Some worlds feature races unknown in other settings, such as Eberron’s warforged, soldiers created and imbued with life to fight in the Last War.
Some worlds are dominated by one great story, like the War of the Lance that plays a central role in the Dragonlance setting.
The many worlds of the Dungeons & Dragons game are places of magic and monsters, of brave warriors and spectacular adventures.
And amid all the richness of the multiverse, you might create a world of your own.
All these worlds share characteristics, but each world is set apart by its own history and cultures, distinctive monsters and races, fantastic geography, ancient dungeons, and scheming villains.
Unlike a game of make-believe, D&D gives structure to the stories, a way of determining the consequences of the adventurers’ action. Is there any hint they might be creatures and not decorations? Will they walk across the dangerously weathered drawbridge?
Players roll dice to resolve whether their attacks hit or miss or whether their adventurers can scale a cliff, roll away from the strike of a magical lightning bolt, or pull off some other dangerous task. Tie themselves together with rope to minimize the chance that someone will fall if the drawbridge gives way? Then the DM determines the results of the adventurers’ actions and narrates what they experience.