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Archive > The Wendorf "Vampire"
Murders' connection to Roleplaying, A Statement by the Interactive Literature
Foundation
Title: The Wendorf "Vampire"
Murders' connection to Roleplaying, A Statement by the Interactive Literature
Foundation
Source: rec.games.frp.advocacy, 12/11/96,
as posted by Gordon Olmstead-Dean,
president of the Interactive
Literature Foundation.
NOTICE: The following
material is copyrighted as indicated in the body of text. It has
been posted to this web page for archival purposes, and in doing so, no
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From jgdean@mnsinc.com Wed Dec 11 09:25:15 1996
Newsgroups: alt.games.whitewolf, rec.games.frp.storyteller,
alt.games.vampire.the.masquerade, rec.games.frp.live-action, alt.true-crime,
rec.games.frp.advocacy
Subject: "Vampire" Murders - ILF Statement
From: Gordon Olmstead-Dean <jgdean@mnsinc.com
Date: Wed, 11 Dec 1996 11:25:15 -0500
******************************************************************
The Wendorf "Vampire" Murders' connection to Roleplaying
A Statement by the Interactive Literature Foundation
PO Box 196, Merrifield VA 22116-0196
President J.
Gordon Olmstead-Dean
Phone:
703/912-9877 eve
202/606-0745 work
Fax: 703/642-5479
e-mail
jgdean@mnsinc.com
The Interactive Literature Foundation (ILF), a non-profit
corporation,
based in the Commonwealth of Virginia. The
ILF is filing for IRS
501(c)(3) status as a charitable educational institution.
The ILF
primarily seeks to educate the public on the existence
of Interactive
Literature (IL) and opportunities for participation,
and to facilitate
education and co-education by artists on techniques
of IL art. Our
organization's Board of Directors had defined "Interactive
Literature"
as "any dynamic art in which multiple participants
interact concurrently
to create a story." This includes many role-playing
activities which
are usually marketed as "games," including White
Wolf Corporation's
Vampire: the Masquerade, and Mind's Eye Theatre.
Our interest in these
"games" is when they are used as the basis for live
interactive drama.
The Murders
Richard and Naomi Wendorf were found beaten to death
on November 25,
1996, at their home in Eustis, Florida. According
to an Associated Press
report on Thursday, December 5, 1996, Dana
Cooper, Roderick Ferrell,
Scott Anderson and Jennifer and Heather Wendorf
face first-degree murder
charges and Sarah Remington is charged with being
an accessory to
murder. According to the AP report "Investigators
believe the
teenagers became attracted vampires because of a
best-selling
role-playing game. Police say the youths drank
their own blood and that
of mutilated animals."
As might be expected this has raised a number of
questions about whether
or not roleplaying games in general, and White Wolf's
Vampire: the
Masquerade, and Mind's Eye Theatre. are inherently
"dangerous" material,
which predispose youths towards antisocial behavior.
The ILF presents three basic facts in regards to
role-playing of all
types:
1) The connection between roleplaying and criminal
or suicidal behavior,
and the practice of Satanism, is fictional, and
has been scientifically
disproved by accredited organizations, including
the Center for Disease
Control.
2) Roleplay, particularly live-action roleplay is
a nascent form of art
and entertainment. Live roleplay is already
well-established and
widespread, and it will become increasingly significant
in the next
decade.
3) Live roleplay has been accepted by educators as
an excellent way to
educate students, particularly in the area of history
and sociology,
however its acceptance in actual school environments
has been hindered
by media sensationalism about roleplaying, primarily
stemming from a
1979 incident at the University of Michigan.
1. The Criminal Connection
The ILF is profoundly concerned that live role play
not be made into
"the D&D of the 90's" by an overzealous press.
Already attempts by
American educators to introduce role play into our
schools have been
nearly eradicated by parents, law enforcement officials,
and
conservative educators who have paranoia and suspicion
about anything
related to "role-playing" because of a series of
overly- hyped press
reports concerning the disappearance of James Egbert
III from the
University of Michigan in 1979, which was tentatively
connected with the
roleplaying game "Dungeons and Dragons," produced
by TSR.The
disappearance turned out to be unrelated to
roleplaying, or the TSR
product, but the role play angle was highlighted
in the title of The
Dungeon Master, a 1984 book by the detective who
found Egbert, and in
Rona Jaffe's Monsters and Mazes, an entirely fictional
book "inspired"
by the case. Unfortunately, because of the
media hype and
sensationalism, more people are familiar with these
versions than with
the facts of the case.
As an organization that supports and promotes live-action
drama and
theater, whether in the form of teenagers' "games"
or more mature
dramas, ILF members are deeply involved in live-action
games and events
of all sorts. The ILF membership includes
medical doctors, CPA's, U.S.
military officers, government employees, students,
computer engineers,
artists, and many others. The active
membership, includes teens and
adults.
In general, the roleplaying community can be characterized
as being made
up of individuals who are intelligent, creative,
and imaginative.
Roleplayers are often among the most intelligent
students, and have
broad interests in literature, history, and music.
It has been unusual
for me to encounter roleplayers who had an obsession
with roleplay. In
almost all cases roleplayers have several hobbies
or interests.
The case against role play is entirely fictional,
but parents are still
told that it provokes anti-social behavior,
and suicide. The "teen
suicide" myth is especially robust, despite
evidence to the contrary
from the medical and scientific community. The Center
for Disease
Control conducted an extensive study of teen suicide
and found no
evidence to link role-playing games with suicide.
Investigations by the
Association of Gifted and Creative Children (Dublin,
CA), the Albert
Einstein College of Medicine (the Bronx, NY), and
the American
Association of Suicidology (Denver, CO) have likewise
found no
evidence that games encourage suicide. A list
of these studies and
other information about roleplaying games was compiled
in 1991 by
Loren K. Wiseman and Michael A. Stackpole of the
Game Manufacturers
Association.
No scientific study has ever linked roleplay to either
criminal behavior
or suicide. The myth that there is a link
is maintained by the tendency
of the media to focus on roleplay if a criminal
or suicide victim is
engaged in it. The fact is that hundreds of
thousands of crimes and
suicides occur annually, and there are hundreds
of thousands of
roleplayers, yet it is still a spectacular and newsworthy
event when
roleplaying is connected with a crime or suicide.
Obviously, in the Wendorf case, the youths were at
least familiar with
the Vampire role-playing material. The question
that emerges is whether
or not the material is responsible for their behavior.
Clearly, the
idea is preposterous. When five people commit
a heinous criminal act
and attribute it to fictional work which is read
by hundreds of
thousands of others, we have to decide whether it
is the work or the
individual that is to blame. The youths in
the Wendorf case exhibited
extreme sociopathic behavior. Vampire constitutes
neither a reason or
an excuse. Whatever sad reasons may lie behind
this crime, the youths
identification with Vampire is incidental to the
act, not contributory.
If we are to condemn every work of literature or
art in Western
civilization which has ever been perused by, or
cited by, a criminal, we
would have to condemn a great deal of our culture.
2) Roleplay as a form of Art and Entertainment
The ILF believes that live role play is an important
art, whether
presented a light entertainment, or as a form of
serious drama. Role
play will become increasingly important as a form
of entertainment art,
as the rise of virtual reality systems becomes more
widespread, and
standards such as VRML (Virtual Reality Markup Language)
become more
sophisticated, allowing many users to interact concurrently.
Already
primitive text based role play is a common phenomenon
on computer
networks, and primitive Virtual Reality is supported
through the
Internet.
3) Roleplay as a form of Education
The ILF has assembled reference information indicating
that Roleplay is
an excellent educational tool.
Outside the United States, live role play is used
extensively as a
method of teaching, and is described in such books
as John Fairclough's
A Teacher's Guide to History through Role play,
published by the highly
respected English Heritage Foundation. In
the past ten years, dozens of
papers have been published in psychological journals,
describing the
usefulness of live role play for teaching in areas
as diverse as
counselor training, aircrew training, community
decision making,
substance abuse control, and improving the school
attendance of disabled
youths. In 1995 Holcombe, Wolery, and Katzenmeyer
published an article
in The Journal of Child and Family Studies which
described the use of
roleplaying teaching children to avoid sexual molestation
or abduction.
Despite scientific reports from around the world
that roleplaying is an
excellent method of teaching, educators in the United
States, are
reluctant to attempt to introduce this excellent
teaching tool. They
have been met with constant and bitter opposition
because of paranoia
about the "evils" of roleplaying.
The games produced by White Wolf, while primarily
recreational and not
an educational tool, are unusual in presenting an
entertainment
containing elements of history, classical and modern
literature, and
modern music that appeals to many teenagers.
Some adults disapprove of
art or entertainment that allows youths to explore
moral choices, and
ethics. Roleplaying games encourage
teens to think for themselves,
rather than being fed "canned" entertainment from
the television.
Role play is a social phenomenon, and requires some
thought and insight.
Imagination-oriented activities that get young people
out of the house,
away from Nintendo and TV, and that require reading,
math, and
socializing should be considered a positive pursuit.
The suggestion
that these games promote "unhealthy obsession" is
simply silly - any
pursuit, from music to baseball cards, can be a
teenage time sink that
drives dad crazy.
White Wolf's Vampire Games
If the theme of White Wolf's games are occasionally
violent and bloody,
they do no worse than television and movies.
A reading of the White
Wolf materials shows they encourage the participant
to question his or
her actions, and the results, rather than simply
accepting mindless
violence, which is the primary quality of passive
entertainment like
television.
To suggest that the half-million individuals who
play White Wolf games
are likely to exhibit criminal or sociopathic behavior
is ridiculous.
Vampire literature has been a part of our culture
since the publication
of "Varney the Vampire" in the 1840s, and has been
presented time and
time again to audiences by literary and film figures
such as Bram
Stoker, Bela Lugosi, Frank Langella, and most recently
Anne Rice and Tom
Cruise. The Vampire myth is powerful because
it contains an analogy of
cultural alienation. Occasional miscreants
adopted the Vampire theme in
sociopathic acts long before roleplaying was invented.
Literary
critics and Sociologists have pointed out that the
Vampire myth contains
powerful elements of cultural alienation, which
make it a particularly
important myth for modern human beings striving
to cope with modern
culture. The fact that the myth is embraced
by a criminal does not make
it any less of a valid part of our culture, or suggest
that normal
people should not explore the many lessons that
can be learned through
this
Role play is not dangerous. Parents who do
not supervise their children
are dangerous. The Interactive Literature
Foundation encourages parents
to ask questions about their teens' hobbies and
activities. Parents who
are concerned about their children or teenager's
games should actually
read the game books, bearing in mind that they will
be no more or less
graphic and violent than TV, movies, or a popular
thriller. Talk with
teens about moral and ethical attitudes. And
when it comes to
roleplaying groups, insist on information about
location, responsible
adults, and times.
What is the ILF?
Before now, other than the manufacturers, there has
been no credible
clearinghouse for information on role play and roleplaying.
The ILF was
incorporated as an NPO to serve that need, and we
hope that we can
provide information to the media in the future,
when a sober,
businesslike, view of roleplaying activities is
desired as a balance to
more radical views.
ILF Contact Information
Gordon Olmstead-Dean, President
Work (U.S. Govt, OPM) 202/606-0745
Home 703/912-9877
Or to contact the ILF Secretary, Terilee Edwards-Hewitt
at:
Home 703/642-5479
The ILF will supply representatives to speak at engagments
or to the
press on any issue related to live roleplaying.
== Gordon Olmstead-Dean
jgdean@mnsinc.com
ILF President/CEO
The Interactive Literature Foundation is a non-profit
organization
that exists exclusively to promote IL around the
globe by spreading
information about IL, as a form of art, education,
and entertainment.
ILF WWW Site - http://allison.clark.net/pub/arthur/ilfhome.html
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