Why do you play D&D?


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The reasons have changed, and grown for me. At first I wanted to be the characters I read about in books. My first real group (AD&D 1st edition) were complete unknowns (eight or nine, male and female) except for the person I worked with who talked them into allowing me to play. They became good friends outside of D&D also. I met my best friend 19 years ago in another game. At various times I've played for escapism, to party with friends, to explore Jungiam archetypes, to create, to hack and slash, and others.
I play more now for fun and to get together with friends. And to create stories and characters.
 

At the behest of Randolpho - here's me paper so far. Here's my disclaimer: 1. First draft - I know the order and language will change a bit. 2. I wrote this before these posts - I'll change some things and add a lot of the opinions here. Any constructive criticism or ideas are always appreciated.

The Sociological Composition of Role-Playing Groups

There are gatherings of individuals who congregate, usually on a weekly basis, to partake in role playing games [RPGs]. These individuals form groups, usually numbering between three and seven, and within contain their own culture and possess a unique social structure. Those who indulge in role playing games [RPGers] also construct a larger culture - one representing RPGers as an entire collective.
This paper will focus on the RPG known as Dungeons and Dragons [D&D], as that is the game that I have had the most experience. Also, D&D is comprised of the largest number of players; thousands of groups playing every week encompassing a large portion of the world.
The following represents is based upon ten years of personal experience playing D&D. The basis for this paper is largely these experiences, but I have augmented this deficiency by interviewing members of my own RPG group and asking for views and opinions on internet bulletin boards. Assuredly, my sociological imagination is being used in its fullest extent, as D&D and RPGs in general will not be praised or slandered. Nor will this paper refer exclusively to simply my RPG group, but hopefully provide a view of what sociological comprises any RPG group.


Culture:
Symbols: D&D exists in the imaginations of the those who play it. It is typically the world of high fantasy: dragons, wizards, and the like. A heavy reliance on the understanding of these commonly held conceptions is employed often.

Players also are drawn to and become attached to certain characters, whether it be the mighty warrior, cunning wizard, or any of the other myriad of possibilities presented before them.

Alignment

Language: Language is central to any RPG. Communication between players is the only way a game can take place. There are two commonly utilized systems of language:
o One, the rich, vivid detail that is used to both describe the experiences the characters are facing and for the players of these characters to interact with the story and each other. This language is referred to as "in-character," being in that it is used in furtherance with the desired atmosphere and ascribed character personalities. It is also a manifest necessity of a successful RPG, as neglecting to develop "in-character" language fails to meet the most crucial role-playing requirements.
o The other commonly employed language is latent and not always desired or intended. This language is the "out-of-character" vernacular, and usually consists of the players simply speaking to one another as they normally would outside of the RPG setting. Although, it should be noted that many RPGers do not communicate with one another outside of the physical location of where the game is held or to help facilitate the generation of another RPG session.
Values: RPGers hold that RPGs that are, first and foremost, entertainment.

RPGers judge others on their level of role-playing competency. These standards are near-universal and include how well a player is able to act the part of his character. The more different the character is from the player who plays it with a high level of competency, the higher the opinion is of that person. Conversely, a player who seems to play herself/himself instead of the character is judged a poor player, usually leading to the ostracizing of that player from the group.

Additionally, the level of involvement is critically gauged. The players who speak up and become engrossed in the game are more highly-regarded in the group than those who sit quietly and only speak when first spoken to.

Beliefs: There is a widespread fear within dominant society that D&D and other RPGs are inherently "evil" and therefore taboo. Most RPGers obviously hold the belief that this is simply not true. Many go to great lengths to disprove such notions with varying degrees of success. Also, RPGers also ensure that the fantasies that are presented within the game do not get confused as reality. After all, they believe, it is simply a game.

There is also the belief of adaptability inherently present in RPGs. Every group is free to adapt the rules that define the game to better suit tastes and interests. Also, in order to become a successful RPGer, an individual must adapt themselves in order to act out the character they have chosen. Personality traits are adopted, and an individual's reality is suspended in order to take part in the fantasy reality that is presented to them.

Norms: Every RPG possesses a system of rules by which every in-game action is governed. As mentioned before, these rules are highly adaptable, but these adapted rules become norms in themselves.

An opposing companion to rules, cheating often frequents RPGs. The manipulation of rules to a player's advantage is universally frowned upon, and can even result in the expulsion of the player from the group. However, occasionally cheating will be allowed in furtherance of the story or the game itself. These instances vary largely from group to group, never happening in some, and frequently in others, but they are a appreciated component of many RPGs providing the timing and scope is correct.

Mores: Pivotal to all expectations for the existence of the group is the ability for everyone to simply be there. RPG sessions are usually scheduled on a weekly basis (though this varies from group to group); a player not being able to show provides a gap in the story - as if someone disappears. While this can be compensated for by someone else taking control of that character, the loss of the player is very difficult to compensate for. Likewise, individuals observing punctuality is generally expected. Tardiness is generally very upsetting to the group dynamic, as the game does not normally begin until all are accounted for.

The Dungeon or Game Master (described below) must also be not only present, but also has the additional responsibility of coming prepared for the gaming session. Failure to prepare adequately either leads to a poor session, or no session at all.

Technology: D&D is what is known as a "pencil and paper" game. Save a few optional utilities, the game rests solely on the imaginations and faculties of those in the group. Other RPGs vary in this aspect, some requiring or promoting the use of certain items, usually to the profit of the company providing them. D&D universally makes use of sets of multifaceted dice. These dice range from those with four faces to twenty faces even up to a hundred faces. They are used primarily to reproduce random aspects in order to more acceptably simulate reality.

The rules and the group imagination also serve to intangibly manipulate reality. These rules are facilitated by books published by the RPG companies. TSR originally published D&D, and the rights were recently purchased by Wizards of the Coast. The books act as reference books and are either memorized in their entirety or are referred to during the course of the gaming session.

The group also manipulates their physical environment by attaining the highest level of comfort possible. This involves setting arrangements and composition, lighting, and a wide assortment of food. Snacks, meals, and drinks, both carbonated and alcoholic, seem to be present in almost every gaming session.

Social Structure:
Status & Role: There are two major statuses present in D&D and most RPGs.

The Dungeon Master [DM] / Game Master
GM: is the individual who controls the RPG within the gaming session. Being a DM/GM demands that she/he also be a moderator, a creator, a storyteller and a leader.
o As a moderator, the DM/GM's role is being responsible for interpreting and enforcing the rules provided to her/him by the RPG publisher. This role also includes social moderation: keeping the players focused on the game or from quarreling with each other.
o As a creator, the DM/GM's role to be innovative and imaginative both before the gaming session and during the session itself. While she/he can borrow heavily upon established resources, a certain measure of creativity is demanded in preparing for the game. The DM/GM is responsible for acting the role of every person, being, or creature that interacts with the players' characters, and this certainly demands an amount of inventiveness.
o As a storyteller, the DM/GM's role is to provide the players with a compelling plot and setting, and a number of engaging characters to encounter. The fantastic settings provide the backdrop for some unique and some plagiarized storylines, always designed to entertain the players.
o As a leader, the DM/GM's role is charged with guiding the player's characters through her/his series of planned and unplanned events. The players take their cue from the DM/GM, as she/he feels is in furtherance of the game and of the enjoyment of the group.

A player is an individual who participates in an RPG session by acting the part of one or more characters of their devising. Being a player provides the opportunity also be a leader and a follower.
o As a leader, a player's role, acting within the limits of her/his character, is directing the rest of the characters to form the group decisions. There may be more than one leader per group, sometimes creating a clash between the two characters, and perhaps players.
o As a follower, a player's role, acting within the limits of her/his character, is not disturbing the status quo; to abide by the leader's decisions and fulfill her/his gaming obligations as they come to her/him.

These two statuses may create role conflict if a player consistently tries to be both simultaneously. This can cause friction between multiple players and could lead to a negative role-playing experience for the player her/himself.

Groups: The RPGers who participate in a gaming session form a definable group. This group can hold their gaming sessions in a multitude of locations, including players' houses and apartments, gaming halls specifically designed for this purpose, gaming conventions, local RPG stores, the internet, or even email and "snail mail". All of these RPG groups share similar social bonds where the members of the groups identify with each other as they communicate.

These groups tend to be very goal-oriented: both the goals within the game itself and the goal of entertainment. RPG groups have a very narrow focus, as gaming sessions comprise the majority of the activities the group will participate in. The duration is varied, usually lasting a couple years before the game either ends or too many individuals move on to still call it the same group; it is then usually considered a new group. These factors place RPG groups as secondary.

Both fantasy and the rules provide for vastly varying statuses within the game milieu. For example, a player might decide her/his character is a mighty warrior, a magic-wielding wizard, or a crafty thief. Partially the player makes this decision based upon personal preference, but also out of the need for balance. A troupe of warriors will not fare well against an evil sorcerer without some magic of their own. The players take these factors into account and adopt their roles in the group based on these needs.

This is an example of RPG group decisions. They tend to be made not for personal gain, but for group gain. It is also very common to see one individual making the majority of decisions for the group.
 


I agree with most of these answers. As a matter-of-fact I'm proud to be a part of such a phenominal community. It's like being a part of a huge family. The one thing that has really made me love roleplaying over the past 5 years (out of 11) is the fact that there are more people in the gaming community that are closer to knowing what life is all about than I ever see among the rest of society. Isn't that messed up!?!:confused:
 

Overall, a good paper.

I play because of friends, my interest in history, myth, language, and literature, and my fondness for fantasy novels. I also love problem solving and role playing.
 

Why play D&D? For the same reason I hurl myself up and down mountains with nothing but a metal dohicky with a pair of wheels attached to it, or climb up the same mountains, or hurl myself down them on a thin wooden plank in the middle of winter. It amsues me and it gives me something to do to fill my time when I'm not working in my dead end ass job.
 

I play DnD because

A) It's fun
B) More specifically, it lets me imagine cool fantasy stuff
C) It lets me pretend to be somebody else
D) It's a time to get together with the guys
E) It's just cool :)
 

Curious as it sounds...

I GM DnD because a few people in my group are old time DnD players and they wanted to give the new 3rd Ed a look. Once my game is done we'll probably move on back to Hero System.
 


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