"Dungeons & Dragons" Cartoon (1983-1986) - Thoughts/Memories?

Just to clarify the history of the game in its' many incarnations.

From Wikipedia:

Edition history
Main article: Editions of Dungeons & Dragons
Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming practices can make it difficult to distinguish between the different editions.

The original Dungeons & Dragons set.


The original Dungeons & Dragons, now referred to as OD&D,[73] was a small box set of three booklets published in 1974. It was amateurish in production and written from a perspective that assumed the reader was familiar with wargaming. Nevertheless it grew rapidly in popularity, first among wargamers and then expanding to a more general audience of college and high school students. Roughly 1,000 copies of the game were sold in the first year followed by 4,000 in 1975, with sales increasing thereafter.[74] This first set went through many printings and was supplemented with several official additions, such as the original Greyhawk and Blackmoor supplements (both 1975),[75] as well as magazine articles in TSR’s official publications and countless fanzines.
[edit] Two-pronged strategy

In 1977, TSR created the first element of a two-pronged strategy that would divide the D&D game for over two decades. A Basic Dungeons & Dragons boxed set was introduced[65] to clean up the presentation of the essential rules, make the system understandable to the general public, and placed in a package that could be stocked in toy stores. In 1978, Advanced Dungeons & Dragons (AD&D) was published,[65] which brought together the various published rules, options and corrections, then expanded them into a definitive, unified game for hobbyist gamers. The basic set directed players who exhausted the possibilities of that game to switch to the advanced rules.
Unfortunately, almost from its inception, differences of design philosophy caused this dual marketing approach to go awry. Gygax, who wrote the advanced game, wanted an expansive game with rulings on any conceivable situation which might come up during play. J. Eric Holmes, the editor of the basic game, preferred a lighter tone with more room for personal improvisation. As a result, the basic game included many rules and concepts which contradicted comparable ones in the advanced game. Confusing matters further, the original D&D boxed set remained in publication until 1979, since it remained a healthy seller for TSR.[67]
Advanced Dungeons & Dragons was designed to create a tighter, more structured game system than the loose framework of the original game.[5] While seen by many as a revision of D&D,[6] AD&D was at the time declared to be "neither an expansion nor a revision of the old game, it is a new game".[5] The AD&D game was not intended to be directly compatible with D&D and it required some conversion to play between the rule sets.[76] The term Advanced described the more complex rules and did not imply "for higher-level gaming abilities". Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: the Player’s Handbook (PHB), the Dungeon Master’s Guide (DMG), and the Monster Manual (MM). Several supplementary books were published throughout the 1980s, notably Unearthed Arcana (1985) that included a large number of new rules.[65]
[edit] Revised editions

In 1981, Basic Dungeons & Dragons was revised by Tom Moldvay. However, the rules for the Dungeons & Dragons game continued to diverge and it became a separate and distinct product from TSR’s flagship game, AD&D. This game was promoted as a continuation of the original D&D tone, whereas AD&D was an advancement of the mechanics.[5] Although simpler overall than the Advanced game, it included rules for some situations not covered in AD&D. There were five sets: Basic (1977, revised in 1981 and again in 1983), Expert (1981, revised in 1983), Companion (1983), Master (1985), and Immortals (1986, revised in 1991). Each set covered game play for more powerful characters than the previous.[77] The first four sets were later compiled as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia (1991).

First edition Advanced Dungeons & Dragons Dungeon Masters Guide.


Advanced Dungeons & Dragons 2nd Edition, sometimes referred to as AD&D2 or 2nd Ed, was published in 1989,[65] again as three core rulebooks; the primary designer was David "Zeb" Cook. The Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder that was subsequently replaced by the hardcover Monstrous Manual in 1993. In 1995, the core rulebooks were slightly revised, although still referred to by TSR as the 2nd Edition,[78] and a series of Player’s Option manuals were released as optional core rulebooks.[65]
The release of AD&D2 deliberately excluded some aspects of the game that had attracted negative publicity. References to demons and devils, sexually suggestive artwork, and playable, evil-aligned character types – such as assassins and half-orcs – were removed.[79] The edition moved away from a theme of 1960s and 1970s "sword and sorcery" fantasy fiction to a mixture of medieval history and mythology.[80] The rules underwent minor changes, including the addition of non-weapon proficiencies – skill-like abilities that originally appeared in 1st Edition supplements. The game's magic spells were divided into schools and spheres.[1] A major difference was the promotion of various game settings beyond that of traditional fantasy. This included blending fantasy with other genres, such as horror (Ravenloft), science fiction (Spelljammer), and apocalyptic (Dark Sun), as well as alternative historical and non-European mythological settings.[81]
[edit] Wizards of the Coast

In 1997, a near-bankrupt TSR was purchased by Wizards of the Coast. Following three years of development, Dungeons & Dragons 3rd Edition was released in 2000.[82] This game is referred to as D&D3 or 3E and is not to be confused with the 1983 edition of the basic D&D game. The new release folded the Basic and Advanced lines back into a single unified game. It was the largest revision of the D&D rules to date, and also served as the basis for a multi-genre role-playing system designed around 20-sided dice, called the d20 System.[83] The 3rd Edition rules were designed to be internally consistent and less restrictive than previous editions of the game, allowing players more flexibility to create the characters they wanted to play.[84] Skills and feats were introduced into the core rules to encourage further customization of characters.[85] The new rules also standardized the mechanics of action resolution and combat.[86]
In 2003, Dungeons & Dragons v.3.5, also known as Revised 3rd Edition or D&D3.5, was released as a revision of the 3rd Edition rules. This release incorporated hundreds of rule changes, mostly minor, and expanded the core rulebooks.[86]
In early 2005, Wizards of the Coast's R&D team started to develop Dungeons & Dragons 4th Edition, prompted mainly by the feedback obtained from the D&D playing community and a desire to make the game faster, more intuitive, and with a better play experience than under the 3rd Edition. The new game was developed through a number of design phases spanning from May 2005 until its release.[87]
Dungeons & Dragons 4th Edition was announced at Gen Con in August 2007, and the initial three core books were released June 6, 2008.[7] 4th Edition streamlined the game into a simplified form and introduced numerous rules changes. Many character abilities were restructured into "Powers". These altered the spell-using classes by adding abilities that could be used at will, per encounter, or per day. Likewise, non-magic-using classes were provided with parallel sets of options. Wizards of the Coast is releasing other supplementary material virtually through their website,[88][89] including player character and monster building programs.[90]
 
I found this on Wikipedia, for those of us that need a clarification of the history of the game in its' many incarnations:

Edition history
http://en.wikipedia.org/wiki/Editions_of_Dungeons_&_Dragons
Dungeons & Dragons has gone through several revisions. Parallel versions and inconsistent naming practices can make it difficult to distinguish between the different editions.

The original Dungeons & Dragons set.


The original Dungeons & Dragons, now referred to as OD&D, was a small box set of three booklets published in 1974. It was amateurish in production and written from a perspective that assumed the reader was familiar with wargaming. Nevertheless it grew rapidly in popularity, first among wargamers and then expanding to a more general audience of college and high school students. Roughly 1,000 copies of the game were sold in the first year followed by 4,000 in 1975, with sales increasing thereafter. This first set went through many printings and was supplemented with several official additions, such as the original Greyhawk and Blackmoor supplements (both 1975), as well as magazine articles in TSR’s official publications and countless fanzines.
Two-pronged strategy

In 1977, TSR created the first element of a two-pronged strategy that would divide the D&D game for over two decades. A Basic Dungeons & Dragons boxed set was introduced to clean up the presentation of the essential rules, make the system understandable to the general public, and placed in a package that could be stocked in toy stores. In 1978, Advanced Dungeons & Dragons (AD&D) was published, which brought together the various published rules, options and corrections, then expanded them into a definitive, unified game for hobbyist gamers. The basic set directed players who exhausted the possibilities of that game to switch to the advanced rules.
Unfortunately, almost from its inception, differences of design philosophy caused this dual marketing approach to go awry. Gygax, who wrote the advanced game, wanted an expansive game with rulings on any conceivable situation which might come up during play. J. Eric Holmes, the editor of the basic game, preferred a lighter tone with more room for personal improvisation. As a result, the basic game included many rules and concepts which contradicted comparable ones in the advanced game. Confusing matters further, the original D&D boxed set remained in publication until 1979, since it remained a healthy seller for TSR.
Advanced Dungeons & Dragons was designed to create a tighter, more structured game system than the loose framework of the original game. While seen by many as a revision of D&D, AD&D was at the time declared to be "neither an expansion nor a revision of the old game, it is a new game". The AD&D game was not intended to be directly compatible with D&D and it required some conversion to play between the rule sets. The term Advanced described the more complex rules and did not imply "for higher-level gaming abilities". Between 1977 and 1979, three hardcover rulebooks, commonly referred to as the "core rulebooks", were released: the Player's Handbook(PHB), the Dungeon Master's Guide (DMG), and theMonster Manual (MM). Several supplementary books were published throughout the 1980s, notably Unearthed Arcana (1985) that included a large number of new rules.
Revised editions

In 1981, Basic Dungeons & Dragons was revised by Tom Moldvay. However, the rules for the Dungeons & Dragons game continued to diverge and it became a separate and distinct product from TSR’s flagship game, AD&D. This game was promoted as a continuation of the original D&D tone, whereas AD&D was an advancement of the mechanics. Although simpler overall than the Advanced game, it included rules for some situations not covered in AD&D. There were five sets: Basic (1977, revised in 1981 and again in 1983), Expert (1981, revised in 1983), Companion (1983), Master (1985), and Immortals (1986, revised in 1991). Each set covered game play for more powerful characters than the previous. The first four sets were later compiled as a single hardcover book, the Dungeons & Dragons Rules Cyclopedia (1991).

First edition Advanced Dungeons & Dragons Dungeon Masters Guide.


Advanced Dungeons & Dragons 2nd Edition, sometimes referred to as AD&D2 or 2nd Ed, was published in 1989, again as three core rulebooks; the primary designer was David "Zeb" Cook. The Monster Manual was replaced by the Monstrous Compendium, a loose-leaf binder that was subsequently replaced by the hardcover Monstrous Manual in 1993. In 1995, the core rulebooks were slightly revised, although still referred to by TSR as the 2nd Edition, and a series of Player’s Option manuals were released as optional core rulebooks.
The release of AD&D2 deliberately excluded some aspects of the game that had attracted negative publicity. References to demons and devils, sexually suggestive artwork, and playable, evil-aligned character types – such as assassins and half-orcs – were removed. The edition moved away from a theme of 1960s and 1970s "sword and sorcery" fantasy fiction to a mixture of medieval history and mythology. The rules underwent minor changes, including the addition of non-weapon proficiencies – skill-like abilities that originally appeared in 1st Edition supplements. The game's magic spells were divided into schools and spheres. A major difference was the promotion of various game settings beyond that of traditional fantasy. This included blending fantasy with other genres, such as horror (Ravenloft), science fiction (Spelljammer), and apocalyptic (Dark Sun), as well as alternative historical and non-European mythological settings.
Wizards of the Coast

In 1997, a near-bankrupt TSR was purchased by Wizards Of The Coast. Following three years of development, Dungeons & Dragons 3rd Edition was released in 2000. This game is referred to as D&D3 or 3E and is not to be confused with the 1983 edition of the basic D&D game. The new release folded the Basic and Advanced lines back into a single unified game. It was the largest revision of the D&D rules to date, and also served as the basis for a multi-genre role-playing system designed around 20-sided dice, called the d20 System. The 3rd Edition rules were designed to be internally consistent and less restrictive than previous editions of the game, allowing players more flexibility to create the characters they wanted to play. Skills and feats were introduced into the core rules to encourage further customization of characters. The new rules also standardized the mechanics of action resolution and combat.

In 2003, Dungeons & Dragons v.3.5, also known as Revised 3rd Edition or D&D3.5, was released as a revision of the 3rd Edition rules. This release incorporated hundreds of rule changes, mostly minor, and expanded the core rulebooks.
In early 2005, Wizards of the Coast's R&D team started to develop Dungeons & Dragons 4th Edition, prompted mainly by the feedback obtained from the D&D playing community and a desire to make the game faster, more intuitive, and with a better play experience than under the 3rd Edition. The new game was developed through a number of design phases spanning from May 2005 until its release.
Dungeons & Dragons 4th Edition was announced at Gen Con in August 2007, and the initial three core books were released June 6, 2008. 4th Edition streamlined the game into a simplified form and introduced numerous rules changes. Many character abilities were restructured into "Powers". These altered the spell-using classes by adding abilities that could be used at will, per encounter, or per day. Likewise, non-magic-using classes were provided with parallel sets of options. Wizards of the Coast is releasing other supplementary material virtually through their website, including player character and monster building programs.
 
Sorry for the double post. Damn site always lagging!
 
That's been happening often lately.

Thanks for the updates!
 
news_20061004_full.jpg


YES! I finally got the box set again!

And I'm 99.9% sure that this is in fact the same one that was stolen from me. The sticker of Venger on the back is pealing and torn in an almost identical way as mine was, and it has the episode guide inside but not the gaming booklet (which I had kept seperate with my D&D gaming supplies).
 
Someone mentioned a series of "Choose Your Own Adventure" books based on the series. Here's one I found on Google.

dtoon1.jpg
 
OH! A new live action casting suggestion for Venger in a live action D&D movie! I can't belive I didn't think of suggesting this before!

Christopher Walken as Venger
christopher-walken-ne-il-mistero-di-sleepy-hollow-28277.jpg
venger.jpg
 
news_20061004_full.jpg


DUNGEONS & DRAGONS: THE SERIES (REBOOT)


07.jpg

Hank Grayson, The Ranger: Hank is arguably the most popular kid in school. Extremely athletically gifted, he's the team captain and star quarterback of the school football team. He's also an Eagle Scout, and a scout leader with The Boy Scouts Of America. His father is quite the outdoorsman, and he and Hank go camping, fishing, canoeing, and even bow hunting on a fairly regular basis. He's a few months older than the others in his class, his birthday being in early autumn while everyone else's is in the winter or spring. Being the oldest, and with the most wilderness survival training, puts him quite naturally in the role of leader.

sheila.jpg

Sheila O'Brien, The Rogue: Sheila's probably the prettiest girl in school, and has been going steady with Hank since junior high. She's on the cheer leading squad, making her quite nimble. Despite her beauty and charm, she's rather shy and as such hasn't elevated herself in the cheer leading squad. She is content with that position, however.

Bobby01c.jpg

Bobby O'Brien, The Barbarian: Bobby is Sheila's little brother, and is her complete opposite in nearly every way. Where she's shy, he's confident. Where she's content to be in the background, he wants to be the star. He's very athletic, with a love for baseball and wrestling that's matched only by his love of playing Dungeons & Dragons.

presto.jpg

Russel "Presto" Sydney, The Wizard: Russel, or "Presto" as he prefers to be called, is pretty much your typical nerd. He spends most of his time on the computer, or with his nose buried in a book. He calls himself "Presto", because he wants to one day become a great stage magician, and he's decided on that as his stage name. He constantly practices his card tricks and slight of hand at home in front of the mirror. In truth he's quite good, at least when he's alone. Unfortunately he has a problem with self confidence. Once he's in front of an audience, he gets nervous and botches the trick. He's also Bobby's best friend. They met through the school's Peer Tutoring Program, where Presto volunteers. Mrs O'Brien insisted that if Bobby was going to play all those sports after school, he'd have to keep his grades from slipping. While helping Bobby study, he learned that the two of them share a love of playing D&D, as well as fantasy books and movies like Conan, Willow, Beastmaster, Harry Potter, and The Lord Of The Rings. Ever since they've been inseperable, playing D&D together whenever their extracurricular activities would allow. That, or just watching their favorite fantasy movies or TV shows together.

d00007.jpg

Eric Montgomery, The Paladin: Eric is Hank's best friend, and the star running back on the school football team. He's also the richest kid in town, which he has no problem reminding everyone about at any given opportunity. This tends to rub people the wrong way. Remarkably, next to Hank, Eric is the most popular kid in school. Where Hank comes by his popularity naturally, by his wit, charm, and good looks, Eric tends to buy his popularity. The guys on the football team hate listening to Montgomery run his mouth about all the stuff his family has, but they have to admit the private gym at stately Montgomery Manor is way nicer than anything at the school or the local community centre. There's the Olympic sized swimming pools in the back yard, as well as a jakuzi and a sauna to relax in after a hard workout. And no one throws a better victory party after a successful game than Eric Montgomery, that's for sure.

_diana.jpg

Diana Curry, The Monk: Diana is Sheila's best friend, and the captain of the cheer leading squad. She also is a state champion in gymnastics and holds a black belt in karate. It's largely because of her friendship with Diana that Sheila even tried out for the cheer leading squad, or even started dating Hank. She happens to think Eric would be rather attractive, if he didn't talk so damn much (or speak more intelligently when he does).

dungeon-master.jpg

Dungeon Master, Keeper Of The Balance: Dungeon Master is an enigma. He's a powerful wizard, capable of incredible feats of sorcery. Yet he rarely uses this power, at least directly. He may very well be the one who brought the six young adventurers to The Realm Of Dungeons & Dragons. If he is, he hasn't admitted to it, nor explained why. Likely it is to reset the balance between good and evil, a balance put out of whack by none other than . . .

venger.jpg

Venger, The Face Of Evil: Venger was once The Dungeon Master's apprentice and adopted son. He was meant to take over the role of The Keeper Of The Balance after the current Dungeon Master eventually passed on. Unfortunately, Venger found a new source of power, a darker one. One nearly a match for his adoptive father's. He began conquering The Realm, building vast armies of orcs, lizard men, bullywugs, goblins, ogres, and trolls. Eventually, there were only two beings powerful enough to stop him from completing his conquest of the entire Realm. One was his father. And the other was The Mother Of All Chromatic Dragons, Tiamat. Shortly after learning of the existance of six Items Of Power that would allow him to conquer both of his rivals, the six young adventurers arrived in The Realm and were handed the items by his father, Dungeon Master.
 
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YES! I finally got the box set again!

And I'm 99.9% sure that this is in fact the same one that was stolen from me. The sticker of Venger on the back is pealing and torn in an almost identical way as mine was, and it has the episode guide inside but not the gaming booklet (which I had kept seperate with my D&D gaming supplies).

Weird. Small world. At the very least, you've been reunited with it. :awesome:
 
Weird. Small world. At the very least, you've been reunited with it. :awesome:

Well like I said, the pawn shop is just around the corner from where I was living at the time the box set was stolen. So not so small a world. I'm just glad no one bought it over the past year, so I was able to get it back. They're also selling my Thunder In Paradise DVD set for $10. Hopefully I'll be able to buy that and the Harry Potter DVD box set next payday. The Harry Potter set only goes up to Goblet Of Fire, but it's only $12. I might buy Order Of The Phoenix and Half-Blood Prince at another second hand music/movie store I frequent, and have the whole set.
 
I loved this show! I got the box set a few weeks ago and I have watched it three times. It's funny there are so many people who enjoyed this show.
 
I loved this show! I got the box set a few weeks ago and I have watched it three times. It's funny there are so many people who enjoyed this show.

I've been watching mine every day since I got it back (I have a whole year of watching to make up for, lol). I've always loved this show.

Of course I've always loved the whole Sword & Sorcery genre. Ever since I first saw the animated Lord Of The Rings movie I've been a fan. And of course all of Disney's sword & sorcery themed animated movies, like The Sword In The Stone, Sleeping Beauty, and Snow White & The Seven Dwarves.

And a few years before D&D came on the air, I was a huge fan of Thundarr The Barbarian. I was so upset when that show got cancelled. And the same with D&D too.

I understand that TV production is a business, and if something doesn't perform to expectations there are consequences. But when a show has already proven that it can not only perform, but also exceed expectations, I think cancelling the show when ratings begin to slip is a little drastic. At least finish out the season, and tell the writers "If ratings don't improve before the end of the season, we're not going to be renewing the show next season". Like Tom Selleck said in Mr. Baseball, "Let your pitchers pitch their way out of trouble every once in a while. They might surprise you." Same thing here, let your writers write their way out of a slump. If they can't before the end of season 3, then there would be no season 4. But at least we might have been able to see the episode Requiem produced.
 
That's too cool! I feel the same way. I'm actually watching it right now. I'm with you on The Sword In The Stone, Sleeping Beauty, and Snow White & The Seven Dwarves. These were awesome movies! I really loved The Black Cauldron when that movie came out I remember getting the book through Troll Book club!
 
That's too cool! I feel the same way. I'm actually watching it right now. I'm with you on The Sword In The Stone, Sleeping Beauty, and Snow White & The Seven Dwarves. These were awesome movies! I really loved The Black Cauldron when that movie came out I remember getting the book through Troll Book club!

Never saw the Black Cauldren. That one came out when I was a teen, so I didn't get around to watching it. Is it any good?
 
If any of you want to see Teletoon Retro add Dungeons & Dragons to their line up, email them at [email protected] and tell them so. If enough of us write in, there's a good chance that they'll listen.
 
A match made in . . . Heaven?
malven1.jpg


Yeah, okay. That picture is just too easy to misinterpret.
VengerDiana.jpg


Yeah, now this would be interesting!
venskel.jpg


Now this could be a tough team to beat!
evils.jpg


Yeah, that Venger's a pimp!
vengershadow.jpg


I don't know if I posted this one on here yet, but I think this picture totally rocks!
Dungeons_and_Dragons_by_felipemassafera.jpg
 
Now that I have my D&D cartoon box set, I have watched all of the episodes three times in a row and read through the episode guide, and I think I now know why the show was cancelled prematurely. As was stated in the documentary, Entering The Realm Of Dungeons & Dragons, the show was cancelled because it was slipping in the ratings. But I think I now know why it was slipping in the ratings. All of the shows most popular episodes were all written by Buzz Dixon (Quest Of The Skeleton Warrior), Michael Reaves (City At The Edge Of Midnight, Day Of The Dungeon Master, The Dragon's Graveyard, Child Of The Stargazer, The Dungeon At The Heart Of Dawn), and Jeffrey Scott (Servant Of Evil, The Box, The Last Illusion). Most of the stories for Season 3 were written by Kathy Selbert (Citadel Of Shadow, The Winds Of Darkness, and Cave Of The Faerie Dragons). Perhaps if they had produced and aired more episodes writtn by Buzz, Michael, and Jeffrey at the beginning of Season 3, their ratings would have stayed high enough for us to get a full third season and for them to have produced the season/series finale Requiem.

But that's just my opinion.
 

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