Changes

Jump to navigation Jump to search
167 bytes added ,  21:39, December 29, 2016
Correct some spelling mistakes (Faerun instead of Faerûn) and updated some information.
Line 114: Line 114:  
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.)
 
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, released in 2008, was the first to contain 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 a devil.
 +
 
 +
The Fifth Edition Player's Handbook also features a "Warlock" class with an option to make an "Infernal Pact".
    
===D&D and the Occult===
 
===D&D and the Occult===
Line 125: Line 127:  
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.  
 
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.   
+
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 (allegedly) significantly less mysterious and sensational.   
   −
These misperceptions have largely evaporated, both because of the game's popularity and better information about the product.  Critics became aware that players were not involved in anything occult but were gaming in a fantasy setting. Most everyone in America knows someone who has played ''Dungeons & Dragons'', although they may not know it since playing carries a stigma of geekiness.
+
These misperceptions have largely evaporated, both because of the game's popularity and better information about the product.  Critics became aware that players were not involved in anything occult but were gaming in a fantasy setting. Most everyone in America knows someone who has played ''Dungeons & Dragons'', although they may not know it since playing rightly carries a stigma of geekiness.
    
===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>  
+
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'', ''Faerûn'', ''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. 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.   
 
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.   
(username removed)

Navigation menu