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Title: Roleplaying Relaxes
Sailors
Source: The Eagle (shipboard newspaper
of the U.S.S. Carl Vinson), 1999.
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The following material is copyrighted as indicated in the body of text.
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Roleplaying Relaxes Sailors
by James R. Stilipec
Sailors have many different ways of dealing
with the stress that comes from deployment. Some work out, others write
home. A few spend their free time far away from the ship, in another world.
Role-playing is a game that lets people
pretend to be a different person in a different place and time. It can
be likened to improvisation or acting without a script while still being
directed.
"There are a lot of misconceptions about
role-playing," said Intelligence Specialist Seaman Jeffrey Parrish, "But
those of us who play think it's a very intellectual game. You must be imaginative
because most of it takes place in your mind."
Parrish started role-playing with his older
brother as a teenager and has now been playing for nearly 12 years. "I
like the escape it offers. I can stop thinking about the real world for
a few hours and relax," said the Florida native.
"There are two main facets to role-playing,"
explained Electronics Technician 2nd Class Craig Smith. "First, the players
get to make up a character and control him or her through an adventure.
The Game Master (GM), or referee, controls all the other aspects of the
game; The story, setting and the characters the players meet."
"The GM is the overlord of a game," said
Parrish. "He takes the players through a story, and usually it doesn't
go along exactly as he expected. Thinking on your feet is an important
skill whether you're a player or a GM."
Players make up characters with specific
statistics and abilities. Six types of dice are used to determine a character's
success at a given skill.
There are many systems and settings that
you can play in. Familiar games like Advanced Dungeons & Dragons put
the characters into a medieval setting with knights and wizards.
Then there are more free-form game like
the Generic Universal Role-Playing System (GURPS). This game lets players
create any type of character in any type of setting. It allows you to play
space pirates, Chinese warlords or modern-day investigators.
Fire Controlman 3rd Class Fredrick Lopez
started role-playing after he came to Carl Vinson. "I was going to check
my e-mail when I saw a few guys playing. I asked about the game and if
they wouldn't mind me playing."
Lopez said the game can seem overwhelming
at first with its many books, rules and charts, but that shouldn't deter
anyone from playing. "It took some time, but eventually I got the basics
down. I've been playing now for six months, and the game is relaxing,"
said Lopez.
Parrish explained that role-playing isn't
just about rolling dice and fighting monsters. "The games often have puzzles
and riddles in them. It's about being able to immerse yourself into a different
world and fit the role of your character," said Parrish.
"I get a sense of accomplishment from the
game," said Smith, an 18-year role-playing veteran. "It exercises the mind
and pushes the limits of your imagination. When you complete an adventure
with your friends you get a good feeling from working together and completing
the adventure."
"I like role-playing because it's a great
way to wind down after a long day," said Lopez, who works on the Phalanx
Close-In Weapon System. "We play maybe twice a week or whenever enough
of us can get together."
There are several role-playing groups on
the ship. "If you're curious about the game, feel free to get with someone
and sit in on a session. Games usually last for two or three hours," said
Parrish.
"Many people don't understand role-playing,"
said Smith, "And what we don't understand we tend to put down or belittle.
I think once they see what it's all about, they'll see it's just a game." |