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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.   
 
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.   
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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, e.g. wizard, barbarian, rogue, 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.  
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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, e.g. wizard, barbarian, rogue, 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 ===
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The origins of D&D are found in a prior generation of [[miniatures games]] such as [[H.G. Wells]]' [[Little Wars]]. ''Little Wars'' is a set of rules which describe how to play a game with toy soldiers.  
 
The origins of D&D are found in a prior generation of [[miniatures games]] such as [[H.G. Wells]]' [[Little Wars]]. ''Little Wars'' is a set of rules which describe how to play a game with toy soldiers.  
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Wells' rules were themselves were based upon a earlier games which were primarily played by nobility and royals to teach warfare strategy. <ref>http://www.gutenberg.org/catalog/world/readfile?fk_files=6040&pageno=2 Foreword to Little Wars by ''H.G. Wells''</ref>. With the publication of ''Little Wars'', H.G. Wells hoped to bring a game previously known only to kings to the common man. Because tin soldiers do not bleed and do not leave widows, it was Wells hope that men could settle differences by little wars rather than real wars.  
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Wells' rules were themselves were based upon a earlier games which were primarily played by nobility and royals to teach warfare strategy.<ref>http://www.gutenberg.org/catalog/world/readfile?fk_files=6040&pageno=2 Foreword to Little Wars by ''H.G. Wells''</ref> With the publication of ''Little Wars'', H.G. Wells hoped to bring a game previously known only to kings to the common man. Because tin soldiers do not bleed and do not leave widows, it was Wells hope that men could settle differences by little wars rather than real wars.  
    
Miniature gaming such as ''Little Wars'' was nearly unknown in America, although there were pockets of hobbyists such as "International Federation of Gamers", a tiny group near Milwaukee Wisconsin.<ref>http://www.wizards.com/dnd/DnDArchives_History.asp</ref> [[Gary Gygax]] and [[Dave Arneson]] were members of that gaming group. It can rightly be said that Gygax and Arneson are the fathers of modern role-playing games, but the contributions of other local gamers are muddied into this mix as well.   
 
Miniature gaming such as ''Little Wars'' was nearly unknown in America, although there were pockets of hobbyists such as "International Federation of Gamers", a tiny group near Milwaukee Wisconsin.<ref>http://www.wizards.com/dnd/DnDArchives_History.asp</ref> [[Gary Gygax]] and [[Dave Arneson]] were members of that gaming group. It can rightly be said that Gygax and Arneson are the fathers of modern role-playing games, but the contributions of other local gamers are muddied into this mix as well.   
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In 1969, Gary Gygax adapted rules meant to govern wooden ship combat into a medieval combat game which was published by Guidon Games under the name ''Chainmail''. The game was very popular locally and grew organically over the next few years.  At the same time, ''[[The Lord of the Rings]]'' was gaining mass appeal in the United States. This inspired players to incorporate elements of fantasy into their wargames.
 
In 1969, Gary Gygax adapted rules meant to govern wooden ship combat into a medieval combat game which was published by Guidon Games under the name ''Chainmail''. The game was very popular locally and grew organically over the next few years.  At the same time, ''[[The Lord of the Rings]]'' was gaining mass appeal in the United States. This inspired players to incorporate elements of fantasy into their wargames.
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By 1970, Dave Arneson adapted these and other club rules into something generally referred to as ''the fantasy game'' <ref>http://jovianclouds.com/blackmoor/</ref>. ''The fantasy game'' had several key innovations --- many of which were of Arneson's devising. In previous wargames, players generally led an army of toy soldiers. But in ''the fantasy game'', each player had only one soldier, described as a ''character'' or ''player character''.  
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By 1970, Dave Arneson adapted these and other club rules into something generally referred to as ''the fantasy game''.<ref>http://jovianclouds.com/blackmoor/</ref> ''The fantasy game'' had several key innovations --- many of which were of Arneson's devising. In previous wargames, players generally led an army of toy soldiers. But in ''the fantasy game'', each player had only one soldier, described as a ''character'' or ''player character''.  
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Further the game evolved to include the concept that at the next game session would pick up where the last game session ended.  Another evolutionary concept was the idea of a referee or game master. The referee, often played by Arneson or Gygax, had the job of making final judgments and augmenting the rules as necessary to keep the game going. <ref>http://jovianclouds.com/blackmoor/rpg2.html</ref>  
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Further the game evolved to include the concept that at the next game session would pick up where the last game session ended.  Another evolutionary concept was the idea of a referee or game master. The referee, often played by Arneson or Gygax, had the job of making final judgments and augmenting the rules as necessary to keep the game going.<ref>http://jovianclouds.com/blackmoor/rpg2.html</ref>  
    
As few records were kept at the time, there is some question as to who exactly designed what in ''the fantasy game'' with Gygax and Arneson at times jointly and separately claiming to have "invented the game". Arneson's chief claims rest on his evolution of certain key concepts that would constitute all role-playing games to follow.  Gygax's claim rests upon the fact that most of the early reference works were authored by Gygax.
 
As few records were kept at the time, there is some question as to who exactly designed what in ''the fantasy game'' with Gygax and Arneson at times jointly and separately claiming to have "invented the game". Arneson's chief claims rest on his evolution of certain key concepts that would constitute all role-playing games to follow.  Gygax's claim rests upon the fact that most of the early reference works were authored by Gygax.
    
===OD&D===
 
===OD&D===
In 1972, Gary Gygax and others formed a partnership called Tactical Studies Rules and in 1974 Tactical Studies Rules published Gary Gygax' version of "the Fantasy Game", later named ''Dungeons & Dragons''. <ref>http://www.wizards.com/dnd/DnDArchives_History.asp#</ref> This version of the game --- often called ''Original Dungeons & Dragons'', ''Old Dungeons & Dragons'' or ''OD&D'' --- was printed in staple-bound paperback form from folded sheets of 8.5 x 11 paper and sold as a boxed set.  
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In 1972, Gary Gygax and others formed a partnership called Tactical Studies Rules and in 1974 Tactical Studies Rules published Gary Gygax' version of "the Fantasy Game", later named ''Dungeons & Dragons''.<ref>http://www.wizards.com/dnd/DnDArchives_History.asp#</ref> This version of the game --- often called ''Original Dungeons & Dragons'', ''Old Dungeons & Dragons'' or ''OD&D'' --- was printed in staple-bound paperback form from folded sheets of 8.5 x 11 paper and sold as a boxed set.  
    
By many accounts, ''OD&D'' was a clunky game, sparse on rules, but in this game one would find all the elements of a modern role-playing game: player characters, a game master, serial adventures, and the opportunity for character growth.  Several print runs of this version sold out quickly and went on to exceed the expectations of everyone involved.
 
By many accounts, ''OD&D'' was a clunky game, sparse on rules, but in this game one would find all the elements of a modern role-playing game: player characters, a game master, serial adventures, and the opportunity for character growth.  Several print runs of this version sold out quickly and went on to exceed the expectations of everyone involved.
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After the tremendous success of the D&D paperbacks, Tactical Studies Rules reorganized with partners Gary Gygax, Don Kaye and Brian Blume under the name TSR Hobbies Inc. In 1975, TSR Hobbies published OD&D supplements, Gygax's ''[[Greyhawk]]'' and Arneson's ''[[Blackmoor]]''. <ref>http://www.dadsdnd.com/greyhawk.html</ref> <ref>http://www.dadsdnd.com/blackmoor.html</ref>
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After the tremendous success of the D&D paperbacks, Tactical Studies Rules reorganized with partners Gary Gygax, Don Kaye and Brian Blume under the name TSR Hobbies Inc. In 1975, TSR Hobbies published OD&D supplements, Gygax's ''[[Greyhawk]]'' and Arneson's ''[[Blackmoor]]''.<ref>http://www.dadsdnd.com/greyhawk.html</ref><ref>http://www.dadsdnd.com/blackmoor.html</ref>
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''Dungeons & Dragons'' began to be noticed by American culture at about the same time the company released ''Eldritch Wizardry'' and ''God, Demigods & Heroes''.  The cover of ''Eldritch Wizardry'' featured an nude dress female strewn over an altar. <ref>http://www.deigames.com/eldwiz2.JPG</ref>  ''Gods, Demigods & Heroes'' was a mythological reference with gods and heroes from the legends and lore of Greeks, Egyptians, Indians, Norse and more.  Many of these mythological gods are considered creatures of human invention, but some are now considered demons by the Christian Church.   
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''Dungeons & Dragons'' began to be noticed by American culture at about the same time the company released ''Eldritch Wizardry'' and ''God, Demigods & Heroes''.  The cover of ''Eldritch Wizardry'' featured an nude dress female strewn over an altar.<ref>http://www.deigames.com/eldwiz2.JPG</ref>  ''Gods, Demigods & Heroes'' was a mythological reference with gods and heroes from the legends and lore of Greeks, Egyptians, Indians, Norse and more.  Many of these mythological gods are considered creatures of human invention, but some are now considered demons by the Christian Church.   
    
Although the game was gaining popularity, the works served as a lightning rod for criticism. Although some of the art in these and later editions would violate the [[Comics Code]], the publishers at TSR failed to appreciate the danger of ignoring these rules. Some of TSR's management believed that D&D was marketed toward adult males, not teens and preteens, and thus the Comics Code did not apply.  It soon became evident that D&D's popularity reached beyond college-age males.
 
Although the game was gaining popularity, the works served as a lightning rod for criticism. Although some of the art in these and later editions would violate the [[Comics Code]], the publishers at TSR failed to appreciate the danger of ignoring these rules. Some of TSR's management believed that D&D was marketed toward adult males, not teens and preteens, and thus the Comics Code did not apply.  It soon became evident that D&D's popularity reached beyond college-age males.
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In 1977, TSR Hobbies published the Dungeons & Dragons Basic Set, a boxed set containing revised and abbreviated rules for easier introduction to the game.  This was followed in 1978 by the publication of the "core rule books" of D&D: the ''Players Handbook'', the ''Dungeon Masters Guide'' and the ''Monster Manual''. (Later editions of this game would follow this pattern.)  Taken as a whole with several other reference books this version of the game is alternatively referred to as Advanced Dungeons & Dragons, AD&D, 1E, 1ED&D. This version of the game revised and organized the notes from OD&D into a single playable whole in hardback books.   
 
In 1977, TSR Hobbies published the Dungeons & Dragons Basic Set, a boxed set containing revised and abbreviated rules for easier introduction to the game.  This was followed in 1978 by the publication of the "core rule books" of D&D: the ''Players Handbook'', the ''Dungeon Masters Guide'' and the ''Monster Manual''. (Later editions of this game would follow this pattern.)  Taken as a whole with several other reference books this version of the game is alternatively referred to as Advanced Dungeons & Dragons, AD&D, 1E, 1ED&D. This version of the game revised and organized the notes from OD&D into a single playable whole in hardback books.   
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Although the art found in the books is hardly obscene and does not approach what is found regularly in American culture today, there were a handful of depictions that did not meet the Comics Code. For example, a [[harpy]], a creature from Greek mythology, that is half-woman half-vulture was depicted with nipples revealed. <ref>''Monster Manual'' by Gary Gygax published by TSR Hobbies 1978</ref> And a mermaid was depicted topless with her hair covering parts of the chest. <ref>''Dungeon Masters Guide'' by Gary Gygax published by TSR Hobbies 1979</ref>   
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Although the art found in the books is hardly obscene and does not approach what is found regularly in American culture today, there were a handful of depictions that did not meet the Comics Code. For example, a [[harpy]], a creature from Greek mythology, that is half-woman half-vulture was depicted with nipples revealed.<ref>''Monster Manual'' by Gary Gygax published by TSR Hobbies 1978</ref> And a mermaid was depicted topless with her hair covering parts of the chest.<ref>''Dungeon Masters Guide'' by Gary Gygax published by TSR Hobbies 1979</ref>   
    
Additionally the game had references to many demons and devils (intended as adversaries). Also the game had a polytheist mythos with some players playing the part of clerics, or priests, of these imaginary or mythical gods.  (See backlash below.)
 
Additionally the game had references to many demons and devils (intended as adversaries). Also the game had a polytheist mythos with some players playing the part of clerics, or priests, of these imaginary or mythical gods.  (See backlash below.)
    
===Second Edition===
 
===Second Edition===
In 1983, TSR Hobbies changed its name to TSR, Inc. For the next several years, TSR, Inc. released supplements and adventures for AD&D, along with reprints of the AD&D core books.  Typical adventure supplements sold 10,000 to 100,000 units, while each print run of the AD&D core rules sold 40,000 copies. <ref>http://www.acaeum.com/library/printrun.html</ref> While the company continue to sell respectable amounts of product, internal disorganization, in-fighting and corporate inefficiencies limited profitability. After a bitter fight with partners, Gygax was forced from the board of directors and eventually left the company.  With Arneson gone since First Edition, the game was now in the hands of a second generation.
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In 1983, TSR Hobbies changed its name to TSR, Inc. For the next several years, TSR, Inc. released supplements and adventures for AD&D, along with reprints of the AD&D core books.  Typical adventure supplements sold 10,000 to 100,000 units, while each print run of the AD&D core rules sold 40,000 copies.<ref>http://www.acaeum.com/library/printrun.html</ref> While the company continue to sell respectable amounts of product, internal disorganization, in-fighting and corporate inefficiencies limited profitability. After a bitter fight with partners, Gygax was forced from the board of directors and eventually left the company.  With Arneson gone since First Edition, the game was now in the hands of a second generation.
    
In 1989, TSR Inc. released Second Edition Advanced Dungeons & Dragons.  This version of the game was largely a rewrite of the previous edition that was nearly fully compatible with First Edition AD&D.  The game was largely sanitized and edited, but not so much reborne. For example, the art of Second Edition achieved a more professional standard. The art did not violate the Comics Code. Second Edition removed all references to "real" gods, devils and demons and inserted divas and angelic creatures.
 
In 1989, TSR Inc. released Second Edition Advanced Dungeons & Dragons.  This version of the game was largely a rewrite of the previous edition that was nearly fully compatible with First Edition AD&D.  The game was largely sanitized and edited, but not so much reborne. For example, the art of Second Edition achieved a more professional standard. The art did not violate the Comics Code. Second Edition removed all references to "real" gods, devils and demons and inserted divas and angelic creatures.
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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''.   
 
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''.   
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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 describes rules based on hypothetical characters.  For example, the 3rd Edition "iconic" paladin was a woman named Alhandra, so the rules text describing the paladin's abilities used "she"; 3rd Edition's "iconic" cleric was a man named Jozan, so the rules text describing the cleric's abilities used "he".
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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 describes rules based on hypothetical characters.  For example, the 3rd Edition "iconic" paladin was a woman named Alhandra, so the rules text describing the paladin's abilities used "she"; 3rd Edition's "iconic" cleric was a man named Jozan, so the rules text describing the cleric's abilities used "he".
    
The D&D ethos traditionally favored ''good'' characters, but Third Edition seems to subscribe to a "balanced" view as the idea.  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.  
 
The D&D ethos traditionally favored ''good'' characters, but Third Edition seems to subscribe to a "balanced" view as the idea.  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===
 
===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.
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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]] and [[Diablo]].  The game makes several other adjustments; see above for some such changes.
    
====D&D Online====
 
====D&D Online====
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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.   
 
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.   
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But to 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 inclusion of demons and devils in the game raised other questions, such as why there are 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]], devas 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.   
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But to 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 inclusion of demons and devils in the game raised other questions, such as why there are 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]], devas 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".  
 
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".  
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However, in Third Edition, the game's original terms were readopted and 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 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.)
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However, in Third Edition, the game's original terms were readopted and 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 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.)
    
The Fourth Edition Player's Handbook contains a "Warlock" class, which allows the player to make a pact with a certain creature to gain power. One option is the "Infernal Pact", allowing the player to literally make a deal with the devil.
 
The Fourth Edition Player's Handbook contains a "Warlock" class, which allows the player to make a pact with a certain creature to gain power. One option is the "Infernal Pact", allowing the player to literally make a deal with the devil.
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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 ''[[The Chronicles of Narnia]]'', ''[[The Lord of the Rings]]'', ''[[Harry Potter]]'', or ''Dungeons & Dragons'' are blasphemous, but most Christians see no problem with such fictional works.  
 
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 ''[[The Chronicles of Narnia]]'', ''[[The Lord of the Rings]]'', ''[[Harry Potter]]'', or ''Dungeons & Dragons'' are blasphemous, but most Christians see no problem with such fictional works.  
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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.
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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 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.
 
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 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.
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===God and gods===
 
===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>  
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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>  
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Ravitts already understood the power of role-playing, which is now well known. Namely, role-playing is a powerful behavior modification tool. The concept is that if you pretend that you believe something, eventually you will believe that thing.  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.   
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Ravitts already understood the power of role-playing, which is now well known. Namely, role-playing is a powerful behavior modification tool. The concept is that if you pretend that you believe something, eventually you will believe that thing.  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]], 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 were real historic personages.  For example, Jesus lived, died and rose again in the Middle East at a specific time and place.
 
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 were real historic personages.  For example, Jesus lived, died and rose again in the Middle East at a specific time and place.
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===The art of D&D===
 
===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>.
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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. There was some minor controversy with the revised Third Edition ''Monster Manual'''s artwork of the 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.
 
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. There was some minor controversy with the revised Third Edition ''Monster Manual'''s artwork of the 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.
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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.
 
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.
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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.
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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====
 
====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.
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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.
    
==References==
 
==References==
 
<references/>
 
<references/>
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==External Links==
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==External links==
 
* [http://aquela.com/roleplaying/r&r/index.html Religion and Roleplaying]
 
* [http://aquela.com/roleplaying/r&r/index.html Religion and Roleplaying]
 
* [http://www.fansforchrist.org/new/articles/article03a.htm Christians Playing Dungeons and Dragons] - An informed Christian's perspective on Dungeons & Dragons.  
 
* [http://www.fansforchrist.org/new/articles/article03a.htm Christians Playing Dungeons and Dragons] - An informed Christian's perspective on Dungeons & Dragons.  
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