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Title: Role-Playing Games:
The Stigmas and Benefits
Source: Research paper written by William
J. Walton, December 1995, for a Technical Writing class.
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Role-Playing Games: The Stigmas and Benefits
William J. Walton
Table of Contents
Abstract
Introduction
How the Problems Began
Evaluating the Problem
The Positive Effects of Gaming
In Conclusion
Appendix 1: An Interview with David Millians
Appendix 2: A Glossary of Terms
Appendix 3: List of RPGs Mentioned
Appendix 4: Further Resources
Abstract
Since 1979, role-playing games such as Dungeons &
Dragons have drawn criticism from those who feel that they promote witchcraft,
Satanism, and the occult, and encourage youths to perfom acts of suicide
and murder; more recently, collectible card games have been criticized
in a less severe manner. The fact is that RPGs and CCGs are simply games,
and they can be used to educate as well as entertain. In considering this
topic, two sources of primary data were consulted; a survey of long-time
players of RPGs and CCGs, and an interview with a grade school teacher
who uses both types of games in the classroom. Secondary sources that were
consulted included an observation of children playing D&D in an after-school
program, a psychological profile of gamers conducted in 1987, and many
others. Despite the attacks they have received, it is clear that RPGs and
CCGs are a harmless, and occasionally beneficial mode of entertainment
that has been misrepresented in the past.
In 1973, a new type of game was released, a game that
would change the way many people would look at games as a whole. That game
was called Dungeons & Dragons, released by Tactical Studies Rules,
or TSR. Dungeons & Dragons, D&D for short, was the first of a genre
that would be later referred to as the role-playing game.
In a role-playing game, the players do much more
than move a plastic piece around on a board; in fact, there often isn't
a piece to move, or a board to move on. Rather, the players act out the
roles of characters in a sort of improvisational acting session. It is
not unlike the simple games of make-believe that many have played as children;
the biggest difference is that a set of rules have been added to settle
disputes. Together, the players create a story 'on the fly,' acting as
they feel the characters they play would act in the situations that occur
during the course of the game.
One of these players acts as the 'game master,' also
known as a 'dungeon master' when speaking of the aforementioned D&D.
This person is the 'referee' of the game, and is usually in some degree
in control of the course that the story is taken. The game master, or GM,
has a general outline of the events of a particular story when it is played;
this is often referred to as the 'scenario.' The scenario is never written
in stone; the players of the game will interact with it in an attempt to
make things turn out in their favor, which, for the most part, is the general
goal of playing an RPG. The GM knows the secrets of the story before the
players discover them, and reveals these secrets to them as they are discovered.
He also does his own share of acting, playing the roles that the other
player's characters encounter during the scenario.
In order to simulate the actions that the players
wish their characters to perform, a series of rules are followed. As an
example, when a character performs an action that would not automatically
be a success, like walking a tightrope, then the character's skill level
and a die roll are consulted. If a character's description states that
he can walk a tighrope whenever he rolls a 12 or higher, and the player
rolls a 15, then his character succeeds at the task. Many games use different
techniques in determining successes and failures, but most of them work
on the same general principle.
There are seldom 'winners' or 'losers' as we commonly
know them; instead, the players receive enjoyment from a game well-played
by both the players and game master. In many games, there are rewards for
good role-playing, and these usually come in the form of ways in which
the character can be improved, to ensure more success in future games.
Since the early seventies, RPGs have expanded in
every possible direction, embracing new genres, levels of complexity, and
even other languages. Those not satisfied with the Tolkien-style fantasy
of Dungeons & Dragons can find hundreds of options; science fiction,
historical, horror, superheroes, swashbucklers, and many more. Those looking
for something more realistic can find several rules-laden games to accomidate
them. If a less complex game is desired, there are many games that promote
storytelling and discourage dice-rolling; some, in fact, use diceless systems
that eliminate random number generation entirely.
Most RPGs are translated into many languages not
long after their release in the United States; oddly enough, Portugese
is usually the first of these languages. This is due mainly to the popularity
of these games in Brazil, where, at one time, players learned English just
so that they could play D&D (Jackson 53). Other languages that are
popular choices for translation include French, German, Italian, Japanese,
and Spanish. Many games have been published in other languages and translated
to English, as well.
Not long ago, an offspring of the RPG was born; the
collectible card game. The concept of the CCG is simple; two or more players
face off in a card game in the same way that traditional card players play
poker or rummy. The difference, however, is in the cards. Rather than playing
with a 52-card deck, CCG players can play with decks that can contain any
of several hundred different cards, making no two decks exactly alike.
These cards interact with the cards of the player and his opponent in a
number of different ways, making for numerous possibilities.
This type of game was born in the fall of 1993, with
the release of Magic: The Gathering, by Wizards of the Coast. To get involved
in the game, players purchase a starter deck, which contains 60 cards and
a rulebook. 'Booster packs' are available that add new cards to the game
and increase the possibilities. These packs come with a theme of their
own; Arabian Nights was one of the first Magic booster sets, and included
cards depicting warriors, monsters, and landscapes straight out of the
stories of Scherazade.
Like RPGs, there are now several forms of CCGs on
the market. Players can fight vampires, build their own city, or travel
the far reaches of space with the turn of a card. There are even card games
that depict the Civil War and the stories of the Bible.
Over the course of the last fifteen years, these
types of games have attracted a large amount of bad press and general paranoia.
Role-playing games, D&D in particular, have been blamed as a possible
cause in several murders and suicides, the first reported case of which
occurred in 1979. They have also been accused of leading children to witchcraft,
Satanism, and the occult, due to their use of magic and 'demonic' monsters.
For example, in "Painted Black," Carl Raschke's book
on Satanism in America, he has this to say: "D&D is really an elementary-level
home study kit for 'black magic'..." (Raschke 188). In "Dark Dungeons,"
a Christian pamphlet put out by Chick Publications, a young girl who plays
a D&D-style RPG is described as having been through enough "intense
occult training" to be able to cast "real" spells (Chick 5). Geraldo Rivera
and Pat Robertson have contributed to this media assault, both speaking
out on the reported dangers of playing D&D.
More recently, collectible card games have received
similar, but not as severe, opposition. Schools that once allowed collectible
card games as an afterschool activity have changed their outlook on the
game. Many have removed it from their grounds; others, like the Beaver
Meadow School in Concord, New Hampshire, allow it if the students' parents
approve, and certain 'objectionable' cards are removed from the game (Cardwell
4).
It would be deceptive to claim that these games do
not have a down side. Primarily, they are addictive; once a person gets
his first taste of role-playing, he is usually hungry for more. They are
also very time-consuming, and many a player has forgone his responsibilities
to school or work in order to play some more. They can be very expensive,
especially in the case of card games, which literally encourage the player
to buy more and more cards in an attempt to create the most perfect deck.
A select few of them deal with themes that may be too graphic or violent
for many people, and some actually use occultic themes or demonology as
a backdrop to the game.
It would be equally as deceptive, however, to claim
that these elements could be responsible for murder, suicide, and the wholesale
corruption of our youth, as the detractors claim. Any hobby has the potential
to absorb more time and money than it really should, and there is no reason
that RPGs should be any different. The concept of 'violence' is a fuzzy
one; most everyone has a different idea of what is violent and what isn't.
The issue over whether partaking in violent entertainment can beget violent
behavior is one far outside of the scope of this text, but the facts are
that RPGs that are graphically violent are uncommon, and the exceptions
to this have either been carefully labeled as such, or are currently off
of the market due to decreasing popularity.
In fact, when used in the proper manner, role-playing
and collectible card games can be beneficial to both education and the
building of character in an individual, as well as a whole lot of fun,
all at the same time. Role-playing games promote teamwork among the players
to accomplish goals and solve problems. Collectible card games promote
strategy, intuitive thinking, and develop the reasoning process as players
consider their options for each turn of the game. Both of them have the
potential to teach social interaction, as well as providing an easy, low-cost
virtual-reality-style simulation of any experience or time period that
the game master chooses.
The shadow over the role-playing game was first cast
in 1979, with a 16-year-old boy named James Dallas Egbert III. Egbert was
a talented and intelligent youth who had graduated from high school at
age 13, and at 14, began his college education at Michigan State University
(Stackpole 24). He was also very troubled; not only was he under pressure
from his mother to maintain a perfect grade-point average, he was also
heavily involved in drugs, and an untreated eplileptic (Cardwell 158).
Egbert also had a deeper secret; he was a homosexual, and the severe homophobia
of the time period could have added to his pressures (Cardwell 158).
In mid-August of that year, right before exams, Egbert
decided to take his life. He hid in the steam tunnels beneath his dormitory,
and took a drug overdose (Stackpole 25). This plan failed, and upon awaking
some time later, he decided to run away to Lansing, to stay with a friend.
Once his disappearance was noticed, Egbert's uncle hired a private detective
named William Dear (Cardwell 158).
Dear pieced together a story that was considerably
less than accurate; after finding a strange map in Egbert's room, Dear
came to the conclusion that he had ventured into the steam tunnels to play
his own version of Dungeons & Dragons (Stackpole 25). The local press
picked up the story, and before long, it was nationwide.
Egbert turned up a month later, after having turned
himself in. When Dear questioned him about his disappearance, Egbert stated
that D&D had nothing to do with it (Stackpole 25). Eleven months later,
and nearly a year after his disappearance, Egbert tried once more to take
his life, shooting himself in the head with a .25 caliber pistol. He survived
the shot, but died six days later in intensive care (Stackpole 25).
Egbert's story was to be the first in a series of
game-related incidents that would contribute to the bad name of D&D
and RPGs in general. In many versions of this story that are told to this
day, the span of time between Egbert's disappearance and death are ignored,
usually for the ease in connecting his death with D&D (Stackpole 25).
In 1982, a second incident occurred. Irving "Bink"
Pulling II was another 16-year-old with an exceptionally high intelligence
and a troubled life. Bink was part of the gifted and talented program at
his school, where they often played D&D (Cardwell 160). He was also
a fan of Adolf Hitler, and had what his mother described as 'lycathropic'
tendencies; that is, he liked to run, barking, around the backyard (Stackpole
27).
On June 9th, 1982, Bink shot himself to death with
his mother's handgun a few hours after he was involved in a D&D game.
In this game, according to Patricia Pulling, his mother, Bink's character
allegedly received a curse that forced him to kill others, and his suicide
was his way of preventing this from taking place. When questioned, the
other children present at the game denyed that any such event took place
(Cardwell 160).
That wasn't enough for Pulling, however, who went
on to form B.A.D.D., or Bothered About Dungeons & Dragons, an anti-game
campaign. In 1985, B.A.D.D. confronted the Consumer Products Safety Commission,
demanding that all RPGs contain a label, warning that they can possibly
cause suicide. This was dismissed by the CPSC, who decided that the connection
between the two was not close enough to require such labeling (Cardwell
160).
In the years to come, many incidents would follow,
but not all of them would involve suicide. Several cases of murder were
being linked to D&D, the most recent being the Caleb Fairley case in
September of 1995, in which a young mother and her child were strangled
to death by Fairley in a children's clothing store. When police searched
his place of residence, they found a foot locker filled with pornography
and two shelves of books for D&D and Vampire: The Masquerade, a popular
RPG that lets players portray modern-day vampires (Metz A6).
Pulling's work with B.A.D.D. includes a list of interviewing
techniques for adolescents, intended to aid police officers in questioning
suspects who are suspected to be involved in Satanism. In this document,
she lists movies, videos, rock music, and RPGs as among the major influences
that can lead a youth to the worship of Satan (Stackpole 5). The irony
of this is that the police themselves use role-playing sessions in training.
In fact, role-playing is used widely in many different occupations as an
educational tool. In retail management, for example, managers are trained
in how to handle rude or problematic customers through role-play; in sales
training, salespeople learn in the same manner how to handle the various
questions a potential client may ask. Why, then, is role-playing considered
so dangerous in the hands of our children?
It is easy to become concerned over something that has
received as much media attention as D&D has. It is just as easy to
believe the stories as they are read, or viewed on television. Our own
personal problem is that we often don't take the time to think for ourselves,
and seldom wonder if there is another side to the story.
For every game-related incident that has occurred
to date, with the exception of one, there is another side. In most cases,
that other side is easy to see; Egbert and Bink Pulling were obviously
both very troubled youths who had much deeper problems than the games they
were playing. But in other cases, that second side is not as easy to discover.
A group called the Committee for the Advancement
of Role-Playing Games, or CAR-PGa, has devoted itself to refuting the anti-game
stories since it's inception in 1987. Systematically, they have researched
the stories in B.A.D.D.s 'trophy list,' or listing of anti-game cases,
and found the hidden details behind each.
In the case of Sean Hughes, for example, B.A.D.D.
was quick to attribute the cause of Sean's death as a suicide, and linked
it to D&D by editing and reprinting a newspaper article concerning
the case to make it appear this way. When investigated carefully, it was
discovered that the police had a murder suspect in mind, and that Sean
hadn't even played D&D in years (Stackpole 33).
This is only one of many examples. The only case
that has not been refuted is one that lists so few details that research
is impossible. In fact, the only details that B.A.D.D. reveals are, "name
withheld, age 14, suicide, 1979" (Stackpole 33). With details as vague
as these, it is doubtful that there is any substance to the story whatsoever.
Vagueness seems to be a popular medium for those
who attack RPGs. In "Entertaining Demons Unawares," a radio program that
was also transcribed and distributed in pamphlet form, Emil Gaverluk, spokesperson
for the Southwest Radio Church, states that "[D&D] leads to necromancy,
divination, and other things (Glaverluk 26)." Just what precisely those
"other things" are is left to our imagination, and most people will gladly
cook up the worst possible thing that their imagination will allow. This
style of vagueness also creeps into any alleged research that has been
performed; in the same pamphlet, Robert Lindsted claims that "Right in
the Master's Manual, it shows you a sample way for making a bargain with
the Devil," (Glaverluk 25) with no page cited, or even a clarification
as to what book was consulted, to allow one to check the reference.
Not all of the general opinion of RPGs can be attributed
to second-hand information, however; many people, especially today, have
had first-hand experience with RPGs and CCGs via friends or relatives who
play, and have been able to form an opinion based on that experience. These
opinions would probably display a little more variety.
For starters, gamers themselves are unique, to say
the least, and have developed their own stereotypes as a result. Some compare
them to "Trekkies" or "Computer Geeks," while others are happy with the
simple moniker of "Gamers." They speak a language of their own, filled
with words like "THACO" and "Hit Points." They sit around a table, rolling
strange-shaped dice or shuffling decks of cards with unusual pictures on
them. These elements can generate unease in those who don't fully understand
what the hobby is about, and many may come to the conclusion that a high
intellect or a level of just plain weirdness is required in order to participate.
Many others are daunted by the degree of violence
in RPGs and CCGs. As mentioned earlier, violence is a 'fuzzy' subject,
and one that can be debated for centuries. When Michael Jackson released
his video for the song "Thriller," the members of his own faith criticized
him for producing such a violent film, yet not a drop of blood was shed
throughout the video, nor did a single character meet with their own demise.
Obviously, their concept of violence is different than that of most people.
It is a fact that violence, as we commonly perceive
it, exists in many degrees in games, as it does in movies, television,
and in real life. Hardly a game of D&D transpires without a blade or
bowstring being drawn. The whole concept of Magic: The Gathering consists
of two or more wizards trying to do each other in by summoning elephants,
lightning bolts, minotaurs, and several expansion sets of other hazards
to do the job for them. Combat is the most basic form of competition.
The real question here is, just how bad is this type
of violence for our youths? An interesting point concerning this issue
was made by Jeff Freeman, when he considered Chuck Norris' Karate-based
self-esteem program. Many parents allow their children to participate in
this program, and ones that are similar, in which their children learn
the art of self defense and discipline through the study of the martial
arts. Jeff makes an interesting point, when comparing this kind of activity
to playing D&D; are we to believe that hitting someone in real life
is not nearly as bad as rolling dice to peform an attack in an RPG? (Freeman
2)
An option to the violence issue would be to remove
it from the game. Nothing could be more simple; it would be difficult to
do so with any other form of entertainment, in fact. Rather than participate
in a combat-heavy game, it would be just as easy to run a game in which
the players are political figures struggling for control over a country,
or the entire world. In Toon, an RPG produced by Steve Jackson, the players
act out the roles of cartoon characters, and the deadliest weapon in this
genre is a cream pie. In Sim City, one of the more popular collectible
card games, players build their own city, rather than attack each other.
The alternatives are out there, and can be discovered with a small amount
of research.
Another element that concerns onlookers is the occult.
This can be considered another 'fuzzy' topic, as many people have varied
conceptions of what is and what isn't occultic. These concerns stem mainly
from the fact that many RPGs and CCGs (D&D and Magic, in particular)
have magic spells in them, and many of the characters, including those
controlled by the players, wield these spells.
These spells, however, have no basis in reality.
There are no delineations as to how they are cast to the extent that someone
could attempt to cast them in the real world. This misconception is often
supplied by the anti-game lobby, who are famous for confusing player with
character, and fantasy with reality. When a spell is listed in a D&D
book, or described on a Magic card, it is represented in game terms; a
series of numbers and/or symbols that determine how long it will take to
use it, what it will affect, how it will affect it, and what is required
to cast it. There is hardly anything of any use to someone who wishes to
summon a real fireball from his fingertips.
It has long been the argument that such spellcasting
activity, as is found in D&D, can instill an interest in the occult,
witchcraft, or Satanism in the player. A survey of 100 gamers conducted
in November of 1995 has shown this to be untrue. In the survey, the participants
were asked which games they play, how long they have played them, their
religious practice (if any), and if they have ever engaged in occultic
activity or witchcraft.
Of the 100 gamers surveyed, eighty-five of the entries
were male and 14 were female. The age ranges were as follows:
Age total entries and percentage
13-18 17, 16 male, 1 female
19-24 13, 12 male, 1 female
25-30 34, 28 male, 6 female
31-36 22, 20 male, 2 female
37-42 7, 5 male, 2 female
43-50 6, 5 male, 1 female
The religious practices of those surveyed is illustrated
below:
Agnostic: 4
Atheist 4
Christian (various denominations): 58
Islamic: 1
Jewish: 8
Neopagan: 2
Wiccan: 2
Other: 3
No religious practice or preference: 16
The gaming-experience breakdown follows:
1-5 yrs 5-10 yrs 11-20+ yrs Agnostic 0 1 (25%) 3
(75%) Atheist 0 1 (25%) 3 (75%) Christian 7 (12%) 6 (10%) 45 (78%) Islamic
0 1 (100%) 0 Jewish 3 (38%) 3 (38%) 2 (24%) Neopagan 0 1 (50%) 1 (50%)
Wiccan 0 0 2 (100%) Other 0 0 4 (100%) None 0 4 (25%) 12 (75%) TOTAL: 10
17 72 Using Christians as an example, of the 58 who listed a Christian
denomination as their practice, 54 (93%) said that they actively play Dungeons
& Dragons. The four who do not play D&D are in the 11-20 year range
of gaming experience. Removing them from the example, this works out to
86% of the Christian entries that have been playing D&D for ten years
or more. One would think that if the rumors were true, these good people
would have chosen another faith by now.
It should also be noted that of the four entries
received from people who practice witchcraft or paganism, all of them replied
that they saw no connection between their practice and the games they play.
Eight replies (8% of the total) claimed to have practiced witchcraft in
one form or another, and eleven (11% of the total) claimed to have practiced
some form of the occult (six of these replies answered yes to both). Of
these thirteen, three stated that they began playing RPGs first, but even
those three did not feel that there was a connection.
One response was so unique that it bears being singled
out. A reply from a practicing Catholic revealed that he had been a member
of the First Church of Satan in the 1970's. He dropped this faith in favor
of Catholicism, and somewhere around this time began playing RPGs. His
comments went on to say that gaming had nothing to do with his decision,
but it is certainly an interesting counterpoint to what many of the rumors
about RPGs and Satanism dictate.
As with the violence issue, magic and spellcasting
are elements of RPGs that can be avoided. There are many RPGs and CCGs
on the market that do not deal with spellcasting at all; the largest category
of these would have to be science fiction games, in which higher science
replaces magic. Again, a little research is all that is required.
The
positive effects of gaming
David Millians is a teacher at the Paideia School in
Atlanta, Georgia. Every weekday, he meets his class of thirty 10- and 11-year-olds
for a full day's worth of education. Currently, he is teaching them about
the Civil War; they read, do art projects, watch videos, and conduct research.
On Tuesday and Thursday mornings, they become the citizens of a northern
Georgia village during the Civil War.
David runs a live-action role-playing game, or LARP,
entitled "Crossroads," in which his students play their own individual
parts. In a LARP, the players interact with each other in a much more freestyle
manner, and traditional RPG elements such as dice and rulebooks are rarely
consulted. As a result, the game becomes more of an impromptu performance,
and, in this case, an educational experience.
RPGs are no stranger to David's classroom; in the
past, he has run other games in simulations, and some of his students are
permitted to run their own games during breaks. Decks of Magic and Once
Upon A Time, a card game in which the players create their own faerie tales,
are readily available to his students to play during break times (Millians).
At it's most basic level, an RPG can be used to teach
the process of cause-and-effect, as well as the benefits of acting as a
group. In a case study written by Luis Zayas and Bradford Lewis, eight
boys of ages 8 and 9 were introduced to D&D in an after-school program
that took place in a grade school in New York City in the fall of 1985.
Each of the boys were identified by school staff members as having displayed
hyperactivity or problems with personal interaction. With the help of a
worker, the boys created characters for the game, and began to play. During
the course of these sessions, the children were exposed to the importance
of acting as a group to achieve their goals, and to take advantage of each
individual's strengths. In one example, two of the boys who were playing
fighters faced a long, dark corridor. When asked what they would like to
do, they decided to rush down the corridor. When the boy playing a thief
asked if they would like him to check the corridor for traps first, they
declined his help. After getting to the end of the hallway, a pit trap
opened in the floor, and one of the fighters fell in. When asked about
their decision, the boys stated that they had learned their lesson, and
that it was important to keep the fighters safe in order to combat any
monsters that they would encounter in the future. As a result, they not
only learned the consequences of their actions, but were also considering
the possibilities if those consequences had been more severe (Zayas 60).
Other teachers have used Magic exclusively to teach
a variety of lessons. Jeff Brain, a teacher in the San Francisco school
district, uses Magic cards as visual aids, as well as allowing his students
to play with them. In a lesson in database management he has prepared,
he allows his students to create computer databases of Magic cards that
are based on their various elements; the colors, numbers, and symbols found
on the cards. Then, he has them access their database to find all cards
that contain a certain element. To teach statistics, Jeff gives each student
seven mountain cards and one dragon card, then asks the question: What
are the odds, if the cards are shuffled and one drawn, that the dragon
will come up? He repeats this lesson, changing the selection of cards each
time. Jeff also uses the visual elements of the cards to teach mythology:
"When you break the colors of Magic down, you can look at how primitive
peoples start using color to describe certain elements, such as red for
fire and green for growing things and blue for water or air (Mohn 56)."
Susan Mohn, head of the Education and Training team
at Wizards of the Coast, the company that brings us Magic: The Gathering,
has begun a plan to bring the card game to the classroom to teach a number
of skills. These include critical thinking, reasoning, computational, reading
comprehension, communication, interactive, and resource management skills,
as well as improving attention span (Mohn 3).
The advantages of role-playing and card games are
not only tapped in the classroom; these games are, after all, designed
to be played at home. Without a teacher or supervisor, a child can learn
a variety of lessons just by opening an RPG book. Many games use the metric
system for measurements, such as how far a character can run in a set amount
of time, or how far they can throw an object. In order to fully understand
these concepts, the player will have to be familiar with the metric system.
In the same vein, text found in a book or on a card may contain words that
are unfamiliar to the player; often, this will result in the player having
to do a little bit of research.
The act of playing an RPG involves many brief lessons
in mathematics and statistics; for example, if you need a 18 or better
to hit that dragon with your sword, and you're rolling a twenty-sided die,
should you try running away instead? What if your sword is magical, and
adds 2 to the result of that die roll? Or your armor and shield give that
dragon the same number to hit you as well? This same lesson is learned
in a more concrete sense when a player creates a deck of Magic cards, or
cards for any other game; if more cards are added to the deck, it increases
the odds that those cards will not be drawn.
These educational benefits are, by no means, universal.
As David Millians said in an interview, "Simulations and storytellings
are not every learner's best avenue to understanding." (Millians) Many
are accustomed to or simply respond better to more traditional methods
of teaching; handing them the responsibility of portraying a character
would probably do more harm than good. An educator using these methods
must be fully aware of their student's needs.
Role-playing games have received a reputation that is
highly inaccurate and unwarranted, and collectible card games are well
on their way to achieving the same. These reputations are due to rash and
unresearched conclusions, made by activists and the media in general and
delivered with concern for our welfare as a whole.
As a result, many have been reluctant to let these
games into their homes, fearful of the kind of influence that they may
bring with them. Schools have removed games like D&D and Magic from
their after-school activities, and stores have removed them from their
shelves. A hobby that entertains millions has become the subject of scorn;
this is something that would be considered unusual in most any other case,
with most any other hobby.
Education and research are the two biggest cures
for this problem. People have, for the last fifteen years, been led to
believe that RPGs and suicide, murder, and/or occultic or Satanic activity
go hand in hand; it is up to the devotees to dispel these rumors, and shed
more light on the truth. It is the gamer's responsibility to defend the
games they play.
Individual research is not difficult for the uninitiated
parent or guardian. First and foremost, parents should become involved
with their children when they display an interest in these games. The same
parents who would cheer for their child at a baseball game wouldn't think
twice about leaving them alone with a deck of Magic cards or a D&D
manual. Monitoring them will help them steer their children away from any
influences that they deem unfit, and choose something that they feel would
be a better influence. The wide variety of games on the market accomidates
this.
If at all possible, parents should learn how to play
with their child, or at the very least, watch the games as they are played.
Having your child teach you how to play a game can be a bonding experience
for both of you, one that will only improve if you become interested in
the game as well. Another avenue of research would be to talk with the
owners of the stores that sell games, to get a better idea of the influences
the children are receiving. Often, the owners and employees themselves
are gamers, and are very familiar with the products that they sell.
As a future project, I have considered assembling
a parent's and teacher's guide to games that would have several functions;
it would help educate about the nature of RPGs and CCGs, refute the attacks
and fallacies, and give a case-by-case analysis of the kinds of games that
are available. Rather than rate them, a synopsis of the content would be
listed, to give a good idea of the choices that can, and should, be made.
With the proper attitude towards refuting the attacks,
dispelling the rumors, and teaching those who wish to learn, RPGs and CCGs
will become a more accepted and beneficial element of our society.
Bibliography
-
Armando, Simon, "Emotional Stability Pertaining to the
Game of Dungeons & Dragons." Psychology in the Schools, October 1987.
-
Cardwell, Paul, "New Material," CAR-PGa Newsletter June
1995: 4.
-
Cardwell, Paul, "The Attacks on Role-Playing Games,"
The Skeptical Inquirer Winter 1994: 158.
-
Chick, Jack, Dark Dungeons, 1984.
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Freeman, Jeff, "RPG Violence," CAR-PGa Newsletter, July
1995: 2.
-
Gaverluk, Dr. Emil and Dr. Robert Lindsted, Entertaining
Demons Unawares, 1984.
-
Jackson, Steve, "Under the Southern Cross," Pyramid,
November/December 1993: 52-55.
-
Metz, Andrew, "Fairley won't face death penalty," Philadelphia
Inquirer, 13 September 1995: A6.
-
Millians, David, personal interview, 1 November 1995.
-
Mohn, Susan, "Magic: The Gathering in Schools," Gaming
& Education, Winter 1995: 3.
-
Mohn, Susan, "Magic in the Classroom," The Duelist,
#4: 56.
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Phillips, Brian David, "Language Learning Benefits Of
Role Playing Games," Gaming & Education, Winter 1995: 4.
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Raschke, Carl, Painted Black, 1990.
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Stackpole, Michael A., Game Hysteria and the Truth,
1989.
-
Zayas, Luis H. & Bradford H. Lewis, "Fantasy Role-Playing
for Mutual Aid in Children's Groups: A Case Illustration," Social Work
with Groups, Spring 1986: 53-66.
Appendix I
Interview with David Millians, an Atlanta teacher
who uses RPGs and CCGs in the classroom. This interview was conducted through
e-mail.
William J.Walton: How are you currently using
RPGs and CCGs to educate? Please list the games used and the age groups
being taught.
David S. Millians: I teach 30 ten and eleven
year olds in a self-contained classroom, that is, I am responsible for
all of their subjects and keep them all throughout the day.
This year our big simulation is a LARP called "Crossroads."
It simulates life in a north Georgia village during the Civil War, our
primary topic of study this year.
I have packs of Once Upon A Time and Magic among
the other games kids can pull down to play during free times and breaks.
In the past I have also run shorter simulations using
Teenage Mutant Ninja Turtles, Call of Cthulhu, Cybergeneration, Harnmaster,
Shadowrun, Ars Magica, and others that I fail to recall at the moment.
Two of my students are currently running their own
RPGs during class breaks: one is cyberpunky, and another is more magical.
Why are you grouping RPGs and CCGs? Wargames seem
as similar to RPGs as are CCGs.
WJW: Because the focus of my paper is games
that have a 'bad reputation,' and how they can be used in a positive manner
(specifically, education). To my knowledge, there aren't any wargames that
have received the amount of bad press that RPGs have, but if you know of
some, by all means, fill me in!
DSM: Ah! I understand. I'm not aware of any
major criticisms of wargames, though It's foundation period was probably
before I was born. My sense is that in some families they may have been
viewed as a waste of time, but I don't have a sense of their acquiring
a "diabolical" reputation. Old time wargamers might know otherwise.
WJW: What gaming system are you using for
your "Crossroads" LARP (if you are using one at all)?
DSM: I've swiped ideas and techniques from
the LARPs I've played or read. The clearest plagiarism is from Chaosium's
Nexus. As an ongoing field test I continue to tinker and invent heavily.
My teaching partner, who is not a gamer, has lots of ideas.
WJW: How do you go about running a game in
a classroom, with 30 students?
DSM: This is probably the most difficult aspect
of running interactive games and simulations in classrooms. If kids don't
feel that they can participate regularly, they lose interest. Who can blame
them? The great thing about LARPs is that they are designed to be self-refereed
except in the most tangled situations. That way, I'm able to step back
and observe, at least until I get itchy to play more.
I have a teaching partner, so she helps run and observe
the games. Some years, when I run more typical RPGs, she'll have drama
activities and games with half the class opposite another group playing
with me.
I've run RPGs with as many as 20-something. It's
important to design the characters into groups so that more people are
playing at once and playing a similar, focused direction. Playing in family
groups, bands of knights, fellow workers, and so forth are all possible.
WJW: Do each of them play an individual character?
DSM: Yes. In some simulations, they've played
the heads of households, which is more like playing a group. They closest
I've ever come to having a group share a single character was in a simulation
of international politics in which 3 kids were the UK, France, and Germany
bound somewhat uncomfortably into the European Union.
WJW: I assume since you say you are swiping
ideas from LARPs that all actions are resolved in real time; is this correct?
DSM: Yes, though in this year's game about
3 months passes between each turn. Thus, some events are resolved beyond
the scope of a single game session, and game sessions inevitably are somewhat
more action packed than is statistically realistic.
WJW: Does the entire lesson consist of roleplay,
or do you lecture as well?
DSM: We have out of character development
(better known as regular class) too. For the Civil War, they read, do art,
write stories, watch the Ken Burns video, do research projects, interview
family members, design family trees, and so forth.
WJW: Do you roleplay every day, or only on
selected days?
DSM: Well, every day every one of us puts
on the mask for that days encounters....
Seriously, we have the Civil War game - "Crossroads"
- every Tuesday and Thursday morning first thing. They really want to do
more. The inevitable consequence of playing games in classrooms is that
the kids want more and more.
WJW: What obstacles and problems have you
had in your experiences with teaching in this manner?
DSM: Simulations and storytellings are not
every learner's best avenue to understanding. It's important that in my
enthusiasm to use them that I maintain a range of approaches to a topic.
These games can be very involved. Students' enthusiasm leads the games
to expand to fill all available time. As well, they can be work to create,
though as I continue to do them, they get easier and easier.
WJW: Are other teachers in your school using
your methods, or methods similar to yours?
DSM: Sure. Teachers have been using simulations
and storytelling since the dawn of humanity. I've come in with new materials,
lots of enthusiasm, and some new understandings and links.
WJW: How have the parents of your students
reacted to your method of teaching? Have any of them had religious/ethical
problems with the games you are using? If so, how have you handled this?
DSM: They love it! Their kids learn so much
and have such fun doing it.
The only challenges I have ever received on gaming
was some years ago while working at the school day camp. For a couple of
summers I would get a parent a summer expressing some worries. They had
"heard things" about these games and wanted to talk with me to find out
more. After an hour or two, they rarely had a better sense of the games,
but they were comfortable with me and whatever I was doing that their kid
liked so much. None of these concerns were ever overtly religious, though
I expect the source or medium from which they heard rumors may have been
religious in some cases.
It is my rule in general to be open to parents visiting
my classroom at any time, and I make this explicit if they ever express
any questions about the games.
WJW: What are your feelings towards the use
of magic in RPGs? How do your students react when given the opportunity
to use magic?
DSM: I'm comfortable with magic in games.
I also tell stories in my class, and magic appears in many of these, traditional
and otherwise. My students love it when they get a chance to explore magic
in a game. They feel powerful and a sense of participating in something
mysterious. They eat it up. None of them have ever left a game session
trying to really cast spells or anything like that.
When I've told kids of these kinds of concerns about
games, they look at me as if to say, "You adults are even dopier than we
thought."
WJW: When you used Magic: The Gathering in
the classroom, did you exclude any cards from the game? If so, which ones,
and why?
DSM: I didn't exclude any. All the cards were
from the original basic series.
Some of the teachers of younger kids have had some
more concrete concerns about Magic cards. The trading can annoy them. Some
parents have had misgivings about some cards (The Dark?): "Pay attention
to what your kid is buying. Don't let an 8 year old go to an R-rated movie
either. Duh."
WJW: What is your personal history with RPGs
and CCGs? Did you play them before you became a teacher? How did they exist
for you first, as a hobby, or a teaching tool?
DSM: I've been playing RPGs since I was 10.
We used the original little white box of D&D, then kept exploring new
games as they came along. I've continued to enjoy them purely recreationally
and wouldn't use them in the classroom unless I enjoyed them in doing so.
As a gamemaster, I recognized early on that games
provided insights into the players and provided each of us with a chance
to explore. I led games at summer camps, then at schools just for fun,
gradually realizing their educational potential.
Appendix II: Glossary of Terms
AD&D: Advanced Dungeons & Dragons.
AD&D differs from D&D in that the rules are more complex and encompassing.
CCG: Acronym for Collectible Card Game; one
of several games that are played with decks that can have a wide variety
of cards in them, unlike the traditional four-suit deck.
Cyberpunk: A science-fiction setting in the
near future that has been popularized by the writings of William Gibson,
Bruce Sterling, and others. Some examples of this genre include the films
Blade Runner, Johnny Mnemonic, and Total Recall. There is also an RPG on
the market entitled Cyberpunk that epitomizes this genre.
D&D: Dungeons & Dragons, the first
and most popular role-playing game created.
DM: Dungeon Master. A term used to identify
the referee of a game of Dungeons & Dragons, or Advanced Dungeons &
Dragons. DMs of games other than D&D are usually called GMs.
GM: Game Master. A term used to identify the
referee of a role-playing game.
LARP: Acronym for Live-Action Role Playing;
an RPG in which the players actually dress and act as their characters
in an improvisational performace. This is in contrast to traditional RPGs,
which are usually played around a table, in a more causal manner.
NPC: Non-player character. This is a character
in an RPG that is controlled by the referee; these characters usually are
friends, patrons, or rivals of the characters that are being played. The
referee adopts the persona of these characters when they are encountered
by the players.
PC: Player Character. This is a character
in an RPG that is played by one of the players.
Referee: The member of a group of RPG players
who is in 'charge' of the game. This person plays the roles of characters
that the other players meet, determines the outcome of their actions, and
reveals the plotline of the story being created as the game is played.
Often, this person has written the scenario that is being played, but books
and magazines are available that contain ready-made scenarios.
Real Time/Game Time: Real time is just that;
time as it passes in the real world. This is in contrast to game time,
which can pass at any speed the GM wishes, to keep the game moving along.
This is usually only an issue when a character in an RPG is performing
an action that will take a while, like programming a computer or manufacturing
a suit of armor, or waiting for something to happen. Rather than wait around
for two 'real hours,' a GM can advance the game time ahead two hours, when
the action is finished or the event has taken place.
RPG: Acronym for Role-Playing Game; a game
in which the players take on the persona of different characters, and interact
with each other.
Scenario: A situation or series of situations
that a group of RPG players encounter. The scenario is essentially the
plotline of the story created by the players and referee.
Appendix III - List of Role-Playing
Games mentioned in this paper.
Many games have been mentioned in this work whose
titles would tell virtually nothing about their content. What follows is
a brief primer on these games. This list only includes the games that have
been mentioned here; there are literally hundreds of other games on the
market that fall into many other categories.
Dungeons & Dragons/Advanced Dungeons &
Dragons: A game of heroic fantasy in the tradition of Tolkien's "Lord
of the Rings" trilogy. Despite the name, there is much more to this game
than subterranean passageways and winged lizards; adventures take place
in many parts of any number of fantasy worlds, and there are even adventures
in space! Produced by TSR.
Ars Magica: A game set in historical Europe
with elements of fantasy and magic added. This game has had many owners,
but it is currently being produced by Wizards of the Coast.
Teenage Mutant Ninja Turtles: An RPG based
on the once-popular comic book of the same name. Players can take the roles
of various 'mutated' animals that can walk, talk, and do just about anything
else we humans can. Produced by Palladium.
Call of Cthulhu: (kuh-THOOL-hoo) A game based
on the works of horror/science fiction author H.P. Lovecraft (1890-1935).
Players take the roles of unfortunate souls who meet with horrible monsters
from beyond time and space. What makes this game unique is the setting;
most games are played in the 1920's-1930's, and the books for this game
are full of background material for that era. Other books are available
that move the action to Victorian England and the modern day. Produced
by Chaosium.
Shadowrun: A very unusual cyberpunk setting
(see glossary), in which magical creatures and abilities are mixed with
high technology. Produced by FASA.
The Dark: A set of cards for Magic: The Gathering
that depicts 'darker' aspects of the fantasy world. Some of the illustrations
on these cards are more graphic that the usual Magic cards.
Appendix IV - List of further
resources
The following are names and addresses of people who
work towards the common good of games. These people can be contacted for
further information.
CAR-PGa - The Committee for the Advancement
of Role-Playing Games was founded in 1987, and has been compiling information,
both pro- and anti-game, since. For the cost of photocopying and postage,
you can have documentation of anything in their library. Membership does
not come with dues, but with contribution to the cause. The CAR-PGa newsletter
is published monthly, for $8.50/year, and contains stories of game victories
and losses, as well as anecdotes from players. Paul Cardwell, Jr. is the
current chairperson. Write to: CAR-PGa, 1127 Cedar, Bonham, TX 75418, and
include two stamps for a sample newsletter and information packet.
Ann Dupuis/Steffan O'Sullivan - Ann is the
president of Grey Ghost Press, publishers of Grey Ghost Games and Adventures
In Learning products. Game designer Steffan O'Sullivan is currently working
for Grey Ghost on "SHERPA," a role-playing system designed for use by educators
in the classroom. Ann can be reached at: Grey Ghost Press, P.O. Box 838,
Randolph, MA 02368-0838, (617)961-2050, or through e-mail at ghostgames@aol.com,
and you can contact Steffan at his e-mail address: sos@oz.plymouth.edu.
David Millians - On top of teaching a roomfull
of ten and eleven year olds about the Civil War through live roleplaying,
David also puts together Gaming & Education, a newsletter that outlines
his activities, reviews gaming products, and provides a storehouse of ideas
for anyone interested in teaching with games. Best of all, it is free.
Issues are released in March, June, September, and December. Write to:
David Millians c/o Paideia School, 1509 Ponce de Leon Avenue, Atlanta GA
30307, or e-mail him at dragon@netcom.com.
Susan Mohn - Susan works for Wizards of the
Coast, the company that brings us Magic: The Gathering, where she heads
the Education and Training team. The team works with educators to find
educational uses for Magic, as well as other games. Sue can be reached
for questions or comments at (206)226-6500, or by e-mail at twilight@wizards.com.
Dick Wulf - Dick distributes an RPG called
DragonRaid, which features adventures with a Christian theme. Unfortunately,
Dick has run into the kind of anti-game discrimination that RPGs have experienced
for years, and as a result, sales of his game have suffered. To combat
this, Dick has made the game available on the internet, free of charge,
so that interested parties can try it before they buy it. To download the
game, FTP to earth.usa.net/users/dragonraid/game, and download the dr.zip
file. There is also an 'unofficial' home page on the World Wide Web that
supports DragonRaid: www.alaska.net/~cass/draid/draid.html. You can order
the game or ask for more information by writing to Adventures For Christ,
P.O. Box 8240, Colorado Springs, CO 80933.
For those with internet access, further information
can be obtained in the newsgroup rec.games.frp.advocacy. This group mainly
contains debates over gaming styles, but there are several paths that have
been created by gamers to inform people of the way that they play their
games, and to dispel some rumors.
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