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Games


Over the years, the
role-playing hobby has amassed a menagerie of myths and legends
- both about how the game is played, and the type of people who
play them. What follows is a brief collection of the most popular
myths you may hear about role-playing games and Dungeons &
Dragons in general. If you know of any that I have missed,
drop me a note to let me know - 

Player and Character Are The Same |
A player is a real
person; a character is the role that the player plays in the game.
All of the actions that the character makes, all of the items
that they possess, even the characters themselves are imaginary,
and do not exist in the real world. This is possibly the most
frequent mistake that people make about role-playing games.
In this respect, a
player and their RPG character are no different than an actor
or actress and the role that they play. Charleton Heston isn't
really Moses. Vivien Leigh isn't really Scarlett O'Hara. Gene
Wilder isn't really Willy Wonka. The things that those characters
do in their respective stories are not the actions of the people
who play them.
It is terribly ironic
when a news story accuses gamers of confusing fantasy with reality,
while exhibiting much of the same confusion all on its own.
There Are Winners And Losers |
This myth also includes
any claim that RPGs share some qualities that most of the games
that preceded them do (they're played on a board, a player rolls
dice to determine how far to move a piece, etc). Unlike other
forms of games, RPGs do not usually have clearly defined winners
and losers; rather, they are much more of an exercise in team
effort. Confusion in this area is often proof that no real research
into RPGs has been done.

RPGs Teach Their Players How To Cast Spells |
RPGs often have a system
of magic involved, and it is usually a form of fantastical magic,
far-flung from anything found in witchcraft or the occult.
There are some RPGs that have been designed to have a more "real-world"
feel to them, and the authors have used actual occultic sources
as their framework; nevertheless, one cannot learn how to cast
spells by playing a role-playing game, any more than they
can learn to swing a sword or ride a horse. The magic
used in RPGs is entirely "make-believe," it exists only in the
game world, and NEVER causes any effects in the real world.
It is NEVER directed at real people, and any claims to the contrary
are FALSE. While many RPGs have some form of magic system,
many others do not, especially the plethora of science fiction
RPGs.

RPGs Glorify Violence |
While combat does exist
in most RPGs, it is never promoted as the answer to everything.
Conflict is a large part of our history, and RPGs reflect that.
But there is much, much more to the hobby than simple hack and
slash... if that were not true, there would certainly not
be as many gaming books on the shelves as there are! There
are books on other cultures, people, races, and traditions, all
of which are interacted with in any number of ways, only one of
which is combat. If AD&D (for example) was the roleplaying
equivalent of Quake (for example), it would fit rather
neatly into one 100-page rulebook. For the record, it doesn't.
RPGs Promote Obsessive Behavior |
It's strange that a
devout sports fan who can talk about little more than scores and
statistics isn't considered "obsessive" by most people, yet a
gamer who plays once a week is. Any pastime holds the potential
to do what it does all too well: pass time. A person who
spends a lot of time playing RPGs is simply a person who would
spend a lot of time doing something else if games were
not a part of the equation. Personal responsibility and
maturity are the true focus here. Gaming is no more of an
obsessive hobby than any other, it just involves more brain power
than most. Perhaps this is what a lot of the critics fear.

RPGs Create Criminals |
In many circumstances,
games have been blamed for causing "seemingly normal" people to
commit crimes that they would never have dreamed of had they not
been exposed to RPGs. This is a preposterous notion to those
of us who understand RPGs, but to many, it seems very possible
in the light of all of the myths that are held as truth about
games. The truth is, according to the CAR-PGa,
that all media accounts of crimes committed "in the name
of gaming" had many other, more understandable factors involved.
The real story here is that "Abused Child Kills Parents" does
not sell quite as many newspapers and magazines as "Game Taught
Child To Kill."

RPGs Promote Suicide |
Whether
by causing severe depression over the loss of a character, or
as some demented way to start their life over again at the beginning,
RPGs have been accused of being a possible cause of suicide among
their players. The Center for Disease Control, Department
of Suicidology, and Albert Einstein University feel different
about the matter, however; all three have done extensive research
on RPGs and found no connection between gaming and suicide.
The experts have spoken. Also, as mentioned above, the CAR-PGa
has researched all of the "gaming related suicides" on the record,
and found extenuating circumstances in every one.
Again, it comes down to what sells more papers or keeps the public
tuned in through the commercial break.
It bears noting that
the isolated incidents in which gamers have committed suicide
are usually misinterpreted by the uninformed to make it appear
as if gaming causes people to take their own lives.
By their own figures, the suicide rate among people who play RPGs
would be much lower than the average for any other group
of people. Therefore, uninformed really isn't that
harsh of a title.
RPGs Are Played By Males Only |
While this may have
been close to being accurate many years ago, it is certainly not
true today. The fact is that many gamers are female, although
the hobby is still male-dominated. In a
study conducted by Wizards of the Coast in 1999, it was found
that 19% of the respondents between the ages of 12 and 35 were
female. That's almost one out of every five gamers.

RPGs Are For Kids |
Role-playing can be
as simple as a game of cops-and-robbers in the backyard, or an
intense session of playacting the bickering leaders of city-states
on the brink of war. At it's root, it is the same type of
game, but for most of us, the way we play is altered as our tastes
mature. An 11-year-old can play a fighter in Dungeons
& Dragons and go about hunting dragons and rescuing damsels
and never tire of it. An adult who does the same will begin
to look further into the character, developing a personal history,
and pursue higher-minded goals.
It's one of the great
things about roleplaying; it spans not only age and maturity,
but culture and gender, and becomes what the player wants it to
be. It's hard to find a hobby that does that.
In addition, in a
study conducted by Wizards of the Coast in 1999, 59% of the
gamers surveyed were between the ages of 19 and 35, and the largest
portion of that range (34% of the whole) were between 25 and 35.
|
The
Myths About Dungeons & Dragons |
Keep in mind that any
of the above myths apply equally as well to D&D, as it is
the granddaddy of all RPGs. Likewise, some of these myths
could have been applied to other RPGs that are similar to D&D
in certain ways.
D&D Was Created By Satanists |
This myth has been
propagated by William Schnoebelen, evangelist and self-proclaimed
expert on satanism and witchcraft - but by no means was it started
by him. Usually, this is an attempt to make D&D look
like a tool for Satanists or occultists to gather new members.
There is no evidence to support this claim. For more on Schnoebelen
and his various claims, visit the Basic
Gaming FAQ.

The Dungeon Master's Guide Contains A Procedure For
Selling Your Soul To The Devil |
While not the most
common myth, I have heard it more than once. And I have
combed all editions and printings of the DM's Guide
and Player's Handbook and found nothing of the sort.
Can anyone help me out here? What could they be talking
about?

D&D Manuals Contain Demons and Devils For The
Players To Worship or Command |
This myth is only half
right. While it is true that the earlier edition of AD&D
contained several types of demons and devils in it's Monster
Manual, they were listed as opponents, along with most
of the other creatures in the Manual. When TSR released
the second edition to D&D in the early 90's, they removed
the demons and devils and replaced them with other creatures,
in an attempt to keep everyone happy. So, demons and devils
have been absent from D&D for nearly a decade now.
Also: players do not worship any of the things found
in a D&D manual; it's the characters that
may (See the myth Player
And Character Are The Same, above), and they are not given
the option of worshipping either demons or devils.
Addendum: TSR
has recently announced that demons and devils will be returning
to the game when the third edition of Dungeons & Dragons
is released in August of 2000. In the November 1999
issue of InQuest Gamer, TSR brand manager Ryan Dancey referred
to them as the "ultimate bad guys," and said in "all materials
ever produced for the game, they are portrayed as opponents to
be overcome, if not killed outright."
People Act Out The Roles Of Arsonists, Rapists, and Torturers
While Playing D&D |
This first came to
me from a copy of the Jehovah Witness magazine The Watchtower
back in 1983, and since then, I've heard it repeated several times.
The truth is, there are no rules for arson, rape, or torture
among the manuals for D&D, so therefore, these acts are not
promoted by the game. However, it is possible for a character
to perform these actions if the player wishes so. Therefore,
technically, it can happen; however, anyone who actively chooses
to do these things, and seems to be enjoying it, really
needs to seek help. It is a sign of very serious problems.
Some opponents of gaming
have claimed that the Dungeons Master's Guide mentions
rape in a manner that might encourage players to act it out.
This is untrue. For more on this matter, check out the Basic
Gaming Advocacy FAQ.
D&D Manuals Contain False Gods For The Players
To Worship |
Again,
this one is only half right. There are deities for the characters
to serve in certain D&D books (Deities & Demigods,
and the latter revision Legends And Lore, as well as others),
but these are for the characters to serve, not the players.
(See the myth Player
And Character Are The Same, above). No one has to
do anything special in the real world for a deity that
their character serves in the game. That's just silly.
Also: no character
has to serve a deity. There are no specific rules
designating that this must occur, except possibly in the case
of cleric characters (holy men and women who gain their powers
from a higher source). The original statement regarding
this, made in the first edition Dungeon Master's Guide,
suggested that all characters should serve a deity because it
would help to flesh out the background and motivations of the
character. This is just as if a Christian actor would research
the Muslim faith if he were preparing for a role as a Muslim character.
It is a vehicle for better role-playing, and not an adoption of
a new faith system.
D&D Has A Manual That Contains Graphically Violent
Rules For Combat |
Actually, there was
a book called The Arduin Grimoire that contained charts
that were supposed to make medieval combat more "realistic."
These charts contained bloody descriptions of body parts being
torn off or crushed. But, it wasn't an official D&D
product, and was not recognized by TSR as such, and due to it's
violent nature, many stores refused to carry it.. The combat
used in D&D and AD&D is much more "heroic"
and unrealistic, because it is meant to recreate tales
of heroic fantasy, not the first half hour of Saving Private
Ryan.

A D&D Manual Describes Adolph Hitler As A Heroic
Character |
This one has come to me in many forms - that he is mentioned as
someone who embodies "D&D-style charisma," that he appears as
a character in the manuals, or even that he would have made an excellent
player. Actually, the first edition Dungeon Master's Guide
does mention Adolf Hitler - but not as a hero, villain, or even
as any part of the game. The mention is made in a discussion
about the difference between charisma and physical beauty, and it
uses him as an example of someone who had a very strong charisma
with a certain group of people, but not much in the way of physical
beauty. Any attempts to use this example as a connection between
games and racism or anti-Semitism is very, very low. In doing
so, one would also be suggesting that several history and sociology
books are doing the same thing.
To read more about
this topic, including a direct quote from the Dungeon Master's
Guide, visit the Basic
Gaming Advocacy FAQ.
D&D Encourages Kids To Hide Out In Steam Tunnels
/ Sewage Systems And Act Out The Game |
This is probably the
first myth I had ever heard about D&D. This comes from
the tale of James Dallas
Egbert, who hid in the steam tunnels beneath his university
and attempted (and failed) to commit suicide with a drug overdose.
There is no evidence that he went down there to play D&D,
as there was no one with him, and he didn't have any dice or books.
Plus, he admitted his intentions to the media. Despite that,
investigator William Dear,
chose to maintain the gaming angle, partially in an attempt to
protect both Dear and his family members from the truth about
his homosexuality and drug abuse. In reality, most of us would
rather sit around a table and enjoy the game, rather than get
all hot and sweaty in an underground tunnel...

Contributors: Spencer
Lease, Owen Raine
This document is a
work in progress, and is in no way complete as you see it here.
If I have left something out, or missed an important point, it
is imperative that you, the reader, bring it to my attention.
All contributors will receive credit for their contributions at
the end of the document.

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