In last week’s article, I talked about
two of the most harmful and unnecessary blows to D&D’s reputation in
history, as well as how the after-effects fueled by the media and certain
religious groups made the game appear to be satanic, harmful,
and a general waste of time with no real benefits. This week we’ll see the counter
argument and how the gaming community fought back against this wrongful stigma.
One of the earliest defenders of
D&D, and rightly so, was its chief creator, Mr. Gary Gygax. In an August 26,
1985 New York Times interview, Gygax
said, "Accusing the D&D games as
the reason for teenage suicide is a cross between McCarthyism and the Salem witch
hunts. I have not seen one iota of clinical evidence linking role-playing
gaming with a teenage suicide. This is
only a coincidence because, unfortunately, teenage suicide is an epidemic in
our country. Unfortunately, what we have
here are religious fanatics who object to the mentioning of mythical gods,
demons and devils in the game. From a
game aspect, who else do the good guys fight?" And he was perfectly correct. Both the American
Association of Suicidology and Health Canada conducted studies in the late
eighties that found no link between roleplaying and suicide (GAMA). Further,
from the mid 1990’s to present, several clinical reports have emerged that not
only classified roleplaying as safe to play but also praised them for their
ability to “boost the ego” of many players. You can read many of these reports
on www.rpgstudies.net and this is also
a wonderful resource for any of you doing a psychology or sociology
degree!
Most vocal of all was a man by the name
of Michael A. Stackpole. (Yes, the writer of Star Wars novels as well as his own original story lines) In 1990, Mr. Stackpole wrote and
released a document entitled The Pulling
Report (See Here). This document examined the arguments and “facts” listed
by B.A.D.D. and Patricia Pulling step by step and systematically refuted their
claims and debunked their evidence as false. He essentially exposed their arguments as ridiculous and did not have a hard time doing so. After this report became widely
available to the public, both Patrica Pulling and B.A.D.D. began to lose
attention and followers. B.A.D.D. effectively became extinct in 1997, after Ms.
Pulling succumbed to lung cancer. Despite her misgivings, I wish her soul well
and thank her for her efforts. Ms. Pulling exposed a real fear about D&D
that needed to be addressed and examined. If it had been left to simmer, it
would have become the elephant in the room and we might still be dealing with
the issues left unsaid to this very day. In my opinion, Mr. Stackpole gave many
who were having second thoughts about roleplaying a clear conscious that told
them it was alright to play.
Lastly, I would like to take a moment to
speak about my own personal experiences. I have first-hand experience seeing
D&D raise people's confidence, improve their ability to function in both
small and large groups, increase their critical thinking skills, improve their
imaginations, and have fun at the same time. D&D, and roleplaying games in
general, are the only games I can think of that combine the skills of
storytelling, improvisation, teamwork, communication, diplomacy, compromise,
and decision making. As a parent, if
someone was to tell me that my son or daughter could learn all of those skills
while attending just one event, I would sign them up in a heartbeat. And how
can any of those skills be seen as detrimental or a waste of time?
Now, to play devil's advocate, I do
understand that bad apples exist in the roleplaying/D&D world and I'm certain
that there are groups out there that take the game too far and into some very dark
places. I can even imagine several scenarios where people may get physically
hurt or suffer severe mental/emotional damage. As an advocate, academic, and active participant of D&D, I can only say this: If these people were
not using roleplaying to manifest their negative actions, they would simply
find another outlet. And who knows, maybe that alternative would result in
something worse. It seems to be an unfortunate fact of life that any activity engaged in by thousands of people on a regular basis will eventually produce a
scandal of some sort. It happens quite frequently in sports, in religion, and
especially in politics, all three things we encourage our children to participate in without a second thought. So why should roleplaying be singled out?
In conclusion, D&D has definitely had
its champions and its critics over the years. Some of those critics have been
justified but the majority have manufactured their facts to serve ulterior
motives. I personally chalk it up to growing pains. But I'm not so near sighted
as to fully dismiss the idea that D&D, and roleplaying in general, cannot
be dangerous. If I were to say that, I would be effectively saying that it has
no real power to influence or change people and I know that's not true. It has
tremendous power to influence and change people. But the fault lies not in the
tool, it lies with the wielders. So, for
those of you who are out there right now, running games, playing in games, or
even learning games for the first time, I implore you to be responsible players. I implore you to not only be positive examples but to also have the courage
to speak out against those who would be harmful to others. If we work together, we may
just prove to the world that roleplaying isn't something to be afraid of, it is
something to celebrate. If that is ever fully accomplished, then maybe in a few years
when a mother and her two children walk through the door of my local gaming shop and
are told that people are playing D&D, she can happily tell her
kids to join in and go have fun.
No comments:
Post a Comment