Celebrim
Legend
This is an extremely complex question and one that I've always been intensely interested in. I don't have any complete and wholly satisfactory answers to it, and most of my experience is nothing more than ancedotal evidence.
As best as I can tell, to a large extent what you learn from playing D&D depends very much on your own moral character to begin with. Some people are more deeply effected by it than others.
I've seen all sorts of people have all sorts of moral responces to the game. A very large percentage of the people I've met do not either do not feel comfortable playing or are mentally unable to play a character whose moral compass is very different than there own. I've known 'good' people who are too sensitive to play anything but good charactes, 'chaotic' people who are too rebelious to play anything but chaotic characters, 'lawful' people who are too honorable to play anything but lawful people, 'evil' people who are well too malicious to play anything but evil, and 'neutral' people whose characters never seem to have a moral compass.
I've even known DM's whose villians possessed moral greyness, or were complicatedly 'good guys' themselves, in a large part because I think that DM was too sensitive to play a truly vile character even as an NPC.
In general, exposure to the game does nothing in particular to change the beliefs of any of those people. A 'good' person doesn't turn into a monster by playing D&D, nor does an 'evil' person suddenly become compassionate and heroic. For one thing, they usually don't 'practice' anything else in game terms.
I've also seen exactly the opposite. I've seen intencely compassionate people experiment with a cruel and capracious character, and I've seen self-absorbed people play self-sacrificing heroes. Generally, this seems to be most what we would call 'fantasy' in the since of day dreaming. One of the most interesting role playing experiences I have ever had was when a very honor bound individual decided to well.... relax is I guess the best word... by playing a character who had no constrictions at all. In general, the player retained his preference for lawful characters (the player would have made a great Sturm Brightblade), but his experimental rouge became a very memorable character and one of I think his and the DM's favorite PC's.
So, one of my first observations about gamers is that they play a character who has an alignment very like thier own or else exactly the opposite. A person who is 'LG' (subjectively speaking and to whatever extent we can apply alignments to real people) or who considers themselves 'LG', generally experiments first with 'LG' or some closely aligned aligment, or 'CE' or some close equivalent. Players tend to keep these preferences for very long times.
However, there are some players I've met who did seem to have moral compasses that were in some way molded by the game that they played. Some people I've met I wouldn't have felt comfortable playing particularly 'vile' campaigns with (not that I myself feel comfortable running such a thing), because there seemed to be some submerged element which it would not be good to feed in that person. To a certain extent, I confess that I consider myself to be one of those people, and there are certain nameless subjects which I do not think it would be wise for me to indulge even in fantasy. For those of you that have seen 'A Beautiful Mind', perhaps you can understand a bit about what I'm talking about.
I do really believe that we can make monsters of ourselves by fantasizing about being monsters or some other unhealthy thing for too long. Stare into the abyss for too long, and the abyss will stare back at you.
So, I for one would be very hesistant about who I would allow to referee my children, for instance. Children as a group seem to be most impressionable, most likely to use play as practice for a real event, and the real danger I can see from roleplaying is repeatedly practicing behavior in a world whose moral compass points in directions very different from that of the real world. If moral behavior in that world is immoral behavior in this one, I fear that some people may forget what is moral and what is not, or may be taught badly how to act in moral situations. I generally depise campaigns in which thier are no repurcusions for immoral behavior, or which don't deal with the moral complexity of killing intelligent beings (say Orcs) because of this.
I'm not entirely sure RPG's are any more dangerous than any other kind of fantasy life in this regard. For instance, I feel more comfortable with someone learning how to engage in social interaction from playing an RPG than I do from them learning how to engage in social interaction by watching the average soap opera. However, since I've known a great many RPG players with Asperger's syndrome or borderline behavior, or who are intensely introverted, or who are otherwise unsocialized it is something I watch. On the whole though, I find RPG's to be extremely helpful therapy for such people.
I realize it is just a game. I too laugh at Jack Chick and his crowd of apocalyptic superstitious pyschos. But just because it is a game does not mean that it isn't also something more than 'mere' entertainment. By all means make the game fun, but I can't help but consider that prior to say 1980 if you looked in a dictionairy under 'role play' you would find a definition that had to do with a form of psychotherapy, and you would still find such behavoir practiced as therapy today. And I might add, some probably find it quite therapeutic and clinical. For my part, I'm inclined to laugh at pschotheraphists as misguided fools, and consider Freud to be the worst scientist since Aristotle, but I do think the RPG community would do good to consider every once in a while that it is quite possible to look at RPG's as a group of amateurs performing psychotherapy on each other.
As best as I can tell, to a large extent what you learn from playing D&D depends very much on your own moral character to begin with. Some people are more deeply effected by it than others.
I've seen all sorts of people have all sorts of moral responces to the game. A very large percentage of the people I've met do not either do not feel comfortable playing or are mentally unable to play a character whose moral compass is very different than there own. I've known 'good' people who are too sensitive to play anything but good charactes, 'chaotic' people who are too rebelious to play anything but chaotic characters, 'lawful' people who are too honorable to play anything but lawful people, 'evil' people who are well too malicious to play anything but evil, and 'neutral' people whose characters never seem to have a moral compass.
I've even known DM's whose villians possessed moral greyness, or were complicatedly 'good guys' themselves, in a large part because I think that DM was too sensitive to play a truly vile character even as an NPC.
In general, exposure to the game does nothing in particular to change the beliefs of any of those people. A 'good' person doesn't turn into a monster by playing D&D, nor does an 'evil' person suddenly become compassionate and heroic. For one thing, they usually don't 'practice' anything else in game terms.
I've also seen exactly the opposite. I've seen intencely compassionate people experiment with a cruel and capracious character, and I've seen self-absorbed people play self-sacrificing heroes. Generally, this seems to be most what we would call 'fantasy' in the since of day dreaming. One of the most interesting role playing experiences I have ever had was when a very honor bound individual decided to well.... relax is I guess the best word... by playing a character who had no constrictions at all. In general, the player retained his preference for lawful characters (the player would have made a great Sturm Brightblade), but his experimental rouge became a very memorable character and one of I think his and the DM's favorite PC's.
So, one of my first observations about gamers is that they play a character who has an alignment very like thier own or else exactly the opposite. A person who is 'LG' (subjectively speaking and to whatever extent we can apply alignments to real people) or who considers themselves 'LG', generally experiments first with 'LG' or some closely aligned aligment, or 'CE' or some close equivalent. Players tend to keep these preferences for very long times.
However, there are some players I've met who did seem to have moral compasses that were in some way molded by the game that they played. Some people I've met I wouldn't have felt comfortable playing particularly 'vile' campaigns with (not that I myself feel comfortable running such a thing), because there seemed to be some submerged element which it would not be good to feed in that person. To a certain extent, I confess that I consider myself to be one of those people, and there are certain nameless subjects which I do not think it would be wise for me to indulge even in fantasy. For those of you that have seen 'A Beautiful Mind', perhaps you can understand a bit about what I'm talking about.
I do really believe that we can make monsters of ourselves by fantasizing about being monsters or some other unhealthy thing for too long. Stare into the abyss for too long, and the abyss will stare back at you.
So, I for one would be very hesistant about who I would allow to referee my children, for instance. Children as a group seem to be most impressionable, most likely to use play as practice for a real event, and the real danger I can see from roleplaying is repeatedly practicing behavior in a world whose moral compass points in directions very different from that of the real world. If moral behavior in that world is immoral behavior in this one, I fear that some people may forget what is moral and what is not, or may be taught badly how to act in moral situations. I generally depise campaigns in which thier are no repurcusions for immoral behavior, or which don't deal with the moral complexity of killing intelligent beings (say Orcs) because of this.
I'm not entirely sure RPG's are any more dangerous than any other kind of fantasy life in this regard. For instance, I feel more comfortable with someone learning how to engage in social interaction from playing an RPG than I do from them learning how to engage in social interaction by watching the average soap opera. However, since I've known a great many RPG players with Asperger's syndrome or borderline behavior, or who are intensely introverted, or who are otherwise unsocialized it is something I watch. On the whole though, I find RPG's to be extremely helpful therapy for such people.
I realize it is just a game. I too laugh at Jack Chick and his crowd of apocalyptic superstitious pyschos. But just because it is a game does not mean that it isn't also something more than 'mere' entertainment. By all means make the game fun, but I can't help but consider that prior to say 1980 if you looked in a dictionairy under 'role play' you would find a definition that had to do with a form of psychotherapy, and you would still find such behavoir practiced as therapy today. And I might add, some probably find it quite therapeutic and clinical. For my part, I'm inclined to laugh at pschotheraphists as misguided fools, and consider Freud to be the worst scientist since Aristotle, but I do think the RPG community would do good to consider every once in a while that it is quite possible to look at RPG's as a group of amateurs performing psychotherapy on each other.