Collecting the Intangible : Dungeons and Dragons Tiny Adventures
09.20.08By Collin DavidSomething’s happened between Facebook and I. We’ve suddenly become… closer. Out of nowhere, this strange social-domino effect has been set off, and old friend after old friend after co-worker has been ‘friending’ me, creating this vast network of ‘people I kinda know’ and ‘high school people who don’t know that I’ve gained weight and I’ll be damned if they’re gonna find out’.
Needless to say, I have a lot of work to do before the 10-year reunion, and a lot of clever photo cropping to precede that.
After beating my addiction to Fantastic Contraption, and the removal of Scrabulous from Facebook (along with my amazing scores and collection of completed boards), I was left with gap in my online gaming time - which tends to coincide perfectly with ‘when my boss isn’t around’ time. This is how I found ‘Dungeons and Dragons : Tiny Adventures’ on Facebook, and had a critical realization about why I’ve always enjoyed Dungeons and Dragons.
‘Tiny Adventures’ runs much like a basic, very quick D&D quest, except it’s 100% automated. You don’t have to do any math, any of that pesky social interaction or solving puzzles, and you don’t have to… well, think too much. If you’ve never played D&D, but have a remote interest about how it works, run through an adventure in Tiny Adventures and you’ll get a good idea of the very basics.
Because of this automation, there’s very little between the player and the events of the game. While you choose the race of your warrior, and his or her name, that’s about it. You can’t muck around in your various statistics to make your warrior extra charismatic or intelligent, and you can’t draw a sexy emblem for his shield - but at least you can still have your hand halfway into a bag of Tostitos while you play. That part of D&D will never change.
My warrior is a Half-Elf Paladin named Baconface the Delicious, because that seemed grossly inappropriate.
As the game generates steps to your adventures, once about every ten minutes, you can switch out your equipment or heal your warrior or buy and sell things from a shop, but the game pretty much takes care of itself while you nudge your warrior in one direction or another. You do your best to pile the odds on your side, adding points to your various abilities, ingesting potions and equipping more powerful weapons, but every ten minutes, something’s gonna happen, and you can’t really do anything about it. Once you begin an adventure, the game proceeds whether you’re present or not, and usually runs for about an hour.
The only other point of interaction happens while your friends are actively adventuring. You can click on a button near their profile and give them little boosts to their stats, or heal their declining health. There’s really no rhyme or reason to this, but let’s say you’re ‘casting a spell’ or ‘saying a prayer’ to cause these things to happen, because that’s how D&D works.
So, why in the world do I enjoy this game?
I’ve been asking myself that since I began playing, and I’m pretty sure that the answer is THE LOOT. Something inside of me happily anticipates some step in my adventure finally bringing me some imaginary sword that will make my warrior, who I have absolutely no attachment to, some kind of awesome, head-choppin’, butt-kicking superfighter. The loot has no real-world value and cannot be sold on eBay or even traded among your friends, but I think I’ve always loved D&D for the magical objects I could accumulate. Even if they meant nothing - I wanted hands FULL of rings, two on every finger, and a bottomless bag full of swords and potions. I wanted a belt that could make me fly wrapped around a belt that could help me breathe underwater, and another belt around my head that made dragons get indigestion.
When I played D&D, I even stored a great quantity of bones in my bottomless bag, and I used them to test traps, or occasionally pull some kind of Luke Skywalker vs. The Rancor move to save my life. I was a packrat. Even my man-rat adventurer companion was less of a packrat. It translated perfectly to my real-life perspective on collecting for eventual usefulness.
I’m a few adventures into the game, but the only really neat thing I’ve come across is the Sun Disk of Pelor, which has a +1 against undead creatures - and that’ll certainly help me in the ‘Vampire of Fallcrest’ adventure.
But not at all in real life. That’s okay.








Back in 1992, when I was 11 years old, I was falling in love with fantasy role playing games. Despite this, I wasn’t at all into Satan. The evilest thing I wanted to meet at the time was a
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The Lone Wolf books were originally printed in the UK in 1984 by Red Fox Publishing, and found their way to the US in 1985 by way of Berkley Publishing. Of the 28 books, only 20 were republished in the states, and of those, only the first 13 were full editions, leaving the remaining 7 abridged. Of course, when you abridge things that have non-sequential pages, you should probably hope for an epic disaster and tragically incomplete reading. Nonetheless, a very loyal and rabid following formed after these books, and the mythos of the series eventually evolved into a full-fledged role playing game, thereby negating the whole ‘play by yourself’ thing.
Does this make the books less collectible? I recently happened upon a nearly complete collection of the US editions of these books, missing only volume number four, and I quickly snapped them up, because there’s nothing like a ratty old fantasy novel. A guy with a torn shirt and a sword, clearly thrust into an adventure that he did not expect, fighting off some unusual, mythical horde of beasts, the strange planet’s three moons glowing behind him. It’s classic. Bonus ‘classic’ points if there’s a metal bikini involved somewhere. There’s a lot of benefit to preserving these curious works digitally, but thumbing through a book that you can stick in your pocket is just far more charming. Many of these out-of-print books can be bought for no more than a dollar at places like