Terry Pratchett on D&D, Dungeon Mayhem and the Making of Discworld
Story by Geoffrey · 557 readers
A 1987 interview traces how D&D shaped Pratchett’s fantasy, from the Luggage to a dungeon party that ignored every clue and took everything.

Terry Pratchett’s account of six newspaper colleagues tearing through a dungeon is a sharp reminder that a game master’s careful scenario belongs to the players once the session begins. In an interview published in Adventurer 11, dated June/July 1987, Pratchett recalled a group that ignored clues, attacked anything in reach and carried off the treasure. The story is funny, but it also points to something that mattered in his own writing: players bring their own priorities to a fantasy world, however neatly its creator has arranged it.
A plan meets the players
Pratchett said he’d prepared the scenario thoroughly, with allies, enemies, monsters and a secret way to deal with a particularly tough creature. The group quickly settled on a simpler approach: fight everyone and take what looked valuable. When the monster’s intended solution failed to catch their interest, they kept stabbing at it until its enormous pool of hit points had been reduced to a manageable target.
They discarded objects they couldn’t identify, including clues and keys, while packing up recognizable treasure. By the end, two trolls and a zombie had become pack animals. Pratchett’s punchline was that they had left the dungeon with nothing worth exploring behind them.
For a game master, the useful part of the tale is the gap between a prepared solution and the solution players choose. A clue only helps if the group notices it, understands what it might do and wants to act on it. If a session starts to stall, this story makes a good case for putting the next useful lead where the players are looking, or letting their improvised plan change the encounter. The point isn’t that every table will play this way; it’s that a room full of confident players can turn a carefully plotted adventure into a different kind of story.
From game table to Discworld
Pratchett told the interviewer he’d played D&D as both a player and a dungeon master, after discovering the game in the early 1970s. He described that first encounter as an artistic revelation: here was a form of play that let people step into fantasy adventures together. Some imagery in The Colour of Magic, he said, came from those games.
One especially direct connection was the Luggage, the many-legged trunk first associated with the tourist Twoflower. Pratchett described inventing it as a D&D character that would follow nine out of ten orders. Its stubborn loyalty and unnerving appetite suited the unpredictable energy of a tabletop companion: useful in theory, but never entirely under control. He also spoke fondly of the “Dear Little Girl,” a dungeon presence whose irresistible charm could draw monsters and adventurers into a circle dance before she slipped away.
That mix of comic premise and dangerous consequence feels central to the interview’s picture of Pratchett’s fantasy. A monster can become a social puzzle; a piece of equipment can develop a personality; and a game’s familiar ingredients can lead somewhere strange once players start making choices. D&D gave him a store of situations and images to reshape, not a template he needed to follow closely.
Why the dice stopped being fun
Pratchett eventually left regular play because, in his telling, the table had become bogged down in arguments over bonuses and equipment. He remembered sessions that felt more like disputes over numbers than shared fantasy. As dungeon master, he sometimes altered dice results under his hand to keep things moving.
That complaint will sound familiar to anyone who has watched rules discussion crowd out the scene itself. Pratchett’s account isn’t a broad verdict on detailed systems; it’s a personal explanation of why his own group had stopped working for him. He’d loved the freedom of the game at first. When that freedom gave way to repeated calculations and squabbles, the fun went with it.
The interview also includes a more chaotic example of what happened when he introduced the game to six colleagues in a newspaper advertising department. They grasped the basic premise quickly, then played with a directness that overturned his expectations. His elaborate setup couldn’t persuade them to investigate every strange object or spare every opponent. They charged ahead, fought, looted and improvised.
For a game master, it’s a lively case for designing situations with more than one possible response. A group may bypass the clever mechanism, miss the hidden door or adopt the monster instead. Leaving room for those choices can make the session feel responsive, even when the result bears little resemblance to the notes. The six players’ approach might not suit every table, but Pratchett clearly remembered it because their choices made the world feel alive.
A working writer in motion
Pratchett was also candid about his writing habits. He described himself as a journalist who had started producing fiction, rather than someone trained in the formal craft of novel writing. At the time of the interview, he had published The Colour of Magic, The Light Fantastic and Equal Rites, and was discussing Mort and the work in progress that would become Sourcery.
His description of building a story from a single image offers a glimpse of his process. For Mort, he began with the last grain of sand falling through an hourglass and worked outward into the story. He also talked about arriving at comic ideas while drafting, including a religion with a brass “gold brick” icon that disrupted what he’d expected to be a serious science-fiction novel. His account suggests a writer following an idea’s comic consequences, then finding the shape of the story along the way.
The interview catches Pratchett treating roleplaying as both entertainment and creative fuel. The game supplied vivid situations, but the lasting influence came from watching people make unexpected choices inside them. For dungeon masters, his unruly party still offers a practical lesson: prepare a world worth exploring, then pay attention to what the players actually do in it.




