Dungeons and Dragons: What D&D Is, and How to Use Imagination for Role-Playing Games

Dungeons and Dragons: What D&D Is, and How to Use Imagination for Role-Playing Games
Will Byers plays D&D as a Sorcerer. Photo: TheWrap

A D&D game session from the inside

Dungeons and Dragons (DnD for short) is a tabletop role-playing game that gives players nothing but the story's basic rules, their character's physical traits, the Dungeon Master's improvisational skill, and their own imagination.

The game was originally created by students Dave Arneson and Gary Gygax, inspired by military strategy board games. Today, thanks to D&D, we have things like health bars, experience points, skill and ability leveling in video games, and the popularization of game classes and races.

DeTalks's Artem Hetsko attended a session of Dungeons and Dragons and tries to capture the game's unchanging atmosphere, the same as it was back in the '70s.

Ukrainian organizers of tabletop role-playing games will also be at the FANCON 2025 festival! The event takes place June 7-8 at the International Exhibition Centre in Kyiv. Details here.

The Dampness of Kyiv's Dungeons

After a brief bit of research, I understand that local gaming outfits usually run their sessions out of some kind of office. Expensive, almost spotlight-bright lighting, surrounded by thematic, carefully painted 'MMO-style' character figurines, a professionally equipped table for a playing surface, and the game itself strictly time-limited by the subway's operating hours. I think — not this, not that aesthetic.

I'd heard stories a while back from acquaintances who once played D&D for 18 hours straight (with breaks to 'restock supplies'). I don't have that kind of time to spare, but here I am, already walking down a quiet street lined with private houses, armed with every video I could find about the game world and its rules.

I'm greeted by 'ordinary' teenagers — they don't look like 'geeks' or 'nerds.' Formal procedures to get everyone in the right mood.

— So where do we play? — I ask.

— Downstairs, where else?

Promising. Old wooden stairs carry me down alongside the smell of dampness, decades-old cobwebs, and glass jars that have been pickling for who knows how many seasons. A small basement door, roughly hobbit-sized, opens onto a marvel of asceticism and simplicity. The table, they tell me, is vintage; a water cooler and a basket of apples sit in the corner. The door locks shut with a sturdy bolt, and everyone takes their seats, getting ready.

A scene from Stranger Things where the characters play D&D
A scene from Stranger Things where the characters play D&D. Photo: Horror Obsessive

— Who are you going to play? Elf, dwarf, maybe human? — they ask me.

I choose an elf, since it sounds simple and refined. In other worlds, I usually play 'tanks,' characters with great strength, but as we know, 'with great power comes great responsibility.' Not me, not today.

So, an elf, and a druid on top of that. Among my abilities: healing, interacting with flora and fauna. I choose a name worthy of an elf — Luna. Playing alongside me now are a dwarf named Orlok, a tiefling (a humanoid with a trace of demonic blood) named Soron, and a nameless human rogue.

The Tiefling race
The Tiefling race. Photo: Fandom

The Dungeon Master is hidden behind an improvised paper screen, and we can only see his eyes. In them, you can read an almost chess-like calculation of the plot and the moves to come over the next three hours. His voice is confident and mysterious, one you listen to carefully so as not to miss anything, and one you trust your character to.

"Dragons once lived in the caves of the northern mountains of the kingdom of Temeria," the Master relates. "The creatures vanished without a trace, but legends speak of dragon artifacts inside the caves that let their bearer control powerful creatures. A group of dark alchemist-mages has recently begun asking the locals about them, and you understand yourselves that it's better if they don't get their hands on them."

The host asks whether we understand the direct benefit this mission holds for each of us. The nameless rogue sharply voices interest in selling anything with a price tag, stressing that 'everything has a price.' The tiefling Soron senses that the artifacts would strengthen his demonic power. The dwarf Orlok has a purely 'sporting' adventurer's interest, while my own Luna's expectations for the journey, I keep to myself for now.

Our heroes set off down a path circling the mountain. The Master describes everything they see in detail, but it's mostly leaves, gophers, and green flies. Suddenly, his tone shifts, and he announces: on our path are five unknown figures in black.

"I want to find out the quality and nature of their weapons," Soron declares instantly.

The host advises us to study our skills and traits carefully, then tells us to roll a twenty-sided die for 'intelligence.' Soron, for instance, rolls a 12, to which three points from his own stats are added (Intelligence +3).

Dice in the world of D&D
Dice in the world of D&D. Photo: Etsy

"15. Enough to learn a little about them. Your opponents are mercenaries of the dark mages, guarding the path and turning back lost merchants before they can come to harm. Armed with daggers and small distraction projectiles. There's a mage among them, but which one is unknown."

Looking over my character sheet, I decide not to sit around for long. I use my plant-handling ability. "Roll a wisdom check (+3) and a twelve-sided die for a magic attack," the other players advise me.

I shake the die in my closed hands for a long time. I roll the check — 14, plus my +3. The next one — 7.

"The mighty beeches around you silently transform into ancient ents (trees that come to life) and grab the crows, wrapping them in their branches. Struggling to break free, the birds lose consciousness, but only briefly. One of them (apparently a mage) burns through the leaves with a spell and escapes. Nothing threatens you for now. The path is open. You're on the right track."

A first move, and a fairly successful one. After it, I realize just how open-ended this game really is. The other players exchange satisfied glances and pore over their character sheets in detail.

We climb higher and higher. The Master warns us about a damaged stretch of road. The gap between one edge and the other isn't huge, but we'll have to jump. We take turns rolling a die for a dexterity check, needing a 10 to pass. The dwarf Orlok, ironically, rolls an eight.

"Orlok, with the last of the strength in your short but sturdy legs, you sprint down the slippery, pebble-covered road, and at the last moment you jump, trying not to think about your life or look down, but... you fall just short of the edge by some fraction of a meter."

A table set up for a game of D&D.
A table set up for a game of D&D. Photo: The Gamer

Our nameless companion instantly asks to roll a check for dexterity and strength to catch the Dwarf in time at the edge. Dexterity — 11, plus 3. Strength — 16.

"Your human speed was just enough to grab Orlok by the tip of his pinky finger at the last second and, with some difficulty, haul your hundred-kilo friend back up onto the mountain," the Master sums up.

Laughter fills the room, along with the dwarf's playful indignation at the remark about his own weight. The host notes the rogue's quick reaction to the event, and once again, we realize that anything is possible.

Our next location is fire geysers — jets of flame shooting straight up from the ground, an everyday matter for dragons, but a new trial for us. Beside the charred holes in the ground, which look like they were dug by two-meter-tall moles and periodically shoot a column of flame upward, are scattered bones, skulls, and various signs that something once alive was here.

"One of you has a certain advantage over the others in this location, especially because of your race," the host hints, and the players around the table exchange glances.

After checking himself for wisdom, the half-demon Soron first touches the black earth, then plunges his clawed hand into the stream of fire without so much as changing his curious expression. He crosses to the other side without stopping. The nameless rogue rolls a check for both dexterity and endurance, scoring well enough on both to maneuver, and at times run along the walls, to reach the other side, though, according to the Master, with singed eyebrows.

Orlok and I exchange glances, and I turn my attention again to an interesting ability on my character sheet: shapeshifting into an animal.

A D&D character sheet listing a character's traits and abilities
A D&D character sheet listing a character's traits and abilities. Photo: FormsPal

"How about I turn into an armadillo, curl up into a ball, and you hide me in your bag and somehow run across?" Luna suggests, half-jokingly.

I roll a twenty-sider... Critical success — 20! I ask the Master what to do with this. It turns out I can also turn Orlok into an animal. The scene: two armadillos, wrapped in natural 'scales,' roll along and dodge the geysers as they fire off into the sky in turn. On the other side, we transform back and continue on, accompanied by Orlok's running commentary on the unusual experience.

"Reaching almost the peak of the mountain, you look around expecting to see fields, rivers, and a kingdom, but instead see nothing but clouds and fog. After a few steps, you notice a cave entrance, with runes and symbols scratched above it, unknown to any of you," the Master notes here — almost any of you.

"Going inside and walking down long stone corridors, where water drips from bright crystals on the walls and ceiling, you see light ahead of you and hear voices. The spacious room in front of you is filled with shelves of leather-bound books, some lying on the ground, others held by figures in black robes with bony hands."

Rolling a die for a wisdom check and scoring enough points, Soron announces hearing a voice repeating, "Find me," but no one else hears it.

"Three of you turn back to the tiefling, but he's gone. From the room ahead, you hear voices drawing closer, shouting something aggressively in your direction. Looks like you've been spotted... Thanks for playing, we'll continue next time."

The long 'suspense' was cut short by an unexpected 'stop' from the host, and the realization of just what time it was. The session is over, our imaginations spent, our brains tired, but the thrill still wants more. Near the exit from the basement (the game space), one of the players approaches me, as if trying to give me a scare.

"The longest D&D campaign lasted... Actually, it's still going, 40 years running. See you around!"

DeTalks is the official information partner of the FANCON 2025 festival — Ukraine's largest festival of contemporary pop culture, taking place at Kyiv's International Exhibition Centre on June 7 and 8. See you there!