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New York Times Editorial: "In A Chaotic World, Dungeons & Dragons is Resurgent"
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<blockquote data-quote="CapnZapp" data-source="post: 7854014" data-attributes="member: 12731"><p>I did not get that option.</p><p></p><p>I could, however, enter a phony email address, click through a series of obnoxious offers, and then read the article. </p><p></p><p>Select quotes:</p><p></p><p style="margin-left: 20px">But when he was hired in 2012, [Nathan Stewart] said, “it was really obvious that the current edition of Dungeons & Dragons was not ubiquitous. Everyone wasn’t loving it.”</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Players from its 1970s-1990s heyday had grown up and moved on. Younger generations, embracing video games and smartphones as their escapism of choice, seemed indifferent or bored by D&D’s make-believe world of swords and sorcery, labyrinthine rules and polyhedral dice. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Now D&D appears to have been resurrected as if by a 17th-level necromancer. </p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Several factors — some engineered, others organic — led to D&D’s rebirth. The first was Wizard’s decision to <a href="https://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?module=inline" target="_blank">reboot its rules system</a>. The mainstreaming of geek culture has helped D&D, too. Being able to view actual D&D sessions on the internet, some featuring celebrities, have been instrumental to D&D’s growth. Another factor: older players who have gotten back into the game, teaching their kids to play. </p> <p style="margin-left: 20px"></p><p></p><p>The headline made me think the piece would argue for people turning to D&D in a world of political and environmental disasters, but AFAIK the closest the article came to connecting back to its title was this: </p><p></p><p style="margin-left: 20px">Therapeutically, D&D has emerged as a powerful spell of healing for those who struggle with social anxiety, autism and ADHD.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7854014, member: 12731"] I did not get that option. I could, however, enter a phony email address, click through a series of obnoxious offers, and then read the article. Select quotes: [indent]But when he was hired in 2012, [Nathan Stewart] said, “it was really obvious that the current edition of Dungeons & Dragons was not ubiquitous. Everyone wasn’t loving it.” Players from its 1970s-1990s heyday had grown up and moved on. Younger generations, embracing video games and smartphones as their escapism of choice, seemed indifferent or bored by D&D’s make-believe world of swords and sorcery, labyrinthine rules and polyhedral dice. Now D&D appears to have been resurrected as if by a 17th-level necromancer. Several factors — some engineered, others organic — led to D&D’s rebirth. The first was Wizard’s decision to [URL='https://www.nytimes.com/2012/01/10/arts/video-games/dungeons-dragons-remake-uses-players-input.html?module=inline']reboot its rules system[/URL]. The mainstreaming of geek culture has helped D&D, too. Being able to view actual D&D sessions on the internet, some featuring celebrities, have been instrumental to D&D’s growth. Another factor: older players who have gotten back into the game, teaching their kids to play. [/indent] The headline made me think the piece would argue for people turning to D&D in a world of political and environmental disasters, but AFAIK the closest the article came to connecting back to its title was this: [indent]Therapeutically, D&D has emerged as a powerful spell of healing for those who struggle with social anxiety, autism and ADHD.[/indent] [/QUOTE]
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New York Times Editorial: "In A Chaotic World, Dungeons & Dragons is Resurgent"
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