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Imagination: Dungeons and Dragons
Title: Playing In The
Imagination: Dungeons and Dragons
Source: The
Lakeland (Florida) Ledger, 9/5/99
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Playing in the Imagination: Dungeons
and Dragons
Sunday, September 5, 1999
By CINNAMON BAIR
The Ledger
Sitting at a table cluttered with papers, snack foods
and empty soda containers, Will Harrison gave a gruff but gleeful grunt
as he rolled the die in front of him. Immediately, in the imaginary alternate
world of Thonbria, Barack the Dwarf felt his fingernails slide down the
side of a wrecked sailing ship he was trying to climb out of.
Harrison, with an "arggh" of disappointment, had
to roll the die a few more times before Barack was finally able to climb
free and rejoin his traveling companions on their journey from the Imperial
City to the Dwarven Kingdoms.
It was just one obstacle in an afternoon that saw
Barack and his companions travel nearly 50 miles on foot while they fought
off wolves, explored a mysterious land-locked ship and encountered a military
patrol.
And it's the sort of imaginative interaction that
has drawn players like Harrison to the Dungeons and Dragons role-playing
game for 25 years.
"You get to use your imagination, and there are a
lot of things you have to think out," said Frank Adams, 32, of Lakeland
a structural engineer who plays in the group with Harrison. "It allows
you to think. It allows you to imagine and allows you to have fun."
"There's a lot of stuff that appeals," said Scott
Presley, 28, of Lakeland who serves as the group's game master. "The use
of imagination, problem solving skills, people skills, the creativity."
Dungeons and Dragons was created in 1974 by Gary
Gygax, a game afficianado from the Midwest. Now celebrating its silver
anniversary, it is considered the granddaddy of all role-playing games,
having influenced similar ones in the realms of fantasy, science fiction
and horror.
In fact, Dungeons and Dragons remains one of the
most popular role-playing games available, said Richard Parker, 37, owner
of the Fantasy Factory in Lakeland.
"It's probably still one of our biggest sellers right
now," Parker said. "Fantasy literature has been in the subconcious of society
for a very long time. This just brings this out. It's like cowboys and
Indians, except this has rules."
Often known simply as "D&D," the fantasy adventure
allows players to create and portray characters that seem they could come
straight from the realm of J.R.R. Tolkien's Middle Earth: halflings, dwarves,
wizards, elves, gnomes, goblins and orcs among them.
"The stuff that Tolkien did with his world has really
become the basis for fantasy worlds," said Presley, who works for the Fantasy
Factory in Lakeland. "He's very much a cornerstone, very much a linchpin
in the fantasy setting. It's all variations on a theme."
To play, participants create characters who may be
proficient in certain skills, such as fighting, thievery, magic or healing.
The assembled characters are then sent on an adventure
by the game master, who is generally a non-player who leads, oversees and
referees the game.
Based on the obstacles presented by the game master,
each player chooses his own course of action for his character. The character's
success is usually determined by the roll of one or more dice.
Although maps and figures may be used for visual
reference, all of the action takes place in the collective minds of the
players.
"It's typical fantasy," Parker said. "You're not
bogged down by the rules of physics."
On a recent Sunday, Parker, Presley, Adams and Harrison
were joined by friends Will Long of Lakeland and Charlie Smith of Winter
Haven for their bi-weekly, six-hour round of Dungeons and Dragons at Downtown
Comics in Winter Haven. The group spent nearly as much time picking on
each other as they did playing, stopping occasionally to restock their
snack and soda supplies.
"A lot of fun in the game is just the camaraderie,"
Presley said.
Although all the players in the group were men, they
said the game has gained appeal among many women.
"I've actually played in some groups that are pretty
well mixed over the years," said Harrison, 36, a lawyer. "Half the time
they're more blood thirsty than half the people at this table."
The game also has gained a broader audience than
one might perceive from the player stereotypes that have developed over
the years: geeks with no lives, Presley said.
He pointed out the diversity in his own group: a
lawyer, a business owner, a structural engineer, a public safety aide,
a store clerk and a high school student.
"We've all been to college," Presley said. "Charlie
(a high school student) will be going to college."
The game has suffered from some negative stereotyping
over the years. It has been criticized many times for promoting violence
as a way to solve problems.
The players, however, contend the game is not all
guts and gore. Although some imaginary sparring takes place, the game relies
more on critical thinking skills than anything else.
"There's a lot of things you have to think out,"
Adams said. "There's a lot of things strength (or) force can't bring you
through alive."
Of the violence that does take place, Adams said
it's better to act out in your mind than it would be to do it in the real
world. He said he sees it as a form of stress relief.
"It's a very good avenue of mental aggression," he
said. "You get to do all the fun stuff that you want to do, but if you
did it, you'd be arrested and spend the rest of your life in jail. You
can be as mean and aggressive as you want to be."
The game has also been blasted on many occasions
for perceived satanic influences, the players said.
"Can you twist the game to make it dark and evil?
Sure you can," said Long, 26, who works as a public safety aide. "As with
everything, it comes down to the person."
Despite the various criticisms, the game and its
players have persevered.
Wizards of the Coast, the Washington-based company
that owns the game, has recently announced plans to revise the rules and
produce a third edition next August. It is also releasing a special box
set for the 25th anniversary, as well as re-releasing classic pre-written
campaigns.
Meanwhile players have expanded onto the Internet,
creating chat rooms where players from across the country can act out their
parts in a grand campaign.
Therefore the local players predict the game will
continue to grow in popularity in the years to come.
"By the time we get to our 80s, hopefully they'll
have the computer version," Presley said.
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