Dungeons & Dragons launched the great tradition of roleplaying games in 1974 with an unprecedented mix of adventure and strategy, dice-rolling, and storytelling. Wizards of the Coast continues to honor that tradition, bringing to market a diverse range of D&D game and entertainment experiences and influencing numerous writers, directors, and game designers by tapping into an innate human need to gather with friends and tell an exciting story together. Sarra Scherb is a writer and curator in Seattle. They have run Dungeons & Dragons for families, elders, and celebrities in settings ranging from conventions to corporate training sessions. She currently warlocks for Wizards of the Coast.
“This hardback book has some really compelling tools to get your kid thinking about their character . . . Kids can record their adventure details for their character, including allies, party members, important events, villains, magic items, and more . . . it could really dial your kid’s creativity into focus to help them more tangibly imagine the character they’re going to play.”—GeekDad “Using the prompts and exercises in this book will greatly help you to fill out a backstory for your character, define how your adventuring group works together, how they met and became an adventuring party, and what motivates them . . . These little extra bits of information can really bring a character to life and, in some cases, make it easier to decide what actions would be appropriate for that character.”—Game Vortex