For over 30 years, Paridine has been a fervent passion of mine. My friends and I have lost ourselves in countless hours of this captivating game. Originated by Dallas Comstock in 1986, it began modestly with just a handful of penciled notes and hand-drawn dungeons. The vision was clear: to create a game akin to other tabletop RPGs but without the subjective influence of a Game Master.
While many RPGs excel in crafting intricate narratives, Dallas yearned for a game immune to the whims and biases of human intervention. He envisioned a gritty, unforgiving realm where outcomes hinged on probabilities and percentages. He wanted encounters to be unpredictable and monster actions to be rooted in chance and "probability." This unique approach, eschewing traditional role-play elements, gave birth to a thrilling dungeon crawl game. Every design decision championed a Risk vs. Reward philosophy, ensuring each victory was hard-won and every loss, deeply felt.
I discovered Paridine and Dallas in 1989. As a young teen seeking solace, I was instantly hooked. The game's pace and unpredictability were intoxicating. I dedicated numerous hours transferring Dallas's handwritten notes into a digital format on my Mac Plus, meticulously adding new monsters or rules. Throughout the '90s, Dallas and I expanded upon the game's foundation, introducing new races, classes, monsters, dungeons, and quests. As word spread, we saw players come and go, their enthusiasm for Paridine infectious.
In more recent times, I've been the sole caretaker of Paridine. Juggling life and work meant that updates were sporadic. However, the essence of the game remained intact in my mind, even if its documented form needed refinement.
In closing, I hope Paridine offers you as much joy as it has to me and countless others. Your support over the years means the world.
--Frank
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