Great D&D article in today's Boston Globe!

Piratecat

Sesquipedalian
http://www.boston.com/ae/games/articles/2004/01/03/the_adventure_continues/

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The adventure continues
Role-playing games hold magic for a growing number of adults

By Erica Noonan, Globe Staff, 1/3/2004

WALTHAM -- One day last year, about six months after Danger Planet Games and Hobbies opened its doors, a loudmouth taunted a group of guys gathered inside. "You losers," they recall him sneering. "Better get back to your jobs at McDonald's."

The men, who get together regularly to play games such as Dungeons & Dragons, were more amused than threatened. "Nobody at the table really made under $50,000 a year," recalled Jason Smyrloglou, 32, a regular customer from Chelmsford. Someone yelled as much to the guy, who stood in the doorway, and the table erupted in laughter. The harasser turned and fled.

Role-playing games aren't just for teenage misfits anymore. D&D, with its medieval fantasy world of swords and sorcery, is shedding its geeky image, emerging from family recreation rooms and middle school study halls into the cultural mainstream. These days, you'll find adult gamers playing enthusiastically in shops such as Danger Planet or, more often, gathered in the living room of a city condo or suburban Colonial owned by one of the players -- not his parents.

Though an estimated 20 million people worldwide have played D&D since it was created in 1974 -- and spent more than $1 billion on game equipment and books, according to the game's manufacturer -- most Americans have long considered it to be little more than an adolescent pursuit, to be discarded when players are old enough to get driver's licenses and dates.

While the supernatural themes of the game -- which derives inspiration from "Lord of the Rings" author J.R.R. Tolkien -- have influenced the story lines of such popular television programs as "Xena: Warrior Princess," "Buffy the Vampire Slayer," and "Freaks and Geeks," the game itself has not been embraced on a wide scale.

But the awkward, mostly male teenagers who embraced the game in the 1970s and '80s have grown up to become today's software executives, engineers, and website programmers. Many of these men have chosen not to outgrow a pastime they describe as far more creative, exciting, and social than "normal" adult preoccupations. Erich Eichner, 29, of Waltham and Fred Lopez, 32, of Melrose create D&D characters and develop adventure "crusades" using repetitive rolls of six-, eight- and 20-sided dice. On a recent weeknight, the men were gathered at a table in the basement of Danger Planet with several other guys, including Josh Model, 24, of Newton and Stephen Godfroy, 16, of Waltham.

It is Godfroy's first crusade, but the men are happy to include him, as Lopez teams up his self-invented "grumpy dwarven fighter" named Brunn with Brennan the Wanderer, a human-turned-half orc created by Eichner. One player assumes the role of Dungeon Master, the leader and director of the game, as the others roll the dice.

These men could be sitting in their homes alone this Monday evening watching football or "Star Trek" reruns, but they say D&D is a lot more interesting.

"It's the opportunity to write and direct a movie of your own," said Chris McMahon, 24, of Waltham.

The camaraderie is what keeps players coming back week after week, gamers say. You have to be smart, creative, and a team player, which includes watching your friend's back, even if he is a powerful elf or a wizard, said Mike Nichols, 25, a Danger Planet employee and longtime D&D enthusiast.

"It's hard to be good at D&D if you don't have a good imagination," he said. "Being friendly and welcoming is important, too."

Older D&D players recall a bleak time in the 1980s when the game became a target of cultural conservatives who insisted that role playing led to an interest in the occult and contributed to teen suicides. Many schools banned the game, and many frightened parents refused to let their children play.

The game has been increasing in popularity since, and D&D fans have received an unexpected boost in status thanks to the current popular interest in fantasy-themed entertainment such as the Harry Potter books and the "Lord of the Rings" movie trilogy. But gaming experts say the biggest factor behind the destigmatization of D&D and other role-playing games has been the proliferation of home video game systems.

"Computer games have allowed people to think that playing games is a socially acceptable thing to do as an adult," said Anthony Gallela, 34, operations director for the Game Manufacturers Association, a Colorado-based trade association for game companies. "If I can sit and play a game on a console in my 20s with my friends, why can't I play a role-playing game? It's a reasonable next step."

Gallela began playing D&D in 1977, as a grade-schooler. Today he hosts a biweekly "Star Wars"-themed role-playing game of five friends -- men and women in their 20s, 30s, and 40s -- at his home. The group typically gets started after work, orders in some dinner, and plays until 10 p.m.

"It's a nice way to get together," said Gallela, who has also invented two role-playing games, Theatrix and Dwarven Dig.

Teenagers may be dependent on parental support to play D&D, but adult gamers have the money and leisure time to spend on the elaborately designed D&D books, dice, and other paraphernalia. About 15 percent of Danger Planet's total sales are D&D-specific, Nichols estimates, and most of those customers are old enough to have kids of their own.

Seattle area-based Wizards of the Coast, which manufactures the game, estimates that 1.6 million people play D&D regularly and says the third editions of the illustrated rule books, which include detailed descriptions and lush drawings of characters and scenarios, have sold 1 million copies since their release in 2000.

The game may be earning a status domestically that it has long enjoyed in Europe, where family members of all ages regularly play creative games together.

"There is the fear out there that we are breeding creativity out of youngsters and even ourselves," Gallela said. "Things like role-playing games help put some of it back in."

Adult D&D enthusiasts say they encourage their children to embrace role playing, hoping it will spur creativity and accomplishment.

Dean Hollembaek, 46, of Needham and his brother Earl, 43, play Legend of the Five Rings, a samurai fantasy game, and 7th Sea, a pirate-themed role-playing game. Sunday is game night at the Hollembaek house, and Dean says he encourages his teenage children to join in.

"I like the mental challenge of pretending to be somebody you are not," he said. The kids "have learned that they can be anything they want to be."

Erica Noonan can be reached at enoonan@globe.com.

© Copyright 2004 Globe Newspaper Company.
 

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Now all I have to do is earn > $50,000 per year so I can point and laugh at our detractors . . .;)
 
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Way :cool: !!

I'd be interested to see what kind of feedback the reporter gets on this article...

Thanks PC!

LW
 

gfunk said:
Now all I have to do is earn > $50,000 per year so I can point and laugh at our detractors . . .;)

Yeah... my wife and I are getting close... soon, none will be able to stop me! I'll have the game, the girl, and the money. :D
 



WayneLigon said:
What a very nice article to read. I wrote and thanked him for writing it :)

It's a Her (Erica) - but what a nice gesture! Yes, I was really pleased to see this in my paper this morning. Very cool.
 

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