[net.religion.christian] fantasy role-playing games: there's not just one kind

hedrick@topaz.RUTGERS.EDU (Charles Hedrick) (10/21/85)

The problem in responding to comments about D&D is that there is no
one official kind of fantasy role-playing.  It's like condemning
reading because a lot of the books are junk.  First, the term Dungeons
and Dragons is a trademark, I think of TSR Hobbies.  But normally
"D&D" is used as a generic term to refer to all of fantasy
roleplaying.  There are many different systems, and in any case the
game-master is encouraged to use his own imagination, and to be
responsible for his own game.  There are definitely some kinds of
games that I would not want to be involved in.  An example is one that
takes place in the Cthulu (probably misspelled) mythos world, and
which seems to have more pagan involvement than I would feel
comfortable with.  But the typical fantasy role-playing game is based
on the standard Western traditions, those that went into the Grimm
fairy-tales, and other works of imagination that have been standard
children's fare for centuries.  I realize that some may object to
having children exposed to any ideas of witches, goblins, spells, etc.
I can come up with objections myself.  But I think on balance it is a
good idea to expose kids to the mythological traditions, not only our
own, but those of other societies as well.  It's like the controversy
over the infamous Road Runner cartoons.  Do we believe that kids can
separate fantasy from reality?  Or do we think they will push their
friends over cliffs, expecting that they, like the Coyote, will be
unhurt?  My own view is that nothing is completely safe, but that
role-playing doesn't seem to have presented any more dangers than
other activities.  Probably football is as dangerous spiritually.
That's not to say that there is no danger.  Parents should be
interested in anything their kids are doing.

Now let me answer some specific comments.  Remember, the magazines
about role-playing are not written by one author, and they are not
Holy Writ.  The most useful contents are articles about various
traditions, with suggestions about how game masters might use them.
The original D&D games took place within what might be described as a
medieval Christian world.  The experts are now trying to acquaint game
masters with traditions from Japan, Africa, etc.  The original TSR D&D
rules specified that every character had a "alignment".  This was a
place on the spectrum between good and evil, and between lawful (i.e.
consistent) and chaotic (i.e. capricious).  I can believe that more
detailed versions might specify a god that the character worshipped.
There is nothing to prevent this from being the Christian God.  Indeed
some of the older TSR rules seem to suggest this.  Clerics carried
holy water and crosses.  This is consistent with the original medieval
background.  (I do agree that it is not evangelical Christianity we
are dealing with here.)  In the games I have participated in, pagan
gods have appeared as monsters.  But I certainly know of people who
play in imaginary worlds where pagan gods are, at least in simulation,
worshipped.  Different people may have different views on the
difference between simulation and reality.  For myself, I would find
it interesting to be part of a fantasy game taking place in early
Britain, where Christians were first confronting Druids.  This is the
sort of culture conflict that is interesting to explore.  In such a
game there would certainly be characters that were Druids.  That does
not necessarily mean that the people playing the game engage in actual
Druidic rites (whatever those might be).  At a minimum they would
simply have to indicate that their character was doing some rite.
Depending upon the game master, more or less detail might be needed.
Certainly no actual prayers would have to be said.  In the games I
have seen, no actual spells have been said.  It is true that
characters collect spells, but there is no particular reason why the
text of the spells is needed.  Generally they are referred to by name
or just "I say that spell on that old scroll I just found".  I'm not
saying that no groups go further.  Just that it isn't necessary to the
game to do so, and that some of the older and more widely distributed
rules don't call for it.

I think the point I am trying to make is that fantasy role-playing
covers a whole range of activities.  I have heard details of a number
of such groups, and been part of some.  They range from the original
medieval/Tolkien background, to an occult world that I wouldn't touch
with a ten foot pole, to a science fiction background.  As with books,
TV, or even sports, what matters is what is actually done, and the
spirit in which it is done.  Role playing games are perhaps easier to
control than some activities, because there is a game master who
controls the adventure.  If you are concerned about the experience
your children are having, you might want to know who the game master
is, and what he thinks he is doing.  But it is not necessarily an
improvement to prohibit these games and send them back to TV.