It must have been 1982 or 1983. My friend Tom came over to my house with his new discovery, passed on to him by his older brother, Bill. It was ... Dungeons & Dragons!
This game was a revelation to me. The idea of taking a stick and pretending to be a soldier, or grabbing a toy gun to play cops and robbers, all of this was of course old hat to us as we transitioned from childhood to adolescence. But the idea of a "role-playing game," in which our interactions were governed by rules, and in which we could realize our fantasy character concepts, and then play them out, was full of wonderful potential. And after rolling up our first characters, we were off and running.
My first D&D character was a magic-user (that is to say, a wizard). I can remember quite clearly the massive suckage that was the Basic D&D magic-user -- d4 hitpoints, one spell per day, proficient in only the dagger and the sling! Oy, was that guy asking for trouble walking into the Caves of Chaos near the Keep on the Borderlands! And yet, he survived, at least long enough to blast a few fireballs at some trolls later on down the line.
Before long, I had accumulated both the Basic and Expert D&D sets, plus the Advanced D&D Player's Handbook, Dungeon Master's Guide, and Monster Manual, plus a few of the classic D&D modules. In addition, I had the boxed set of Gamma World and a bunch of TSR "mini-games." Gary Gygax and the good folks at TSR had sucked me in good. For two or three years, my leisure time was about living and breathing role-playing games in general, and D&D in particular.
Alas, when my friends' interests moved on, I no longer had anyone to play with. I can remember an entire summer when I was about 12, when I would sit around, without a group to play with, rolling up characters on the AD&D character record sheets. When we would occasionally play, we could never get a campaign going long enough for my characters to get very far up the level heirarchy. Not to mention, if I wanted to play a Paladin (and I did, oh so badly!), I essentially had to cheat my die rolls in order to meet the qualifications.
Although by high school I would still occasionally break out the books and play, when I could find someone to play with, D&D was pretty much in the past. In college, I tried to get with a gaming group, but by then they were on to 2nd Edition D&D, and I just couldn't get myself all that invested in the complex new rules.
It may be a bit embarassing to admit, but it wasn't until I was 30 that I finally got back into the game that had been my obsession when I was 12. The proximate cause of my renewed interest was playing Baldur's Gate on my computer the summer after I finished my comprehensive exams (instead of working on my dissertation, which is what I should have been doing!). The following fall I stumbled on the new 3rd edition of D&D in a Princeton hobby shop, and once I found a group, it was off to the races again!
Since then, I've been fortunate to stay connected with good gaming groups, and I have to say that I've found the 3rd Edition rules to be far superior to the old Basic and AD&D rules that I used to use (though nostalgia still drives me back to those books from time to time).
And now, as some of you may have heard, Wizards of the Coast (which bought D&D from TSR back in the 1990s) is set to release a 4th Edition of the game in 2008. On the one hand, I'm eager to see if they improve on the strong foundation they've already got. But on the other hand, I like the game as it stands right now, and don't really have any desire to start from scratch learning a whole new ruleset (particularly after the insult that was D&D 3.5, which I'm only playing now because it's the system my current group uses). So, we'll just have to wait and see. Will D&D 4th Edition be yet another great revelation, or will it be, like it's disapointing sibling 2nd edition, just something that I don't want to get invested in?
And yes, I am a big dork. I know.