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Main
> FAQs > Basic Gaming FAQ

Basic
Gaming FAQ
What
are role-playing games? |
| |
One of the best ways
I have heard to describe role-playing to a non-roleplayer is this
one: Think of some of your favorite boardgames that you like to
play, now or when you were younger; popular games like Monopoly,
Battleship, Clue, Stratego, or Risk. Try to imagine
playing one of those games while stepping into the role of a shrewd
businessperson, a Navy captain, a master detective, or Army General.
Now, instead of just rolling dice, drawing cards, and moving pieces
around the board, you're acting out that role, interacting with
the other players who are doing the same thing, and creating a
story as well as playing a game.
Put simply, a role-playing
game (RPG) is a form of interactive storytelling, in which all
of the participants act out the roles of characters in the story.
One player acts as a sort of writer/director/referee, and is usually
called a game master (or Dungeon Master, in the case of Dungeons
& Dragons). This player prepares the story beforehand
(by writing it and stocking it with characters, or reading a prepared
story), describes the scenes and events of the story as they unfold,
and tells the other players the results of their actions.
In all, it's very similar
to the childhood game of "let's pretend" or "cops and robbers,"
but with rules and a referee. In such games, all actions taken
by the characters and referee are described, not performed, and
the players do not usually dress as their characters. This distinction
is made to differentiate RPGs from LARPs, which are described
below. In most of these games, dice are used to generate
random numbers to resolve certain events (such as whether a character
can climb a slippery wall, or if an attempt to fast talk a guard
will work). These dice come in an array of shapes and sizes; a
common set of dice includes 4-, 6-, 8-, 10-, 12-, and 20-sided
dice. Some games use a complete set of these dice (Dungeons
& Dragons and Call
of Cthulhu are two examples), while others may only use
one particular kind (GURPS
uses only 6-siders, for example, while the World
of Darkness games use only 10s). In others, dice are replaced
with other randomizers such as cards, or in some cases, removed
altogether in what is often called a "diceless" system.
Miniature plastic or
metal figures are used in some games, such as Dungeons &
Dragons, to help the players visualize where their characters
are in a scene. They aren’t used in many RPGs, however,
so you frequently will not see them at a game session. There are
also strategy wargames that use the same or similar figures –
these games are also a lot of fun, but are not the same thing
as a role-playing game.
| Do
you have to run around in a goofy costume to play these games?
|
| |
Not really. RPGs are
usually played in a comfortable area with a table where everyone
can relax while they play and have somewhere to put their books,
notes, and dice. There is a “sister” hobby to RPGs
called Live Action Role Playing (or LARP for
short - see below) where players dress as their characters and
occasionally use props and/or foam weapons during the game. These
are also a lot of fun.
| Aren’t
there tons of rulebooks and a million complex rules to these
games? |
| |
Again, not really.
Many people see the large amount of books – some of them
very thick - that are available for a role-playing game and assume
that every page is filled with rules. The truth is, most of the
material found in any RPG book is background material for the
setting – the characters, locations, and history of the
game world in which it is played. The backgrounds of many RPGs
are more detailed than those of the average sci-fi or fantasy
movie or television series, and this can make the books very enjoyable
to read.
There are some RPGs
that have rules that can be complex - Dungeons & Dragons
would be a perfect example. But the trend in recent years has
been towards games that have simple rules, and are quick and easy
to learn and play.
A LARP, or Live-Action
Role-Play, is an RPG in which the players dress as their characters
and act out their roles. The referee is still present to enforce
the rules and keep the story moving; in fact, there may be more
than one
referee in a LARP. The
LARP style of roleplay has been popularized, but by no means invented,
by White Wolf's World
of Darkness setting, of which Vampire: The Masquerade
is a large part.
Some LARPs are non-physical,
where participants are not permitted to touch each other or engage
in any combat; others involve "boffer" weapons, special
homemade swords, shields, daggers, axes, and even arrows that
are covered in foam to protect the participants as they play against
each other.
The fact is, may of
the people reading this have participated in a form of LARP before,
or know someone who has, and they may not even realize it. The
How To Host A Murder and How To Host A Mystery
games, where players are handed cards with information about the
character they portray and the information that they know, are
really a basic form of live action roleplaying.
(A new section of The
Escapist devoted to LARP is currently in the works. Keep checking
this space for more information.)
| What
are collectible card games? |
|
|
Collectible card games
(CCGs) are played with decks of cards that have been customized
by the players. The cards are usually purchased in "starter decks"
(usually around 60 cards per deck) and "booster packs" (usually
around 15 cards per pack), though there are some games that forego
the starter deck and allow you to play with just a few booster
packs. Each card has it's own characteristics, and players consider
this when constructing a deck of them. Popular CCGs of today include
Magic: The Gathering, Pokemon, and Yu-Gi-Oh. There
are several themes and styles of CCGs, and the collectible format
has even inspired other types of games, such as collectible dice
games (Dragon Dice) and collectible miniatures games (Mage Knight,
Heroclix, and many, many more).
CCGs used to receive
more coverage on this site early in their development, as they
met with bans, lawsuits, and unwarranted negative press from people
trying to eliminate them. Magic
was frequently accused of inspiring players to learn occultism,
for example, and the Pokemon craze once reached such
a height that some considered suing the producers of the game
for creating a method of illegal gambling (since valuable cards
are inserted randomly into booster packs). Such claims and bans
have dwindled in the last few years, but if they should ever begin
to become more prevalent, you will read about them here, as well.
| What
is "gaming advocacy?" |
| |
Gaming advocacy is the
name we give the cause of making the world a better place for the
hobby that we love - whether it be defending a game from an attack
in a newspaper article or televised newscast, helping gamers find
others to game with, improving the way that we play or the quality
of the games themselves, or researching the benefits of role-playing.
There are many other activities that could come under this header...
basically, if it means furthering the hobby in one way or another,
then it is considered gaming advocacy.
| Wait
a second... haven't I heard some pretty bad things about
these games? |
| |
The odds are, you probably
have. The news media and many religious groups have had little good
to say about both RPGs and CCGs. The same goes for general word
of mouth, which is usually conditioned by both of the above. You
may have heard that RPGs promote satanism, witchcraft, or other
forms of the occult, or that they can cause kids to commit suicide
or kill others. As with most things in life, however, you should
never believe everything that you hear.
RPGs have become part
of many urban legends, or modern-day tales of folklore
that usually have very little basis in fact. One popular
legend claims that swallowing Pop Rocks (a type of candy that
pops in your mouth) and washing it down with a carbonated beverage
will cause the stomach to explode, killing the imbiber - and that
this was the fate of the young man who played Mikey in the Life
cereal commercial.
Most of us know that
this is not true. Not only do we have a governmental body
to protect us from such unfortunate accidents (the FDA), but "Mikey"
(a.k.a. Michael Gilchrist) is alive, and doing quite well.
Urban legends often
sprout from actual events, but quickly degrade into stories that
happened to "a friend of a friend," and begin to become more spectacular
as they are passed on. In any case, they are hardly a reliable
source of information. This case is certainly no exception.
| Why
do they have such a bad reputation? |
| |
 |
| James
Dallas Egbert |
 |
| William
Dear |
 |
| Irving
'Bink' Pulling |
 |
| Patricia
Pulling |
It stems mainly from a
pair of isolated incidents, one of which occurred in 1979, and the
other of which happened in the early 1980s.
The first incident
involved a young man named James Dallas Egbert, a 16-year-old
boy who was bright enough to be attending college at such a young
age. Egbert had much more than his fair share of problems;
he was under constant pressure from his parents to exceed, and
was hiding his drug addictions and homosexuality from them.
Egbert went into hiding
for nearly a year, and was pursued by William Dear, a private
investigator hired by his uncle to find him. Dear discovered
that the boy occasionally played Dungeons & Dragons,
and began searching for him based on the hunch that Egbert was
playing the game in the steam tunnels beneath the dormitories.
This sparked media stories associating the game with Egbert's
disappearance; stories that were never retracted when the truth
came out. When Egbert took his own life a year after
being found, Dear let the story stand as it was, untrue and misleading,
to "protect" the Egbert family from the truth about James' secret
life.
Dallas
several times told me how much he feared that his younger brother,
Doug, would be hurt if the truth became public. He had a
deep affection for Doug and expressed the hope and even belief
that his brother would grow up under happier conditions than he
had. He did not want Doug to endure cruel asides from his
classmates and friends about his "faggot brother, the dope addict,"
and he emphasized this as another reason that I should remain
silent. I thought he was right to be concerned, and I held
off writing this book until Doug was out of high school. - Dear,
William, The Dungeon Master (Houghton Mifflin, 1984), p.
280-281
This event not only
began the myth that role-playing can inspire suicide, but it also
started the urban legend that gamers like to play in places such
as steam or sewage tunnels.
The second incident
involved a young man named Irving "Bink" Pulling, who killed himself
in 1982 with his mother's handgun. His mother Patricia believed
that he had become involved in the occult, and that his suicide
was due to a curse that had been placed on his character in a
D&D game he played at his school. Her theory
was possibly fed to her by a police investigator who questioned
her after her son's death; before that time, Pulling had never
heard of D&D, and didn't believe that devil worship
existed outside of the movies.
- (A Hanover County
Sheriff's Department Investigator) had found some letters apparently
written by Bink. He asked me if I would look at them and
identify the handwriting.
-
- "But before
you do that," he continued, "I have one other question."
He paused, then asked, "Mrs. Pulling, are you or your husband
devil worshipers?"
-
- I was speechless,
but finally managed to say, "What kind of question is that to
ask me at a time like this? Are you crazy?"
-
- I told him
to look through my house, to do anything he wanted; he would
not find anything connecting our family to something as insane
as devil worship.
-
- I thought to
myself, "Maybe this is a nightmare. Is this guy really
a policeman? Is everybody crazy? Devil worship!
That stuff doesn't even exist except in the movies!" -
Pulling, Patricia, The Devil's Web (Huntington
House, 1989), p. 4-5
Irving's story, however,
showed a collection of deeper problems: he idolized Adolf Hitler,
had trouble fitting in with his schoolmates, and was often seen
running through his backyard while howling at the moon.
Pulling went on to
form Bothered About Dungeons & Dragons (B.A.D.D.), a group
that sought to ban D&D from schools and have a label placed
on the covers of game books warning that the contents could cause
suicide. She and her group were moderately successful in
the former, but failed at the latter. During her involvement
with B.A.D.D., Pulling would often distribute newspaper articles
that had been edited to help prove her point - she would
change the order of paragraphs to put an anti-game slant on the
story, and remove anything that did not support her beliefs.
This is not only dishonest and misleading, it is illegal. (For
an example of the "Pat Pulling Editing Method," click
here).
Ever since these two
events occurred, many have associated gaming as a possible cause
in any crime committed by, or even against, a gamer, or
someone who is assumed to be a gamer. In this manner,
gaming has been associated with every crime imaginable, from robbery,
burglary, and drug abuse to rape, suicide, and murder. This
certainly has been assisted by people such as Mrs. Pulling who
have done all that they can to propagate such untruths.
Yet in every case,
a saner, more realistic, and more probable cause can easily be
found. That is, when games are even involved at all; 20%
of all "game related" cases do not involve any form of game, but
are assumed to by investigators and reporters. The
Columbine massacre is possibly the most famous example of this.
Since CCGs began their
existence with Magic: The Gathering (which is based on
a fantasy spell-casting environment) and were born out of the
popularity of RPGs, they have received a "guilt by association"
charge by many of the anti-gamers.
Mercy,
James A., personal communication to Paul Cardwell, Jr. (June
8th,1988) - No evidence of game/suicide connection,
by Chief, International Injuries Section, Centers for Disease
Control.
Dr.
S. Kenneth Schonberg - In a study at the Albert
Einstien College of Medicine of over 700 adolescents who
had committed suicide, not one case cited D&D
or any RPG as a possible cause.
American
Association of Suicidology, Denver, Colorado -
No evidence of any game as a possible cause of suicide.
Lips,
Thomas J., personal communication to Jennifer Clarke Wilkes
(September 15th, 1993) - No evidence of game/suicide
connection, by mental health consultant, Health & Welfare
Canada. |
The truth is, as proven
by the Center for Disease Control, the Albert Einstein College
of Medicine, the American Association of Suicidology, and Health
& Welfare Canada, is that role-playing games do not cause
their players to kill themselves. With this knowledge in
hand, all of the remaining accusations against games and gamers
become dubious.
In fact, when one compares
the 80-plus cases of crimes where gamers were involved
versus the millions of people who enjoy games on a regular basis,
an abysmally small percentage, way below the norm for people of
any specialty group, is the result. Could it be that
playing D&D or Magic actually prevents
crime?
What anti-gamers like
Pat Pulling didn't realize was that the numbers they once tossed
around, if they had any basis in reality, would actually prove
the opposite of their claims - that role-players had an abysmally
small suicide and crime rate among their members, small enough
to consider the hobby as a possible deterrent to violent
and criminal behavior, rather than a cause of it. For more information
on that subject, click here.
| Wasn't
there a movie about role-playing games starring Tom Hanks? |
| |
Yes, there was.
Mazes and Monsters was a made-for-television movie that aired
on CBS, December 28th, 1982. It was based on a novel of the
same name by Rona Jaffee.
The movie managed to
reinforce some of the negative stereotypes about gamers - that
we are weird, eccentric social outcasts obsessed with a child's
game - but that doesn't appear to be it's true intention. Jaffee
was allegedly more interested in writing a novel based on a topical
news story of the time, and wasn't using the book as a centerpiece
for an anti-game campaign.
The movie still pops
up from time to time on late night television, and has recently
been released to DVD. For more about Mazes and Monsters, click
here
to see its entry in the Gaming
Advocacy Encyclopedia, or visit the internet's (allegedly)
only Mazes
and Monsters
fansite.
| What
about the violence and spell-casting found in games?
Isn't that harmful for children? |
| |
At their core, role-playing
games are about telling stories by acting out the roles of characters
who interact with each other in various ways. As in real life,
one of those methods of interaction is combat. Combat in most
games, card games included, is quick, unrealistic, and mostly bloodless;
in fact, it could be compared best to the swashbuckling styles of
an Errol Flynn movie.
No one ever seems to
be overly concerned when their children play cops & robbers
or cowboys & indians - games that many of today's parents
grew up on. RPGs are very much the same thing.
Role-playing games,
like any other game of make-believe, are very much a blank canvas.
The players and game master decide what gets painted on that canvas,
and what course the story takes. If they choose to play
a game filled with blood and gore, there is nothing short of parental
intervention to stop them from doing so. As with any activity,
a parent needs to supervise what their child is doing, and ensure
at all times that they approve of what is going on.
Magical spells only
exist in games that support such a thing in their game world;
in other words, Dungeons & Dragons has spells that
can be cast by the characters, but the Men In Black RPG
does not, because characters in that setting do not normally have
magical powers.
Spells in a game are
not something that can be used in real life, by any stretch
of the imagination. Instead, they are tools that the
characters (not the players) use to perform some sort of action.
One spell may open locks, allowing a character to free a trapped
ally, while another may allow the character to fly or heal the
wounds of others.
While there are a few
games on the market that attempt to simulate the effects of "real
world" occultism and witchcraft (such as Nephilim or Authentic
Thaumaturgy), none of these games could ever be considered
a lesson in how to use real spells. Just as a player cannot
learn horseback riding or blacksmithing from playing these games,
they also cannot learn how to throw fireballs around.
For a helpful resource
on roleplaying games for children, including an extensive list
of available games with parental advisories for each, be sure
to visit The Young Person's
Adventure League.
| What's
the big deal, anyway? Why should we really care if they
have such a negative bias in the media and public opinion? |
| |
Put simply, it can make
it very difficult for gamers to enjoy their hobby. RPGs and CCGs
have been banned from schools, clubs, and libraries. Usually, misinformation
is behind the ban.
In one case, the owner
of a Texas gaming store was told his establishment attracted undesirable
types of customers, and he was not allowed to renew his lease.
A child custody case in Delaware attempted to prove a father was
unfit because, among other reasons, he allowed his son to play
a computer D&D game. In one of the more extreme situations,
a young man was beaten by his father after he returned from a
police seminar on the dangers of role-playing games - apparently
in the hopes of driving some of the demons out of his son.
These are the types
of things that result from misinformation, lies, and paranoia.
The bottom line is that the accusations made against games are
false. That in itself is enough to warrant all of this
effort.
| My
parent / pastor / teacher tells me that I shouldn't play
role-playing games because they can be detrimental to my
soul. What should I do? |
| |
What is bad (or good)
for the soul is a discussion that goes far beyond the scope of this
FAQ, or even this website. But I will make some points regarding
this question, which I receive quite often.
First - parents, teachers,
and members of the clergy can (and will) be mistaken about things
from time to time. We all can. It's part of being
human.
If you are under eighteen
(or thereabouts) and/or still living with your parents, you must
respect their rules and wishes. If they say no gaming, then
you have no choice. Your respect for your parents must come
above any leisure activity. (This is not to say that you
shouldn't try to educate your parents about the hobby, as long
as you do it in a respectful manner). It's just a game,
after all, and it's certainly not something worth driving a wedge
between you and your parents over.
The same goes for your
teachers. Many schools have banned RPGs and other games
on the basis that they are "bad" for the people who play them.
If this is the case where you go to school, please respect their
rules... but don't be discouraged from trying to show them the
truth.
Your best course of
action when attempting to show anyone the real truth about role-playing
games is to stay calm and open-minded to their concerns. An argument
will never accomplish anything worthwhile. Instead, offer to set
up a demonstration of an RPG or LARP for people who have never
seen one before. Let them look through the rulebooks and ask you
about anything that causes them concern. Explain terms and jargon
as you go along, and let them interrupt you with questions. If
they seem open to it, send them the link to this FAQ so that they
can find out more. During all of this, make sure that they understand
that you know they always have the authority to say "No"
if they still haven't changed their mind. Even if that is their
final word, you will have done your absolute best, and possibly
even earned a little more respect in their eyes for giving them
so much respect yourself.
Gaming
and God
I'm not here to give
spiritual advice to anyone, but I would like to bring up an important
point. There is a usenet posting that has been on the web
for some time that was written by David Fisher, an ex-gamer who
gave up the hobby because he felt it was damaging his relationship
with God.
In the introduction,
he goes to great lengths to explain that he is not condemning
gamers, only explaining why he chooses not to play anymore.
He then goes on to condemn gamers anyway, by comparing our hobby
to some very horrible things. (If you like, you can
read it in the Escapist Archives.)
But in this article
he does make an important point: each of us should weigh everything
we do with how it affects our spiritual life. Not just
gaming, but everything. If you can honestly say that
something you do as a hobby has changed you for the worst, made
you unhappy, or damaged your relationship with God (or Budda,
or Allah, etc.) then you need to give it up. This is your
own decision based on your own feelings and experiences, and should
never be decided for you by someone else - especially someone
babbling about it on the internet (and that includes myself).
Meanwhile, please keep
in mind that your choices are your own. You may encounter
others who feel that their hobby is fully compatible with their
spiritual life. In fact, this can be said about almost every
gamer. They have made their choice. Please respect
it.
|
The
80s are long over. Do you really need to keep defending RPGs? |
| |
It is true that the
public opinion of the role-playing hobby has shifted in the last
couple decades, from wild claims of Satanism, occultism, murder,
suicide, and crime, to a general opinion that it's something that
painfully geeky people do for fun. These days, most references
to Dungeons & Dragons or role-playing games on television
or in the movies are much more kind than they used to be, and
we have even seen shows and movies based on gamers and specific
games.
Every so often, however,
another incident will pop up that will somehow get attached to
RPGs. In 2002, the brother of Stephanie Crowe and his friend were
found innocent of her 1998 murder when new evidence linked the
crime to someone else - until that day, the only evidence against
the boys was a coerced confession by police that revealed that
both were D&D players. As one news story put it:
Prosecutors
portrayed the slaying as an open-and-shut case against three boys
warped by an unhealthy passion for dark role-playing games like
Dungeons and Dragons. (full article)
That same year, the
DC Beltway Snipers were incorrectly profiled as possible D&D
players, based solely on the fact that they left a Tarot card
behind (even though Tarot and D&D have practically
nothing to do with each other). In 2005, a town in Brazil passed
a law banning the sale of RPG books after rumors began to fly
about a possible connection between an RPG and a triple murder
case.
There are still misconceptions,
misinformation, and downright lies about role-playing and role-players.
It's just not as common as it used to be.
But that isn't the
only subject that gaming advocacy covers. There's also bringing
new people into the hobby, encouraging parents to play with their
kids, encouraging gamers to support their local game shops and
conventions, using roleplaying as a teaching tool in the classroom,
and inspiring gamers to donate their time and resources to philanthropic
endeavors. This site covers all of these a little now, and in
the future it will broaden each of them until the occasional misinformed
news items will hardly be noticable anymore.
|
Where
can I find the study that showed that playing RPGs actually
prevents suicide? |
| |
This is one of the
most requested nuggets of information here at The Escapist. I've
nicknamed it the Suicide Statistic Fallacy, and it comes
from Michael Stackpole's 1989 document Game
Hysteria and the Truth. The statement that Stackpole
makes does not go so far as to suggest that gamers are any less
likely to kill themselves than non-gamers - rather, it demonstrates
the useless and arbitrary statistics that are favored by anti-gamers,
and uses them to disprove their own cause:
- "In The Devil's
Web, Pat Pulling cites a user base for D&D alone as 4,000,000
players. Since the introduction of the game in 1975, the suicide
rate for individuals aged 15-24 has fluctuated between 11.7
(1975) and 12.8 (1980) deaths per 100,000 individuals in the
population. (The rate has been falling since then.) If gamers
were killing themselves at the average rate for their age group
we would have between 468 and 512 successful suicides a year.
As the American Association of Suicidology notes, only 6% of
suicide attempts are successful, so the number of unsuccessful
gamer suicides would run between 7800 and 8533 annually.
-
- In The Devil's
Web, Mrs. Pulling cites 125 deaths connected to the games as
of 1987, though she does report "Many, many more [cases] remain
unpublicized; the cases are in files marked 'confidential.'
This is not hype. This is not speculation. The cases are there."
Even at four times her reported case list, the total would not
equal one year's average number of suicides for gamers, if they
were killing themselves at a rate equal to the rest of the population.
Given that the 125 cases cited above consist of roughly 50%
murders and 50% suicides, the statistics cast even more doubt
on the link between games and suicide."
If half of those of 125
deaths were suicides, that would account for 62.5 gamers killing
themselves between 1975 (when the game first appeared for sale)
and 1987 - a span of 12 years. That works out to an average
of 5.2 suicides a year (with a little rounding off), which is an
incredibly low suicide statistic for any specialized group of people,
such as role-playing gamers.
It's also interesting
to note that Stackpole mentions how the suicide rate began to
fall after 1980 and continued to fall through the rest of the
80s, which was the same time that the popularity of Dungeons
& Dragons began to soar.
It bears repeating:
This should not, in any way, be taken as a scientific study
that gamers are less likely to kill themselves or others.
Such studies may exist, but this is not one of them. Some
of the numbers used here are from Pulling herself, and are far
from accurate. Her claim of 125 gaming-related crimes is
questionable, considering that she never supplied anyone with
a complete list, but instead relied on claims of unpublicized
and confidential cases that no one can verify. The primary
point here is that if she really wanted to use arbitrary numbers
to prove that games cause people to kill, she should have set
those numbers much higher in order to break the national averages.
| How
did role-playing games get associated with Satanism and
the occult? |
| |
It's not clear who made
the first connection between gaming and Satanism and the occult
- but such connections can be traced back as far as 1980, not long
after the Dallas Egbert
incident. Many religious pamphlets and materials began to
list Dungeons & Dragons among the "threats" that endanger
the welfare of our children. See Dark
Dungeons for a classic example.
 |
| "C'mon,
kids! Roll up a character! You'll love it!" |
The trend seems to
have begun as a direct response to public concern over a relatively
"new" fad. But many preachers and other religious authors
grew concerned over the presence of magic, demons, devils, and
polytheistic gods in the game, and added these in with their lists
of grievances against it. Suddenly, D&D was an
indoctrination tool for Satanists and witch's covens, as well
as a suicide and homicide threat - despite the absolute lack of
any evidence to this end.
One popular spiritual
tirade against D&D, for example, addresses the amount
of times the words demon and devil appear in the
Monster Manual, and compares this to the same totals found
in the Bible. As anyone can imagine, this book of fantasy
creatures (listed as opponents for player characters) had a considerably
higher count of these words than the Bible did. It boggles
the mind to think of someone seriously comparing the literal content
of a fantasy game to the literal content of the Bible, and using
this as a gauge of how "evil" the book is. Does this mean
that books that do not mention demons or devils at all are actually
more holy than the Bible?
Two preachers who began
to publish pamphlets in this tradition were the Rev. James R.
Cotter and John S. Torrell. Due to a long tradition among
preachers of prolific cutting and pasting, much of the rhetoric
seen in religious anti-gaming materials can be traced backwards
to the work of these two men.
As you can see, it
doesn't take a whole lot to start an urban legend or a nasty rumor
- just a few choice words in just the right places.
| Do
the Dungeons & Dragons books really mention rape
as an activity that characters would partake in frequently? |
| |
No, they do not.
This wonderful little rumor comes from two out-of-context statements
in the original Dungeon Master's Guide. The first
reads as follows:
The less
intelligent non-humans will serve for from 10% to 60% less cost,
but these evil creatures will certainly expect to loot, pillage,
and rape freely at every chance, and kill (and possibly eat) captives.
- First edition Dungeon Master's Guide,
page 31, second column, first paragraph
Obviously, this is something
that has been taken out of context. For starters, this statement
comes from a section on non-humans (orcs, goblins, and such) as
hired troops - it does not apply to the motives or desires of player
characters. Secondly, the point being made here is not that
you should include graphic scenes of rape or murder in your games
- but that relying on evil creatures to do your work for you can
have some terrible outcomes.
Note how this sentence
mentions that "evil creatures... loot, pillage, and rape."
If anything, this statement makes it clear that crimes such as
looting, theft, and rape are evil activities. And that's
a good thing to make clear to D&D players, isn't
it?
The second statement
is found later in the book, in a description of a city encounter.
Dungeons & Dragons uses random encounter tables to
simulate chance meetings with other characters or monsters.
One of these tables is for encounters in a city or town, and lists
the people that you can meet there - shopkeepers, city guards,
citizens, and so on. One of the entries on that table is
"goodwife," and the description reads as follows:
- Goodwife
encounters are with a single woman, often indistinguishable
from any other type of female (such as a magic-user, harlot,
etc.). Any offensive treatment or seeming threat will
be likely to cause the woman to scream for help, accusing the
offending party of any number of crimes, i.e. assault, rape,
theft, or murder. 20% of goodwives know interesting gossip.
- First Edition Dungeon Master's Guide, page
192, first column, fifth paragraph
This description is used
to give the Dungeon Master a guideline on how the encountered characters
will react to different approaches from the player's characters.
From this description, we can see that a threatening approach will
cause a lot of trouble for the characters, but a friendly approach
might be rewarded with some useful information.
 |
click
image for larger version |
It would be somewhat
of a desperate reach to suggest that this statement was promoting
rape, but that's exactly what Patricia
Pulling did in her book, The Devil's Web. In her
typical form, she had to edit the statement down a bit to make
it sound more convincing:
- Women objecting
to rape are treated as follows in the D&D Dungeon Master's
Guide: "Random Monster Encounters: Goodwife: Encounters are
with a single woman, any seeming party of assault, rape, theft,
murder" [page 192]. - The Devil's Web,
page 85, second paragraph
To better illustrate
her editing technique, here is the complete paragraph, with the
words she chose to delete in red:
Goodwife
encounters are with a single woman, often
indistinguishable from any other type of female (such as a magic-user,
harlot, etc.). Any offensive
treatment or seeming threat
will be likely to cause the woman to scream for help, accusing
the offending party of any
number of crimes, i.e. assault, rape, theft, or
murder. 20%
of goodwives know interesting gossip
Note how the words
have been edited (from 60 to 15 words, without proper notation)
to "put a spin" on this statement and make it into something sinister.
It's not even a good attempt; the result is something that barely
makes any sense. This is, unfortunately, a very common practice
among people who are desperate for evidence to support their cause.
Rape is a very serious
issue, and certainly nothing that should be made light of in something
like a role-playing game. These quotes taken directly from
the Dungeon Master's Guide show that it is considered a
serious issue in its pages as well - it is depicted as both an
evil act, and something that can bring serious repurcussions.
For the record, these
statements only appear in the first edition of the Dungeon
Master's Guide; all subsequent editions (since 1990) do not
include any information regarding this issue.
| Do
the Dungeons & Dragons books really venerate
Adolf Hitler? |
| |
 |
click
image for larger version |
No, they do not.
This is another rumor that started from a misquoted passage in
the original Dungeon Master's Guide. This claim was
made in a 1987 pamphlet called A Christian Response To Dungeons
& Dragons by Peter Leithart and George Grant, and it
has appeared in many other places as well:
- The Dungeon
Master's Guide lists Hitler among those historical characters
who exhibited true D&D charisma. - A Christian Response
To Dungeons & Dragons, page 5, 4th
paragraph
Here is the statement
that they have drawn this claim from:
- Many persons
have the sad misconception that charisma is merely physical
attractiveness. This error is obvious to any person who
considers the subject with perceptiveness. Charisma is
a combination of physical appearance, persuasiveness, and personal
magnetism. True charisma becomes evident when one considers
such historic examples of Julius Caesar, Napoleon Bonaparte,
and Adolf Hitler. Obviously, these individuals did not
have an 18 score on physical beauty... - First
edition Dungeon Master's Guide, page 15, second column,
eighth paragraph
This comment was a discussion
on the difference between physical attractiveness and overall charisma
- yet many times I have seen the mere mention of Hitler's name used
as "proof" that the game is evil, and even some claims that it is
anti-Semitic.
The truth here, as
anyone can see, is that Hitler was being used as an example of
someone who had much in the way of personal magnetism, but little
in the way of physical attractiveness. Attempting to make
any other interpretation is taking the material out of context.
Sometimes people feel
it's acceptable to lie or reorder a few words deceptively, just
so long as they get the point across. Among many other false claims
that Leithart and Grant make in the Christian Response
pamphlet is this one:
Not
only are gods, devils, and demons treated as fantasy, Jesus himself
is included as one of the deities. Note carefully the logic here:
"It's just a game. The monsters aren't real. The magical
powers aren't real. The gods aren't real. Jesus is one of the
gods." Christ is reduced to the level of fantastic monsters,
halflings, dwarves, and elves. We can give this no less a label
than blasphemy.
And it would be blasphemy...
if it were true. Jesus Christ does not appear in any edition of
any Dungeons & Dragons book, as a diety, character,
monster, or otherwise. (Some would probably consider that
a sign of corruption itself, creating a very handy no-win situation
for the game.) The statement above is an outright falsehood. Note
carefully the logic here: If we really want to get people
fired up against this game, let's make up a story about how blasphemous
it is and how it venerates Hitler. It won't count as a sin if
we do it in the name of God!
It should be noted
that the above example from the Dungeon Master's Guide
only appears in the first edition; all subsequent editions (since
1990) do not include it at all.
The 1987 pamphlet, however, has been digitized and is still distributed
freely to Christian homeschoolers and educators to this day. (You
can read the pamphlet, in web or PDF format, here.)
| Did
the original authors of Dungeons & Dragons contact
a real-world occultist to make the game more "realistic?" |
| |
This claim has been made
by former Satanist-turned-Christian William Schnoebelen, who allegedly
lived in Milwaukee during the seventies and claims that he was contacted
by employees of TSR to reality-check their work.
Here is a direct quote
from his article Straight Talk On Dungeons and Dragons
(the emphasis in bold is his own):
I was a witch
high priest (Alexandrian tradition) during the period 1973-84.
During some of that period (1976-80) I was also involved in
hard-core Satanism. We studied and practiced and trained more
than 175 people in the Craft. Our "covendom" was in Milwaukee,
Wisconsin; just a short drive away from the world headquarters
of TSR, the company which makes Dungeons and Dragons in Lake
Geneva, WI. In the late 1970's, a couple of the game writers
actually came to my wife and I as prominent "sorcerers" in the
community. They wanted to make certain the rituals were authentic.
For the most part, they are.
These two guys sat in our living room and took copious notes
from us on how to make sure the rituals were truly right "from
the book," (this meaning that they actually came from magic
grimoires or workbooks). They seemed satisfied with what they
got and left us thankfully.
 |
| Ex-high
priest, ex-Satanist, ex-Mormon, ex-Mason, ex-Catholic, ex-vampire,
(whew!) William Schnoebelen |
Schnoebelen's story
sounds convincing, but overlooks the fact that by the late seventies,
D&D was already published and on the shelves for
several years - which would have made it a little late to do any
kind of research for it. The Advanced version of the game
saw publication in 1979, but very little changed in the way that
spells were listed - the rules surrounding each spell were expanded
a little and variables were adjusted to accomodate the new rule
system, but none of this could be considered "reality-checking"
the game against real world occultism.
There is also another
inconsistency in this story. If the alleged "rituals"
in these rulebooks are "authentic... (f)or the most part,"
then why did these two men need to take "copious notes"
from Schnoebelen and his wife?
D&D spells,
as has been asserted before, are not "rituals," or even anything
used by the players. Fireballs and magic missiles, very common
magical effects in D&D, are not the sorts of things
that "real" high priests or Satanists can cast, or would claim
to be able to cast. Schnoebelen may disagree with this premise,
but until he can actually summon a ball of fire from his fingertips,
his claim doesn't hold much weight.
No names or descriptions
of these two field-testing game designers are given, so we can't
even be sure if these were actual representatives of TSR, two
guys pulling a practical joke on the Witch High Priest of Milwaukee,
or a simple figment of Schnobelen's imagination. In my quest for
an answer to this claim, I went straight to the horse's mouth
- Gary Gygax, co-creator of the original Dungeons & Dragons
- and asked him if there was any truth to this story.
His simple answer: "Pure rubbish, that assertion!"
Still, this would not
be enough for some people, as it's purely one word against another
- and in Schnoebelen's mentality, all occultists are known to
lie (except the reformed ones, of course). So the only thing
we have to go on would be his veracity. What other claims
has he made, and how truthful are they?
 |
| Great
Cthulhu - One of the monsters under Schnoebelen's bed? |
For that, I refer you
to his take on Cthulhu (from
Should A Christian Play Dungeons & Dragons?):
- Contrary to
the ramblings of D&D defenders like Michael Stackpole, the
Necronomicon and the Cthulhu mythos are quite real.
Yes, you heard it here
first, friends - there really is a massive, octopoid aberration
living in a non-Euclidean city beneath the ocean, awaiting an
alignment of the stars to awaken and destroy us all.
Schnoebelen also claims
to be a former vampire, and tells this story in the film Interview
With An Ex-Vampire. During his time as a Satanist/vampire,
he built a special trapezoidal "vampire coffin" designed
to attract "vampiric dark demonic energy" to help the
occupant achieve "demonic resurrection" - the same sort
of coffin in which Pope
John Paul II was laid to rest!
In the independent
gaming documentary Über Goober, Schnobelen tells
the story of how opposing warlocks would materialize in his home,
attacking him and his wife via astral projection - and how a good
friend of his was so adept at it that he could project himself
into movie theaters to skip the admission fee.
So who do we believe?
A guy who makes a game about imaginary monsters, or a "vampire
coffin designer" who actually believes in imaginary
monsters, and believes that he was one, once upon a time?
I'll let you decide that for yourself.
| Bill's
Frequently Asked Questions |
Not
at all. In fact, you'll notice that I'm usually very careful
about making it clear to everyone that I do not paint all members
of any group with the same brush.
During the initial
media coverage of Columbine, I was accused of calling a police
officer an "idiot" because he allegedly made some disparaging
statements against Vampire: The Masquerade. This
bothered me a lot because I've never called anyone an idiot
on this site, and I would never judge someone like that based
on a single statement that they made. I offered to give
equal time to the officer, whom my accuser knew personally, but
the offer was never accepted. Hopefully, the officer saw
my side of the story - or is at least aware that I never called
him an "idiot." If I criticize anything, it is actions, not the
people who perform them. There is "good" reporting -
seeking out the truth to report on it, "poor" reporting - when
the required research to properly present a story is not done,
and "bad" reporting - when a flashy headline is used to sell papers
at any expense. No one would seriously suggest that all
reporting falls into the latter two categories - and I am the
first to make it known when a positive gaming story hits the paper
or the TV screen. Unfortunately, that's not that often.
The same can be said
about investigators. William Dear, who hid the truth from
the world in order to protect the reputation of his clients, ended
up doing more harm than good to a lot of people who enjoy role-playing.
This does not make him a "bad" investigator - far from it.
He has a reputation as one of the best investigators of our time,
with the track record to back it up. He simply made, in
my opinion, a bad decision.
For me to criticize
Christianity because of the flak that gaming has taken from several
Christian leaders would be more than illogical - it would be hypocritical.
To me, gaming is a form of freedom of speech, and in the United
States, that right is guaranteed to us by the same article that
gives us freedom of religion.
If I had a grudge against
Christians, I'd also have to include all of my gaming friends
who are Christians - that's most of them, by the way. I'd
have to turn my nose up at all the emails I get from Christian
gamers who write to encourage me and apologize on behalf of the
"bad apples." I don't plan on doing any of this, ever.
This
is, without a doubt, my most frequently asked question.
I feel that this matter is a very personal one, so I respectfully
decline to answer. Here’s why: This site, and the entire
cause of gaming advocacy, deals in facts; the “reality of fantasy
games,” as I like to put it. My personal belief system
does not change these facts.
|
| Which
one? Sorry, not tellin'. |
Many people do not
agree with this, however. They see a person's religion (and
sometimes even their denomination) as a primary factor in their
veracity. It's a very shallow way to think, but unfortunately,
it's the way that things are. These people would truly doubt
the accuracy of something written on these pages, based on how
closely my belief system matches theirs.
One email I received
from an Escapist reader who is a Jehovah’s Witness mentioned that
a fellow church member was surprised to hear a rumor that Gary
Gygax was a Witness, and even made the comment that “he probably
isn't anymore.” This is an example of the way that some
people think – this person was of the opinion that Mr. Gygax had
left or even been “kicked out” of the Witnesses for being involved
in the creation of Dungeons & Dragons.
Such small-minded discussions
are petty, trivial, and superficial, and it is my intention to
avoid supplying fuel for such things. The truth is the truth,
plain and simple.
If the question here
is whether or not I make a profit through the RPG industry, then
the answer is no. That has changed from time to time - I once
had a small business that sold used copies of RPG books, I used
to write for a gaming magazine, and for a brief while I was even
working for a company that planned to publish role-playing games.
Armed with the knowledge
of this, some people will think that all of this work is just
a money-making ploy, a plan to make something "bad" seem "good"
in order to cash in on it.
Well, nothing could
be further from the truth. I do this because I love the hobby,
I'd like to see it flourish, and I hate the lies and misconceptions
about it. It's not that different from a fishing enthusiast who
creates a page of information about the benefits of taking your
kids out to catch some trout, or a coach who speaks out against
negative press that high school sports have been getting.
I like role-playing,
I enjoy teaching people about it, and I'd love to see more people
get involved in it. Nothing more, nothing less.

This
ends the Basic Gaming FAQ. You can learn more about role-playing
games by exploring the other FAQ files in this section:
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