my brother, his best friend, and the younger brother of that friend. Their original motivation was simple boredom on a warm summer's day. They sought a game that would give them the great adventure they hungered for while also being simple enough for the youngest member of their party to understand. They weren't looking for a game that would cause a migriane just in preparation. The idea sparked and after days of work they had a game that was easy to learn but created spell-binding quests. About a year later I stumbled upon them playing 'The Game' and was immediately mesmorized by my brother's description of a jewel covered treasure chest that lay in one of the rooms of his adventure. "What are you guys doing?" I asked them. I was already curious. They explained it and taught me how to play. Never before have I had so much fun playing just one game.
The Rules....'The Game' is a fantasy/roleplaying game similar to Dungeons and Dragons, which you may or may have not heard of. Each player makes a character sheet that lists things about them that influence the adventure. One person is selected to be the Dungeon Master. The Dungeon Master creates a diagram of an adventure they wish to take the other players on, they control the outcome of almost every situation. Their is no set method the Dungeon Master must follow when creating an adventure but I will explain the method I use below. While on an adventure, players may encounter certian obstacles and problems they will have to solve (created by the Dungeon Master). For example the Dungeon Master says: "The door locks behind you. You find yourself trapped in the small dark room containing nothing more than a strange statue." Perhaps one player searchs the room for trap doors and finds none and another player decides to fiddle with the statue and end up find a secret door in the wall behind it triggered by the switch. Or maybe the DM tells you: "you enter the cavern to see two goblin warriors raging towards you." Now players must look to the item list on their character sheet to see what weapons they can use to ward off the attack. For example, a dagger does 3 damage(dmg) to an opponent. If the opponent only has 10 hit points(hp) and the player is successful in hitting them each time, the opponent will be dead within 4 turns(taking away 3 hp with each hit). Each member of a battle takes turns rolling a die to see if they hit in their attack(depending on how many monsters or players attack). If some one rolls a 4, 5, or 6 they are successful and do their individual dmg. If they roll a 1, 2, or 3 they are not successful and do no damage. The success of other attempts can also be determined by a dice roll and the DM may then decide what numbers mean success. Monsters have what we call hit dice(hd). The amount of hit dice a monster has determines how many dice are to be rolled to find the amount of damage the monster does (if they hit that is). I forgot to mention it before but the Dungeon Master rolls the dice on behalf of any monsters or enemys that may be in the adventure.
At the end of every adventure the players (that survived) recieve gold and experience points, which help in purchasing supplies and weapons and moving up levels. Normally the amount of gold recieved will be equal to half an enemy's hit points divided evenly among the players. The experience will be equal to the hit points of the enemy. Most DM add up the gold and experience for all the enemys killed at the end of the adventure, but you can destribute it immediately after the kill if necassary. With certian amounts of experience players can advance through levels where they have a chance at better supplies, spells, and more hit points.
The Character Sheet....Each player, before beginning an adventure, must make a character sheet. A character sheet serves as a written profile of your character and a reference during the adventure. Every character sheet includes: The player's name (real or for the purpose of the game), character class, allignment, level, hit points, armor points, skills, spells (depending on character class), items, gold, and experience. If click on link #1 at the bottom of my page I will explain these further, show a diagram of an actual character sheet, and explain each of the character classes.
The Store....After creating your character sheet, you'll need to fill your 'items column' by looking through the store. The store contains lists of weapons for certain levels, armor, spells, rations, water, and other supplies an adventurer might need on a journey. Each item has its price listed in terms of 'gold pieces', and if you look back at your character sheet, you will remember that you have gold in your possesion and can use it to purchase what you wish. You may purchase items from the store before or after an adventure, but never during. I suggest buying rations and water for several days, a torch or lantern, some kind of armor, and at least one weapon (pay attention to your character class...some weapons may be prohibited to you.). Mages or Gnomes may also look at the spell sections when they have advanced to a new level. There they can select a spell from their current level, one from the level before, and one from two levels before. To view the store, click on Link #2 below.
If you have chosen the role of Dungeon Master you'll need to know how to make an adventure. There is no set way to do this but I will explain the method I use. The first thing you should do is decide where this adventure will take place, (a swamp, a forest, an anchient castle, a haunted temple, etc.) which can be almost anywhere, there is really no limit to this. The next step is to create your monsters and NPC's (their type is usually determined by the the location you created for the adventure). For example: If you had your players wandering a dark cavern they might be attack by some kind of mutant bats, or if they were in a forest their bound to run into some elves sooner or later. NPC's and monsters can be there to give tips, fight a battle, or just to irritate the players and make their quest more difficult. Every monster has HP (just like a player) and HD. These numbers usually depend on what levels your player are at (you don't want to have your level 1 players facing a 2000 HP and 7 HD dragon). Just think about what weapons they can purchase at their level, how much damage they would do to a creature, and if they could probably successfully kill it. Most of the time when a DM is drawing the map of their adventure, they will create a chart of their monsters where they can list their names, HP,HD, and a symbol for each so they can easily tell which monster is where when they are reading the adventure out loud. Most oftenly DM's will also include a chart of treasure chests that may be hidden through out the adventure. On the chart they number the chests and tell what is in each one. It is up to you as the DM to explain and describe all the areas of your adventure, tell what happens when a players says they want to do somthing like tap on a wall or kick a sleeping goblin.
Favorite Links
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Link #1: Character Sheets
Click here to learn more about creating your character for 'The Game'.

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Link #2: The Store
Click here to view the store, where you can purchase weapons and spells.

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The New Adventure
Click here to view this week's new adventure.

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