Archive for Dungeons and Dragons

5 Rule Theory on Gaming

Posted in Cooperatives / Communities / Networks / Travels, Psychology with tags , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , on February 4, 2011 by Drogo

Drogo’s Gaming Theory

Five Rules for Roleplaying, Rollplaying, and related playing of strategy and character based games…

Playing games for fun is not a phase for me. I don’t only play the latest and coolest, most trendy games. Nor have I even been in a regular group of gamers in years. However I do consider myself a Master of several games, at least in one or two capacities. One of those games I played for years with other people was Dungeons & Dragons. After 10 years of playing I was a Master Dungeon Master, proficient at a few styles of control. It was during my apprenticeship to older Dungeon Masters that I acquired my philosophy of game play.

My favorite Dungeon Masters had similar traits, although they did not know each other. Their ways of controlling was compatible with their ways of playing. Their dominant traits tended to avoid or deny gain by intentional selfishness, rudeness, greed, or cruelty. If spite bias was ever used, it was for conflict resolution. Here I will attempt to list the guidelines of my theory for running games:

1. Prepare ahead of time, so that game play will run smoothly. Preparation can minimize lost time searching through notes or the rule book. Have a few conclusions in mind, and what the psychological results might be.

2. Roll alot of dice to maintain a continuous element of Neutrality, while guiding the story.

3. Guide the story with subtle bias in favor of the characters because you care about the individual people playing.

4. Foster morality and ethics by rewarding ‘goodness’ and punishing ‘badness’. This concept is relative to Character Alignment. Good characters will be guided or controlled by Good Deities, and Bad characters will be guided or controlled by Evil Deities. The result of this is that if the player acts ‘out-of-alignment’ and refuses to correct their behavior, the DM can step in and guide or control their character by using a ‘higher power’ (like a Deity) in the game.

For example if a player wants to play a ‘good’ character, but acts ‘bad’ then an Evil Deity can take control of their character. Whether the player gets control back, depends on whether or not the player modifies the alignment to fit their behavior, or changes their actions to fit the alignment better. If a player wants to play an evil character, and they are being awful to other players or the DM, the DM may retain control of their character through the Evil Deity indefinitely. This is one way to attempt to have good game play, rather than ban players or quit the game.

5. Help everyone to have fun!!!

* not included: tips on game writing or character creating





Fantasy Roleplaying Vs. TV Evangelists

Posted in Spiritual with tags , , , , , , , , on June 20, 2009 by Drogo

Fantasy Roleplaying Vs. TV Evangelists

Walton Stowell 1989

English Essay

“Satan, get thee behind me.” – Jesus to Peter

The churches have always been solidly against the Devil and his worshipers, and their rooting-out-of-evil has been spread far-and-wide for centuries. But how far can they extend their search for Satan? Do common ministers have to persecute anything that they choose, if they can relate it to the Devil?

Although TV evangelists mainly focus their speeches against Sin, generalized youth, perceived demonic cults, and heavy-metal bands; they love to scan roleplaying games for material that may contain demonic inferences. Dungeons & Dragons (created by the TSR company) has been a target of ministers like Pat Robertson. The funniest thing is that D&D was created as a game that prompts youth to strive against things that are bad. In the original D&D player characters battled AGAINST evil demons and devils and monsters. In the later D&D version (AD&D) all references to the supernatural occult religion of Christianity have been cut out.

Teen suicides related to fantasy-roleplaying, actually have very little to do with the game. Individuals who are depressed, or mentally unstable, can use anything that they get involved in as a reason to be sad or happy. In the case of D&D there is nothing inherent in the game to blame, as it depends on the people playing it. As you play the game, you mostly increase your treasure, levels, and experience points. If played correctly, only rarely do characters suffer losses, and when they do it is the job of the DM (Dungeon Master) to help the player feel better and give them chances to succeed in the game.

So I say to the ministers of Christianity, “Calm yourself and get an imagination!”

Graded A on content

The Banner School, Frederick, MD