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Talk:Dungeons & Dragons

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Dungeons & DragonsEdit

A computer game, assumingly less likely to be used attributively than Tetris. --Keene 22:26, 23 May 2007 (UTC)

  • I suspect you may be showing your age - Dungeons & Dragons has been around a lot longer than computer games. Since it represents an entire genre, attributive uses should be easy to come by. Keep. bd2412 T 22:48, 23 May 2007 (UTC)
    • My age?! I'm in my 30s godammit! It seems this is classed as young tho, at least in Wikt's books. --Keene 00:45, 30 May 2007 (UTC)
  • Wow, I didn't even realize D&D had a computer-game version (though I guess it's not surprising). At any rate, the existence or non-existence of attributive uses seems like a matter for WT:RFV, no? —RuakhTALK 06:23, 24 May 2007 (UTC)
Keep - akin to Star Trek and Star Wars and of roughly equal age. --EncycloPetey 16:38, 24 May 2007 (UTC)
  • D&D spawned much more than just computer games like "advent", "rogue", "dungeon" and "nethack" all of which, IIRC, predate "Tetris" by quite a bit. Of course, the computer games were small potatoes compared to the real-life role-playing games (including D&D itself, as well as numerous immitators.) While I don't think we should list games here, I do wish to point out that "less likely to be used attributively than 'Tetris'" is simply incorrect. --Connel MacKenzie 17:45, 24 May 2007 (UTC)


2004: Marion Zimmer Bradley, Witchlight, p. 54:
  • [T]he preface went on to refer to Thorne Blackburn as an important figure in twentieth-century occultism, just as if all this sort of Dungeons & Dragons stuff ought to be taken seriously.
2003: Clyde V. Prestowitz, Rogue Nation: American Unilateralism and the Failure of Good Intentions, p. 55:
  • Huge global hedge funds developed their own version of Dungeons & Dragons. They would sell Hong Kong's Hang Seng stock index short while also selling Hong Kong dollars.
2001: Martin Hegwood, Massacre Island, p. 109
  • By the time we got on the ferry with our bikes, I was imagining that Peyton was just one step removed from being in a Dungeons & Dragons cult.
2000: Nicholas J. Lowe, The Classical Plot and the Invention of Western Narrative, p. 33:
  • Only a few games actually fit this model in every respect, though one large family is the role-playing adventure games of the Dungeons & Dragons type that became popular in the 1970s.
1999: Michel (EDT) Hersen, Vincent B. Van Hasselt, Handbook of Psychological Approaches With Violent Offenders: Contemporary Strategies and Issues, p. 139:
  • One lamentable case involved a 15-year-old boy who was regarded as both the local expert at the Mortal Kombat video game and the reigning champion of his Dungeons & Dragons fantasy game club at school.
1997: Steven G. Jones, Virtual Culture: Identity and Communication in Cybersociety, p. 232:
  • Ironically, this was the case when the prototypical role-playing game, Dungeons & Dragons, was blamed for the bizarre behavior of its players.
1995: Karl E. Rohnke, Steve Butler, Quicksilver: Adventure Games, Initiative Problems, Trust Activities, and a Guide to Effective Leadership, p. 274:

Cheers! bd2412 T 20:08, 24 May 2007 (UTC)

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