FREAKS, GEEKS, AND THE ROLE-PLAYING SUBCULTURE
Trevor Rogers
Writer’s comment:
English 104C (journalism) was a rare chance to abandon academic
pretensions and disregard the formal rules of paper composition—in
other words, to focus on writing the kind of article that a regular
person would want to read. It was a liberating experience. Not only did
John Boe’s assignments offer much-needed breaks from a seemingly
endless succession of formulaic English essays, but the course also
allowed me to delve into unconventional subjects that I might not
otherwise have had a chance to explore. The article was inspired by
proximity more than by any real interest in the subject—every Wednesday
a group of D&D enthusiasts meets in the apartment below mine to
indulge sword-and-sorcery fantasies—but I quickly developed an
enthusiasm for the piece as I became familiar with the quirky Dungeons
and Dragons subculture. John Boe’s guidance was essential throughout
the writing process; in fact, my goal was to capture the light-hearted
humor that is the cornerstone of his published work.
—Trevor Rogers
Instructor’s comment: Trevor Rogers’ feature
article “Freaks, Geeks, and the Role-Playing Subculture” was not only a
fabulous piece of writing, but it served as a wonderful teaching aid.
The class was in the computer classroom, so one day we read some of the
students’ drafts that had been handed in that day. When I read Trevor’s
draft aloud, it became clear to the students what a publishable feature
article would look like.
Trevor’s piece doesn’t settle for being just a research piece or just
an account of a D&D game. Instead he gives us both interesting
personal experience and fact-based research. And it all blends together
in large part because Trevor writes so well. Notice, for example, that
although he writes graceful long sentences, he often uses short
sentences to end his paragraphs with a snap: “And, of course, one
slightly confused and reluctant barbarian dwarf.” “If the DM wants you
dead, you’re history.” “It’s Story Time, interactive-style.” “To a
gamer, dice are serious business.” To Trevor, writing is a serious
business, but he makes the reading of his writing as much fun a playing
a game.
—John Boe, English Department
It was three hours into my
first role-playing adventure and I still hadn’t seen a single dragon.
Or a dungeon, for that matter. Actually, I hadn’t seen a hell of a lot
of anything beyond kneecaps and boulders, but those are the things you
spend your time looking at when you’re a 4-foot-tall barbarian dwarf.
I never wanted to be a barbarian dwarf. When I planned this whirlwind
tour of the Dungeons & Dragons gaming universe, I figure I’d get to
be a wizard or a fighter or something equally menacing. But being a
newcomer to the world of D&D, I agreed to let the other members of
the game create my character for me. Live and learn.
Not that the character choice was completely out of my hands. There are
eleven “classes” of characters to choose from in Dungeons &
Dragons: barbarian, sorcerer, bard, cleric, druid, fighter, monk,
paladin, rogue, ranger, and wizard. I chose barbarian because it
sounded the most manly. I was picturing myself as a virile, strapping
warrior a la Schwarzenegger-era Conan. In my imagination I was
strolling across a desolate wasteland wearing nothing but a leather
loincloth, my tawny muscles rippling, a beautiful damsel slung over one
shoulder.
And then other players took over. Once you’ve chosen your class, the
“races” that you can select from are as follows: dwarf, elf, half-elf,
human, halfling, gnome and half-orc. The gaming experts who had agreed
to let me sit in on their weekly D&D convention claimed that the
race should coincide with the player’s actual physical characteristics.
I was the (second) shortest person there, and there you have it. A
barbarian dwarf, ha ha, joke’s on me.
Not a particularly auspicious start, but then I hadn’t expected the
warmest of receptions. I was a bit of an intruder at this weekly
candle-lit gathering of D&D enthusiasts. Only one of the players
was a friend of mine, and since I had confided that I was planning to
write a feature on the much-maligned game of Dungeons and Dragons, the
assumption was that I hadn’t come to play; I’d come to mock.
Which wasn’t entirely true. But let’s be honest.
Back in high school, very few of the popular kids were spending their
Friday nights calculating the number of hit points it would take to
slay a Gargantuan DemiSloth.
Maybe it’s just me, but when I think of Dungeons and Dragons I think of
kids with plastic pocket protectors and eyeglasses held together by
Scotch tape. I think about hanging out at my friend John’s house during
senior year, throwing popcorn at a group of his little brother’s
friends who were gathered studiously around a heap of mystical amulets
and D&D paraphernalia (most likely trying to summon a demon capable
of punishing those who had come to scoff).
But the Dungeons & Dragons group I was now getting a chance to
observe, while not exactly putting the stereotypes to rest, at least
pointed to the diversity of D&D players. There were, in fact, no
pocket protectors in sight, and only one guy was wearing glasses. A
quick survey of the room revealed two computer science majors, a pizza
delivery driver, an English major, and the heavily tattooed singer for
a local rock band. Their gaming characters were equally diverse. The
cramped apartment living room was currently harboring nothing less than
a Dungeon Master, an elf, a rogue, a half-elf, and a paladin.
And, of course, one slightly confused and reluctant barbarian dwarf.
To the beginning gamer, D&D can at first seem a little
overwhelming, but the ingredients that make up a game are fairly
simple. Here, in (extremely) abbreviated form, are the basic items
you’ll need for a D&D experience:
1: A Dungeon Master. This is the big cheese, the
head honcho. The Dungeon Master knows more than you could ever hope to
understand about the game, and is responsible for crafting the entire
D&D experience. The DM is kind of a mix between rogue storyteller
and mad scientist. In the world of D&D, the DM is God.
2: Characters. Everyone who isn’t the DM is a
lowly character in the DM’s world, with no responsibilities beyond
navigating each treacherous adventure with all imaginary limbs intact.
3: Reference Materials. There are tons of
reference materials available to shape and enhance the game. Some are
vital—like character sheets and monster manuals—some are not so vital,
like optional “adventure guides,” that give creatively challenged DMs a
preset storyline to follow.
4: Dice. To play Dungeons & Dragons, you’ll
need dice. Lots and lots of dice. And your typical, unobtrusive,
six-sided white dice from an old Parcheezy board just won’t do.
According to the Dungeons & Dragons players manual, you’ll need
“One or two 4-sided dice, four or more 6-sided dice, an 8-sided die,
two 10-sided dice, a 12-sided die and a 20-sided die.” And that’s just
for starters. Serious players carry a velvet bag full of dice of all
different varieties with them everywhere they go. Furthermore, the dice
have to be different colors. Red is popular, as is clear, blue or even
marbled with lightning bolts down the side. To a gamer, dice are
serious business.
5: A Miniature Figure. You’ll most likely want to
have some visible representation of your character handy. These can
range from simple marks on paper to the pewter figurines sold in gaming
stores.
And that’s it. No checkered board is necessary; there are no
elaborately carved wooden characters to manipulate or fake money to
keep track of. One of the great appeals of the game is its portability.
One other thing you’ll definitely benefit from, though, is a stellar
imagination. Dungeons & Dragons isn’t like a video game—it’s not a
visual medium. It’s just a bunch of guys sitting around engaging in a
sort of mutual hallucination.
And this is where the Dungeon Master comes in. The quality of the
storyline that the DM creates can make or break the game. A great DM
makes the adventure believable, sets and adheres to strict rules, and
is an expert storyteller.
But the reliance on a DM also points to one of the biggest problems
with D&D. Many people chafe at the idea of the DM because, after
all, the DM is really just making this whole thing up. If he/she
decides that a pack of harpies lands on your band of miscreants and
carries off the four-foot barbarian dwarf, there’s really nothing you
can do about. If the DM wants you dead, you’re history.
We were somewhere on the barren plains of Sith, just outside of
NeverWhere, when my Barbarian Dwarf once again got into trouble. I’d
violated one of the premier rules of thumb for the beginning D&D
player—I’d wandered away from my companions to do a little solo
exploring—and now I was going to pay for my audacity.
“You’ve been beset upon by three vicious, snarling Roches,” the DM
said, giving me his well-rehearsed Penetrating Glare for the umpteenth
time. This guy’s non-stop-intensity act was starting to freak me out.
“What’s your strategy?”
I didn’t know what a Roche was, but I sure as hell wasn’t going to
admit it. I’d learned that if you asked for a description of the
creature you were up against, one of the players would produce an
illustration of some drooling, hideous monstrosity, and I didn’t need
that kind of stress.
“I told you not to go into that cave by yourself,” the Fifth-Level
Sorcerer to my left admonished. I resisted the impulse to ask if
dwarves are allowed to attack their fellow players.
“But the talking scroll said ‘the shield resides in darkness’” I hissed back. The Sorcerer just giggled.
At this point in the game I was wondering if our Dungeon Master was a
remorseless sadist or if he just didn’t like me very much. Frankly, I
was leaning toward the latter point of view. This adventure was
officially titled “Quest for the Shield,” but it might as well have
been called “Ice the New Guy,” because I’d spent most of the evening
trying desperately to preserve my character’s puny hide.
Players were beginning to look impatient as I sat and contemplated my
options. Well, screw them. It’s easy to act nonchalant when it’s the
guy next to you who’s being attacked by snarling Roches. After a few
minutes I finally reached a decision that I could live with.
“I’ll run away,” I told the DM.
The Sorcerer thought this was the height of comedy. At first I assumed he was laughing at my cowardice, but no.
“Try to escape from a Roche?” he chortled. “Do you have any idea how fast those things can run?”
Wizards of the Coast, Inc. is the current force behind everything
D&D. These are the guys who own the D&D trademark as well as
the lucrative Forgotten Realms family of role-playing products. But
Wizards of the Coast didn’t (in the immortal words of Billy Joel) start
the fire.
D&D, AD&D (Advanced Dungeons and Dragons), and just about every
role-playing game that followed are actually the brainchildren of a
couple of regular Joes from Wisconsin. Back in the early 70’s, Medieval
Warfare Society member Gary Gygax published a strategy game called
“Chainmail” and marketed it through Gygax’s fledgling company, Tactical
Studies Rules (TSR). A couple years later, a fellow member of the
society, Dave Arneson, helped turn Chainmail into the first modern
version of Dungeons & Dragons.
It was all downhill from there for TSR. The history of the company is a
long and bitter one, and just about everyone involved has a different
take on the company’s demise. Most of the resentment these days is
expressed by Gygax, who continues to take jabs at his former partners
from the website he set up to promote his new role-playing game,
Legendary Adventure.
Bickering aside, these are the facts: Arneson left TSR immediately
after the launch of D&D, then filed a lawsuit in 1979 that resulted
in a monetary settlement. Gygax and new partner Brian Blume also had a
falling out, and in 1985 Gygax agreed to sell his stock in the failing
TSR Corporation. Wizards of the Coast, a corporation based in
Washington, purchased TSR in 1997, and the massive toy company Hasbro
in turn bought the Wizards out two years later.
It seems to be the consensus that Wizards of the Coast, under Hasbro’s
leadership, has done wonders for the modern role-playing world. They’ve
already sponsored a number of tournaments, set up websites and
chatrooms for gaming fanatics, and expanded the product line to include
Star Wars games and Dungeon’s and Dragon’s-themed trading cards. Even
the notoriously resentful Gygax, who rarely expresses anything but
bitterness when addressing the D&D universe, has signed on as a
supporter of Hasbro’s new and improved corporate sponsorship.
Currently, the outlook for role-playing games is good. Personal
computers have given the phenomenon a techno-boost, and the Internet
has helped unite the gaming world. Though many diehard enthusiasts
resist the technological aspects of online gaming, preferring to play
the old fashioned way, most acknowledge the potential that the Internet
holds for player networking. A simple Yahoo Internet search yields
hundreds of sites dedicated to home gaming, offering everything from
Dungeon Mastering tips to customized monster manuals. As
twenty-year-old D&D player Duncan Fisher notes, “It’s a good time
to be a gamer.”
Every once in a while you participate in an event that truly resonates
with you. You know what I’m talking about. You find that one activity,
that one special thing, be it skiing or hockey or whatever, and you know that you’re going to enjoy it for the rest of your days.
For me, Dungeons & Dragons is not that thing.
Don’t get me wrong—I enjoyed my D&D experience and acquired real
respect for both the game and the people who play it, but in the end I
just couldn’t conquer the awkward feeling that I was involved in
something ridiculous. Because when you take away the hit points and
statistics, even a die-hard gamer has to admit that the game boils down
to an advanced session of make-believe. It’s Story Time,
interactive-style.
Yet for the people who love D&D, the make-believe component is the
best part. It’s what distinguishes their game from dinner-party staples
Monopoly, Scrabble and Trivial Pursuit, as well as from the latest
interactive versions of role-playing from Nintendo and Sony
Playstation. Fisher, who has played almost every week since sophomore
year of high school, likes to say, “The imagination is better than any
video game.” It’s hard to argue with that kind of logic. In a way I
suppose it’s kind of sad that I find it difficult to get in touch with
my inner adolescent and lose myself in an evening of slash-em-up Swords
and Sorcery, but that’s the way it goes.
So at the conclusion of only a single night of gaming I officially
retired Groucho, my trusty barbarian dwarf, and left the role-playing
world to the young at heart—those sorcerers, elves and half-orcs who do
justice to the D&D tradition. Not that anyone lost sleep over my
decision to abandon the game. I have to admit that, despite the
affection I harbored for my pint-sized warrior, there probably won’t be
any weeping over the loss of Groucho at the next meeting of the Davis
Fantasy Club.
And in the end it’s probably for the best, because (as my sorcerer
friend graciously reminded me), anyone naive enough to try to outrun a
snarling Roche wouldn’t have survived another evening in NeverWhere.