At some point in their lives, most people have immersed themselves for the last time in a fantasy world of their own, where anything is possible. Others have decided they'd rather not stop discovering this world: Dungeons and Dragons is becoming increasingly popular, not only among more and more people in the prime of life, but also in prisons and during therapies.
"After three days of wandering, you enter the city of Baldur's Gate through the mighty main gate, exhausted. It rains relentlessly and you have to be careful not to slip on the stone path. Everything seems normal, but you know: somewhere here is the lair of the kidnappers… What are you doing?" The game leader looks questioningly over a folding wooden partition, behind which she hides her notes, into the round of six players. Immediately, someone asks where the tavern is.
This scene never happened in reality. But in the minds of the people who met that evening for a session of Dungeons and Dragons (D&D), it is nevertheless very real at that moment. For while they loudly discuss whether they should start searching for the gang immediately, or first take a break in the tavern, they invent a story that they experience together at the same time.
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