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<blockquote data-quote="WayneLigon" data-source="post: 3852753" data-attributes="member: 3649"><p>I never really had to even though I grew up and reside in a small city in the Deep South. I was already 17 when I got into D&D in '78 and all the people I played with were either my age or in college; a couple had their own homes or apartments, so the idea of parents, schools or churches having any influence on what we did for a pasttime was moot. None of the people were ever dealt with or hung out with on a regular basis were anti-D&D so we mostly ignored what the anti-D&D people said. I never even heard of Pat Pulling until much later.</p><p></p><p>If it <em>had </em> bothered any parents, we'd have simply ignored it. The under-eighteens that played with us on a regular basis, we'd have simply lied for them if it had ever come up, but it never did to my knowledge.</p><p></p><p>We never dealt with any instances of book burning but had a contingency plan in case we did: we'd simply pitch in and buy that person new books and keep them for him elsewhere until he turned 18. I knew a friend-of-a-friend who suppossedly had to keep his books off-site as it were but I can't say that that was ever confirmed to me personally. It might well have just been some kid trying to make his situation sound important.</p><p></p><p>We always either had a game store to run games at, or someone's house; we never had to depend on public places or meeting places such as after-school classrooms, libraries or church basements to play, so I have no idea how that would have played out. </p><p></p><p>The so-called occult aspect of D&D never bothered us or anyone we knew. We drew regularly from fantasy literature of the time, which had and has vastly stronger occult themes than any D&D book that has ever been made. Someone played a cleric of so-and-so, we'd go out and read up on various myths and practices from various parts of the world to add verisimlitude to the PC. Same with mages; after all, you think it's a mere coincidence between the spell and most of those material components listed? I hope nobody thinks elementals come in Earth, Air, Fire and Water varieties just because that was something Gary pulled out of the sky. </p><p></p><p>Most of our campaign worlds were built up on some sort of 'real-world' occultism, usually Tarot symbology or a mish-mash of various things all thrown together and blended until they made a consistant whole. If we modified a spell, we usually brought it more into line with the various Laws you find in a lot of anthropology books. </p><p></p><p>None of us were particularly religious in any aspect; none of us were practicing pagans, or whatever, so the whole of the world's various belief systems were just grist for the gaming mill.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3852753, member: 3649"] I never really had to even though I grew up and reside in a small city in the Deep South. I was already 17 when I got into D&D in '78 and all the people I played with were either my age or in college; a couple had their own homes or apartments, so the idea of parents, schools or churches having any influence on what we did for a pasttime was moot. None of the people were ever dealt with or hung out with on a regular basis were anti-D&D so we mostly ignored what the anti-D&D people said. I never even heard of Pat Pulling until much later. If it [I]had [/I] bothered any parents, we'd have simply ignored it. The under-eighteens that played with us on a regular basis, we'd have simply lied for them if it had ever come up, but it never did to my knowledge. We never dealt with any instances of book burning but had a contingency plan in case we did: we'd simply pitch in and buy that person new books and keep them for him elsewhere until he turned 18. I knew a friend-of-a-friend who suppossedly had to keep his books off-site as it were but I can't say that that was ever confirmed to me personally. It might well have just been some kid trying to make his situation sound important. We always either had a game store to run games at, or someone's house; we never had to depend on public places or meeting places such as after-school classrooms, libraries or church basements to play, so I have no idea how that would have played out. The so-called occult aspect of D&D never bothered us or anyone we knew. We drew regularly from fantasy literature of the time, which had and has vastly stronger occult themes than any D&D book that has ever been made. Someone played a cleric of so-and-so, we'd go out and read up on various myths and practices from various parts of the world to add verisimlitude to the PC. Same with mages; after all, you think it's a mere coincidence between the spell and most of those material components listed? I hope nobody thinks elementals come in Earth, Air, Fire and Water varieties just because that was something Gary pulled out of the sky. Most of our campaign worlds were built up on some sort of 'real-world' occultism, usually Tarot symbology or a mish-mash of various things all thrown together and blended until they made a consistant whole. If we modified a spell, we usually brought it more into line with the various Laws you find in a lot of anthropology books. None of us were particularly religious in any aspect; none of us were practicing pagans, or whatever, so the whole of the world's various belief systems were just grist for the gaming mill. [/QUOTE]
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