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Dungeons and Dragons

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'''Dungeons & Dragons''' (D&D or DnD) is a [[role-playing]] game with a medieval theme featuring [[myth]]ical creatures such as [[elf|elves]], [[dwarf (mythology)|dwarves]], [[orc]]s, and [[dragon]]s. Players take the role of characters who solve a series of heroic adventures or quests. Largely considered harmless fantasy, the game has attracted some criticism.
Players do not compete with one another. Rather ; rather, the players cooperate to achieve goals and objectives while a referee, in this case called the ''dungeon master'' (DM) or ''game master'' (GM), interprets rules and adjudicates the success or failure of the players ' efforts.
The game was first published in 1974 by Tactical Studies Rules(TSR). Most of those rules and many of the subsequent rules were authored by [[Gary Gygax]]. There are some who claim that [[Dave Arneson]] was the actual "inventor" of D&D, but this claim is disputed, not least by the fact that many references were authored by Gygax. The game was eventually sold to [[Wizards of the Coast]], a division of Hasbro.<ref>Wizards of the Coast's [http://www.wizards.com/dnd D&amp;D site]</ref>
In the late seventies the game's popularity exploded and it can rightly be said that the game is now a part of American culture. ''Dungeons & Dragons'' spawned countless variations and permutations, but during the earliest days of the game's growth, there were accusations that the game contributed to Satanic worship, teen suicide and general moral depravity. These criticisms have largely been addressed and the game remains controversial to only a tiny minority of Americans. The 4th Edition of the game is the most recent, released in 2008.
==D&D Terminology==
Because D&D players can basically do "anything" there are moral implications to the choices players make. To provide a frame of reference and to help the game make sense Gygax devised an alignment system. All characters are required to choose an ''alignment'' and the character must adhere to the beliefs of that alignment. Similarly, all monsters have alignments and thus their actions can be predictable and make sense.
"Good" characters strive to do acts of goodness and while avoiding actions which are hurtful to others. "Evil" characters think only of their own needs. Animals and certain other creatures don't care much about good or evil. At the same time "Lawful" characters believe that it is important to adhere to the rule of law, while "Chaotic" characters are more concerned with personal freedoms than with laws. Some characters do not care whether an action is lawful or chaotic, but only whether it is good or evil. By combining these two frameworks, we arrive at the nine alignments: lawful good, neutral good, chaotic good, lawful neutral, true neutral("neutral neutral"), chaotic neutral, lawful evil, neutral evil, or chaotic evil.
These alignments help a player separate what the player or referee would do in a given situation from how the character or monster might react in the same situation. Some DMs forbid evil characters as they are often disruptive to the game, though the rules do not expressly require that players choose good characters.
 
In the original versions of the game, only the "ethical" (Law/Chaos) axis of morality was present. The "moral" (good/evil) axis was added in later editions. 4th Edition removes the axis concept, resulting in the alignments lawful good, good, unaligned, evil, and chaotic evil.
===Components of a Character===
A character is described in detail on a "character sheet" where the player records important facts about the character. This includes the character's "race", vocation, unique skills, and numerical ratings of the character's attributes.
In this case, "race" refers to a race from fantasy such as an elf, dwarf, gnome or halfling--effectively used as an archaic term for "species". The races which are allowed in the game vary from DM to DM according to the tastes of players and the setting that the DM has devised. The vocation or "class" of the character refers to the fantasy archetype the player wishes to play, i.e. wizard, barbarian, rogue, or cleric, etc. The selection of race and class will impact skills and attributes which are available to the character as well as the strengths and weaknesses the character.
===The Magic System ===
The magic system used in Dungeons & Dragons was originally adopted very roughly from the writing of fantasy and science fiction author [[Jack Vance]]. In the Vancian system, magic-users such as wizards must prepare all of their spells in advance for that day by memorizing them and a spell leaves the wizard's memory upon being cast. To cast the spell again, the magic-user must once again memorize the spell. The Vancian system was chosen for a variety of reasons such as its originality compared to pre-existing magical systems, its avoidance any connection with systems of magic described in any religion or occult theory, and it being the creation one of Gygax's favorite authors.<ref>Forum discussion: [http://enworld.cyberstreet.com/printthread.php?t=182603 "Is D&amp;D magic purely Vancian?"]</ref><ref>RPGnet: [http://www.rpg.net/reviews/archive/10/10222.phtml Review of "The Primer of Practical Magic"]</ref> Novices and those who have never played the game should note that in this case, the player doesn't actually memorize anything. The character "memorization" is really just a mechanic to help limit the number of spells a player can use per gaming episode. The 4th Edition makes significant changes to the system, basing most abilities on "per encounter" uses (as in, how many times per battle or event an ability can be used).
===The Combat System ===
To determine the outcome of combat, players roll dice to determine if an attack "hits" and then if the attack hits how much damage the attack does. Damage reduces the defender's "hit points". When a combatant's hit points are depleted that combatant is "dead" or incapacitated. This combat system was developed from a ship-to-ship naval combat game that Gygax adapted to describe medieval man-to-man combat.
==History and Development==
By the time of the release of Third Edition, most of the controversy associated with D&D had dissipated as secular culture had digressed far beyond anything found in previous D&D. With little controversy or fanfare, D&D reintroduced demons and many of the darker concepts of ''Dungeons & Dragons''.
Now based in Seattle Washington, rather than Lake Geneva Wisconsin, the editors at WotC seem to exhibit the cultural norms found in Seattle rather than the heartlands. For example, rather than using the pronoun ''he'' in non-gender specific rules, Third Edition D&D bypasses the clumsy but [[political_correctness | politically correct]] construct ''he/she'' , and opts to describe all describes rules with based on hypothetical characters. For example, the 3rd Edition "iconic" paladin was a woman named Alhandra, so the rules text describing the feminine pronoun 'paladin's abilities used "she"; 3rd Edition''. This s "iconic" cleric was perhaps not a political statementman named Jozan, but rather an attempt to market so the game to femalesrules text describing the cleric's abilities used "he".
The D&D ethos traditionally favored ''good'' characters, but Third Edition seems to hold up ''neutral'' subscribe to a "balanced" view as the idealidea. For example, many of the more evil creatures in Dungeons and Dragons prey on each other as much as on good people (the iconic example being lawful evil devils and chaotic evil demons); some of the text in the game indicates that they should be left to do this, rather than someone trying to destroy one or the other and uniting them, however briefly, in a struggle against the interloper. This is a troubling symptom of our cultural drift from conservative values but not the cause of that drift.
===Fourth Edition===
With much fanfare, the Fourth Edition of the game was recently announced. Coveting the tremendous revenue of miniatures games like [[Games Workshop]]'s ''[[Warhammer]]'', Fourth Edition is compatible with the new D&D Miniatures game. Fourth Edition also uses many of the conventions wildly accepted in online computer games following widely successful games like Blizzard's [[World_of_Warcraft | World of Warcraft]] and [[Diablo]]. The game makes several other adjustments; see above for some such changes.
====D&D Online====
The publishers of the game had imagined that they would sell a few hundred copies to college-aged males and never imagined that the game would experience explosive popularity, especially among teens as young as thirteen. Therefore, no thought or planning was invested into the potential impact of defining the powers and abilities of demons and devils. To the game's designers and players, killing a demon (in game) was no more controversial than killing a bishop in a game of chess.
But to bystander's bystanders the very inclusion of demons and devils was enough to cast suspicion upon the entire game--particularly since the game's much-touted freedom might allow a character to side with them. Additionally, the inclusions of demons and devils in the game begged other questions, such as why are there no angels in the game? There were no angels in the earliest editions of the game, because there was no reason to have an angel in the role of a ''monster''. (See terminology above.) By late First Edition and early Second Edition, the game included and defined [[angels]], [[divasdevas]] and other highly powerful creatures of good; sometimes these were presented as allies for good characters, sometimes enemies for evil ones. This led to the criticism that religious icons were being disrespected by inclusion in the reference works.
In the Second Edition, the publishers tried to sanitize D&D by removing demons and devils, but many players (who enjoyed the challenge of destroying demons) resisted this effort. Later editions removed many references to "real" demons. Additionally, the terms "devil" and "demon" were replaced with the terms "baatezu" and "tanar'ri," , respectively, and "the Nine Hells" (the outer planar home of devils/baatezu) was renamed "Baator." .
However, in Third Edition, the game's original terms were readoptedand blended--colloquially, for example, creatures from the Nine Hells (also called Baator) were called devils, but the most dominant species of the devils called themselves baatezu. An entire "mature" supplement (though there is no age legal restriction on who may buy it, a large sticker is on the cover of most copies, stating it is for mature gamers only), known as the Book of Vile Darkness<ref>[http://www.wizards.com/default.asp?x=products/dndacc/881610000 "Book of Vile Darkness"]</ref> was produced to introduce more overtly evil concepts into the game, ostensibly in ways for the DM to make the most horrific enemies possible for their players. A follow-up, the Book of Exalted Deeds<ref>[http://www.wizards.com/default.asp?x=products/dndacc/880260000 "Book of Exalted Deeds"]</ref>, was created as a way for players to explore the philosophy and morality of good, and to make a good alignment more than a line on their character sheet. (The titles of both books are based on magic items in the game, both of which are extremely useful to a person of the proper alignment.)
===D&D and the Occult===
The game includes fictional depictions of supernatural abilities called magic, evil monsters called demons and devils, and fictional deities along with their followers. Christians are divided on how this interacts with their faith. A minority of Christians believe that fictional depictions of fantasy elements such as those found in ''[[Chronicles of Narnia]]'', ''[[Lord of the Rings]]'', ''[[Harry Potter]]'', or ''Dungeons & Dragons'' are blasphemous. But, but most Christians see no problem with such fictional works such as these.
Starting in the late 1970s the game and others like it came under attack mainly from some fundamentalist Christians as promoting occult and criminal activity. The game's dangers were alleged in the ''Dark Dungeons'' tract by [[Jack Chick]]<ref>Jack Chick: [http://www.chick.com/reading/tracts/0046/0046_01.asp "Dark Dungeons"]</ref>, which portrays D&D players committing suicide when their characters are killed or joining secret witches' covens and learning to cast real magic spells when their characters reach a high enough level.
The fact is that ''Dungeons & Dragons'' designers and players had nothing to do with occult or criminal activity and thirty years later it may be hard to understand how people could confuse D&D with occult activities. In the earliest days of D&D it was easy for an uninformed bystander to draw faulty conclusions based upon a limited knowledge of the game. In it's its earliest days, OD&D often sold out due to low print runs, leaving bystanders with little access to the rules and little direct knowledge of the game.
For example, bystanders knew the game was developing a devoted cult-following. There is an important distinction between a cult-following and a cult itself, but this was lost on some bystanders. As a cult-following, D&D developed an insular fraternity of fans who were plugged into something exciting and new. Each day the world of D&D expanded and every player everywhere had a hand in the growth of the game. The players were developing their own lexicon and making new and ever expanding rules. This close bond and strange lexicon was easily misunderstood by those with limited exposure to the game.
In the late seventies the game's popularity was preceded by rumors that players were involved in some strange occult activities. Bystanders knew that D&D players were talking about fantastic creatures, magical spells and even demons because the game often includes descriptions of [[occult]] elements like [[magic]], [[ghost]]s, [[spirit]]s, [[demon]]s and [[devil]]s. To an uninformed bystander this may be pretty scary stuff. But, the truth was significantly less mysterious and sensational.
These misperceptions have largely evaporated , both because of the game's popularity and as people better information about the product. Critics became aware that players were not involved in anything occult but were involved gaming in a fantasy setting. Most everyone in America knows someone who has played ''Dungeons & Dragons'', so these days it's no longer possible all but impossible to blur the line between occult activity and role-playing games.
===God and gods===
One item of concern for conservative Christians is that players' characters do not usually worship [[God]], but instead choose a [[patron]] deity from a fictional [[polytheistic]] pantheon. The game settings manufactured by [[Wizards of the Coast]] (''Greyhawk'', ''Faerun'', ''Eberron'', etc.) expressly adopt a polytheistic [[pantheon]] of fictional deities and reject real-world [[religion]]s as a part of the game. (The Deities and Demigods<ref>[http://www.wizards.com/default.asp?x=products/dndacc/881650000 "Deities and Demigods"]</ref> supplement offers several different takes on religion, including rules for a monotheistic game world, but deliberately sidesteps the question of any modern religion--Christianity, Judaism, Islam, Buddhism, etc.--even as it brings up pantheons of old myths, such as the Greek or Norse gods. It's likely they used only "dead" religions in order to avoid controversy.) The question of what extent and form of religion should be depicted in the game has been a question since the earliest days of the game. In an in depth look at monotheism in fantasy games, Joseph R.Ravitts raised some of the problems and benefits for a born-again Christian's point of view.<ref>"Monotheism in Gaming" by Joseph R. Ravitts, Pegasus Magazine Issue #4 published in 1981 by Judges' Guild</ref>
Ravitts already understood the power of role-playing, which is now well known. Namely, role-playing is a powerful behavior modification tool. If you pretend that you believe something, eventually you will believe that something. For this reason, he posited that it was important to avoid role-playing in a polytheistic world. Referencing the classic argument from ''[[Mere Christianity]]'' by [[C.S._Lewis | C.S. Lewis]], Ravitts explained how polytheism is really just [[atheism]] or [[monotheism]] in disguise. He believed that if players and DM's actively played in an atheistic world, they would eventually become atheists.
He then pointed out the difficulties of importing Christianity or other religions into D&D. Ravitts pointed out it is a simple matter to import mythological gods like [[Zeus]] or [[Thor]] into a fantasy setting. One simply imagines these gods are in the fantasy world and begins playing. But, this is much more difficult with religious figures like [[Jesus]], [[Muhammad]] or [[Buddha]]. Each of these three men are were real historic personages. For example, Jesus lived, died and rose again in the Middle East at a specific time and place.
Ravitts proposed two simple work-arounds, for those who care about their spiritual well-being. Firstly, one could assume that all humans are teleported from Earth or descended from folks who were teleported from Earth. These humans have preserved their religious identities and thus Christianity is an option for players without tampering with the historical nature of Jesus.
Secondly Ravitts proposed altering the game's mythos to allow for an all-powerful detached God reigning over the "gods, demigods and devils". In this way the "gods" are not gods at all, but just ultra-powerful beings who distract souls from worshiping the one true God.
Of course there are alternatives such as ''[http://www.greenronin.com/catalog/grr1019 Testament]'' a D&D type game set in the Biblical Era. Further, many of the game worlds portray certain gods and religions as being metaphors for modern ones. (Even the incredibly polytheistic Forgotten Realms, where more than a hundred deities exist, features a triad of gods that could be based on the Holy Trinity.) But ultimately, D&D is a game of pretend fantasy and players are encouraged to alter the game world to better suit their tastes. Many Christian players altering alter the game world so that it better fits their personal beliefs. The parent of a role-playing gamer or any gamer who is concerned for his spiritual health is well-advised to consider the power of role-playing as a behavior modification tool. If you pretend to be heroic long enough, eventually you will be can become heroic. The danger of pretending to be an atheist or pretending to be an evil character should be obvious and should be avoided.
===The art of D&D===
Another criticism is that illustrations in the rule books for ''Dungeons & Dragons'' often contain images of immodestly dressed women. For example, in the First Edition ''Monster Manual'' a number of drawings depicted topless creatures of fantasy such as the harpy (half-vulture half-woman) or the succubus (a demoness). The OD&D reference ''Eldritch Wizardry'' featured the profile of a nude woman. Most of these images are fairly crudely rendered and are not particularly racy by today's standards, but they did exceed the limitations of the [[Comics Code]] of the time<ref>http://www.geocities.com/Athens/8580/cca3.html</ref>.
By the publication of Second Edition, the art and layout of the D&D game was managed by professionals. As a result the quality of the art increased significantly and anything racy was eliminated from the art work. In current forms There was some minor controversy with the revised Third Edition ''Monster Manual'''s artwork of the game succubus and nymph (a water spirit in the form of a beautiful woman), but aside from these there is nothing particularly shocking in the art for a child or adult of any age.
===Unchristian Activities===
Some feel that the primary action of the game involves the fictional slaying of monsters and the fictional accumulation of wealth, some Christians feel that this goes against the teachings of Christ regarding [[pacifism]] ([[Gospel of Matthew|Matthew]] 5:38-42) and the accumulation of [[wealth]] (Matthew 19:24). Others see these actions as heroic endeavors and wealth is a byproduct of doing good things. Either way, the game and it's choices are a matter of free will.
Former [[United Methodist Church]] minister James Wyatt wrote an essay comparing the freedom of a Dungeons & Dragons player to choose his own actions, to the Christian concept of Free Will. As in real life, a player may, when presented with a moral choice, decide for himself whether to do good or evil. If the player was not able to do evil, he would be forced to do good, removing his freedom. Similarly, God allows human beings to choose between good and evil in real life, and people must accept the consequences of their choice. The supplements that deal specifically with demons and devils make it quite clear that the afterlife for characters who are condemned to the Abyss or the Nine Heels is in no way pleasant, and may even be short.
Tracy Hickman, one of the main authors of the Dungeons & Dragons Dragonlance book series, and a Christian with conservative politics and theology, has written a number of articles defending and discussing D&D from a Christian perspective. <ref name="Waldron">The Journal of Religion and Popular Culture: [http://www.usask.ca/relst/jrpc/art9-roleplaying.html "Role-Playing Games and the Christian Right"]</ref> Others within the Dungeons & Dragons community responded by writing other defenses from rationalist perspectives or other perspectives or by writing parodies such as "Chess: The Subtle Sin: Should Christians play chess?". Some argue that in response to the perceived Christian persecution of the Dungeons & Dragons, darker themed, deliberately counter-cultural games appeared in reaction such as [[Call of Cthulhu]] which is based on the horror writing of [[H.P. Lovecraft]] and set in the [[Cthulhu|Cthulhu Mythos]]<ref name="Waldron"/>, or [[Vampire: the Masquerade]], where players act the roles of undead vampires.
====Possible Areas of Concern for Christians====
D&D is a "game of pretend" whereby players pretend to take certain actions and the DM adjudicates the results of those actions. By its very nature, this leaves players open to experiment with various moral quandaries and social dilemmas. This is a valuable tool for players to learn the implications and results of playing both good and evil characters. However, the possibility exists that such an experience may not be beneficial or appropriate for everyone--in particular, persons who already have difficulty separating fantasy with reality might be able to be helped by the game, but it could also make things worse. Due to the nature of roleplaying games, a great deal depends upon the individual group in question; a given game of Dungeons and Dragons might be benign from a Christian standpoint, or it might involve activities and ideas that a Christian would find profoundly distasteful. <ref>http://brilliantgameologists.com/boards/index.php?topic=246.0</ref>