Category Archives: Role-Play Games

Is Playing DnD Online Better Than In Real Life?

A new game of Dungeons and Dragons is always a nerve-wracking event as a Dungeon Master. There is so much to do, especially if you want to write your own adventure. Then you have to consider your players, you never really know what they are going to do, or if the content you’ve written will be “enough”.

Well last night I embarked upon a new campaign, written in about a week, using a digital tabletop which I’d never used before (I also haven’t ran many campaigns online), with an entire party of players I didn’t know. I don’t think it’s possible to present a DM with more of a psychological or physical challenge.

And frankly it was one of the best sessions I’d ever had.

This article is an attempt to get more people into DnD online. As a DM, you invest so much time and effort that it can be hard to step out of your comfort zone, but this session reminded me why that’s important.

We used Roll20: the free virtual tabletop which provides an absolute ton of functionality and really brings you as close as you can possibly come to being around a table. The dice roller even lets you roll big 3D dice!

https://roll20.net

As the DM, I found that every little need I had was met: I could set up encounter tokens, NPCs, new maps, handouts and even track initiative on the tabletop. This allowed me to involve the players in every part of my preparation. They could see the gears in motion so the session never really stalled or lost pace when I was setting up the next encounter.

For tracking characters we used DnD Beyond. An amazing official website by Wizards Of The Coast, which basically gives you every tool and rule to set up a campaign and actually play it. The site requires an entire article of its own, but suffice it to say that as a DMs and character’s toolbox, this site has it all.

https://www.dndbeyond.com

Then lastly we come to my players. I was so nervous about these guys, I’d never met any of them before, we just set up the game on a discord server I frequent before christmas then last night, there we were, confronted by a whole slew of new experiences.

As a DM, you always hope that your players are going to “get” your game, and certainly I was worried that my game style wasn’t necessarily going to be compatible with how they wanted to play. My fears turned out to be completely unfounded, as they really got their teeth into my session in a way that made the effort totally worth it!

This proves to me, that playing DnD online, with strangers is not such a daunting task as it used to be. The free tools are so good these days that you hardly feel divorced from the table. It certainly opened my eyes and I hope you give it a chance too! Especially if you can’t give up the time and effort it takes to get together with people on a particular day. As a 29 year old who works odd hours, that’s become of great concern to me in recent years, so last night’s session was almost a weight off my mind:
As long as you have a computer, you can play DnD.

Until next time,

Fozzie.

An Intro To The Pulp RPG Modular Framework.

Hello nerdy people!

We’re here today to tell you about a pretty big side of what Pulp RPG is all about: The Modular Framework. Now what on earth is that?

Well, it’s the central idea upon which all of the development of Pulp RPG revolves. To put it simply, The Modular Framework takes the Pulp RPG Basic Rulebook and uses it’s simple mechanics as a point from which to build more complex and setting-specific game systems, without having to include all of these rules in one giant tome.

While indeed you can just use the Basic Rulebook’s lightweight and narratively focused ruleset to run any sort of game you like, in any sort of setting you like, we feel that those more crunchy, mechanics-based systems are a lot of fun too, so we’ll be using The Modular Framework to add layers and layers of mechanical complexity to the game going forward.

The trick we’re really trying to achieve is being able to use tiers of complexity to allow you to flesh out your games in any way you want. This approach will also allow us to deliver packs of new content and mechanics as and when they are developed, so that you can slot them into your games to make the experience new and refreshing even after hundreds of hours invested into playing Pulp RPG.

Mechanics packs will be included alongside Setting packs for things like Sci-Fi combat, Spaceship Battles and Hacking in the Pulp StarFight Setting Pack being developed right now.

We think this approach will allow both us and you as players to have our cake and eat it, by being able to get your teeth into oodles of new and interesting rules and tables, while still rooting the system in simplicity.

We certainly hope you agree! But we’d love to hear any feedback you have by either commenting down below or joining our Discord server. There’s usually someone there enthusiastic to answer any questions.

Link to Discord: https://discord.gg/PGj8yYS

That’s all from us for now, but be sure to check back soon for a new update!

 

Happy gaming,
The Creator Consortium Crew.

Your Guide To Pulp RPG In The New Year

Hello there friends!

We’re here again to tell you all about the exciting things that are going to be happening with Pulp RPG in the near future. Recently we finished the first official draft of the basic rules; a lightweight roleplay system designed to allow you and your gaming group to seamlessly run games in any setting you’d like!

We’re very proud of how it turned out, and you can get your hands on the early release version by going over to our Discord server and shouting at us to hand it over!

Link to Discord: https://discord.gg/PGj8yYS

We’re also nearing completion on the first official adventure pack for Pulp: Chasing Zombie Hitler Through Panama In 1948. This madcap adventure sees you taking the role of an auspicious stranger, caught up in post-war supernatural skullduggery, facing down the most evil man in history with the powers of undeath on his side. As normal with all pulp material, it will be free to download from this website once published in the new year.

We also have many exciting projects lined up for next year! We have The Godless Realm: the first official campaign setting for Pulp RPG, set in a boundless fantasy world inhabited by deadly gods and countless monsters for you and your friends to face.

Our podcast – “Talking Pulp” – where we discuss Godless Realm

Mr. Ferris is also working on a horror themed setting: Pulp Nightmare – you’ll find yourself immersed in a terrible post-apocalyptic world where truly, the only thing to fear, is fear itself.

Then lastly we have Mr. Steadman’s pet project: Pulp StarFight – a fully fleshed-out science fiction setting brimming with political intrigue, fleet battles and weird and wonderful alien races.

Our last article on Pulp RPG – Tons of info!

There is so much more to tell, but for fear of this article getting too wordy, we’re going to leave you guessing, but rest assured we’ve got a whole host of amazing content for you coming up in 2019, so stay tuned!

Sincerely yours,

The Creator Consortium Team.

Subscribe to our mailing list to stay up to date! – http:/eepurl.com/dLtzIo

The Future Of Pulp RPG And You.

Good day nerdy people!

We here at CreatorConsortium have been having a jolly old time of it recently, with many things having been discussed on how we want to proceed with the site and tons of late night development sessions. Mr Ferris and myself are so passionate about roleplay games that I think it’s safe to say that we think about them daily. There really is nothing like rolling some dice and making some memories with people you love, which is why in addition to the articles covering all manner of Nerdery, we will be focusing our efforts more on the game we are developing and just cannot stop thinking about.

So as you know, we have been working on our home grown tabletop RPG system: Pulp. The idea behind it is to create a simple and approachable core roleplay system that anyone can pick up and play in literally minutes, then with the addition of rulesets and setting expansions, you can introduce as much or as little complexity as you want. The focus is on allowing everyone to roleplay and giving the GM the tools to be able to take an active hand in the game. Combat is collaborative, forcing both player and GM to talk back and forth about how situations flow. The most important part, though, is that it is so fun!

A link to our first audio Devlog!

What we really wanted to get away from was extensive tables and lists of rules filling entire books, pushing combat and time-sensitive moments into hour long slogfests where you’re checking your sourcebook every five minutes. While we still appreciate and love these rule-heavy systems, like Pathfinder Na D&D, we think that you can still have a satisfying and engaging ruleset while conserving as much time for roleplay as possible!

So in comes Pulp RPG; over the next few months, (the holiday season pushes everything back) we will be focusing our efforts on building a community around our game. We told you about our first adventure pack: Chasing Hitler Through Panama In 1948, this standalone adventure will soon be released alongside the Pulp Beta Core Rules V1.0, both free.

Indepth article on Pulp’s progress.

We hope to use these two powerful little documents to get people playing our game and giving us much needed feedback while we plunge into our first large and sprawling Campaign Pack: The Godless Realm, which will add a host of new mechanics to use in a fully fleshed out and dynamic fantasy setting, filled with treacherous gods and plenty of thrilling battles to fight.

We urge you to head on over to our discord and give us a holler; we’re always ready to talk about Pulp RPG, and I personally will be trying to put a game of Pulp together with anyone willing.

https://discord.gg/PGj8yYS

Happy gaming!

J.A.Steadman.

How to Write Single Session Adventures for RPGs (with examples)

Whether you’re new to RPGs like D&D or you just want a fresh perspective as a veteran, we’ve got some suggestions to creating a single session adventure in a couple of hours (which, over a week isn’t that long at all when you think about it).

Writing a whole campaign for table top role-play games like Dungeons & Dragons can be daunting, especially if you’re new to the role of games master (GM) or dungeon master (DM). It doesn’t need to be difficult, which is why I’m setting out how to write a single session adventure and how make it a worthy story!

Definition

A single session adventure takes place for a single gaming session – usually around 3 hours or an evening of game play. It is designed to resolve itself by player interaction at the end of the session, allowing the players to move their characters on. It is a great way to introduce yourself as a new GM to the game because the effort involved is minimal compared to writing a full campaign. That said, extra credit for proper design such as maps and non-playing characters really helps!

Single session adventures need to be concise, so some of the work the GM has to undertake can be a bit more intense: the game needs to start succinctly, the players need to be hooked in right from the start and the game needs to build up to the end smoothly.

I’m going to be running with an adventure example so you can see how it builds up. If you’re lucky I’ll throw in some diagrams to explain what I’m talking about.

Note: I’m not writing this with any game system in mind, although I’ll use generic fantasy elements like those found in D&D. The advice and technique should apply to just about any setting or game.

First Step: The Facts

Identify what the facts are in your adventure – this is the most creative part of the design stage because what you’re doing is setting the plot. The players don’t need to know these facts – it is their job to find the clues and put the pieces of the puzzle together much like a murder mystery show. The clues culminate into the facts and then there is a resolution, in games like Dungeons & Dragons this is normally the second to last encounter: facing the enemy.

Look on the facts of your adventure like the synopsis of a story or a film. It needs to be only be a line or two at most.

Example fact: A Hag is living near a village and has sleep-charmed one or more of the villagers to kidnap young children and take them to her grotto where she devours them or uses them in dark rituals to proliferate her coven. Travellers have also gone missing in the night, leaving all of their belongings behind in the small village inn.

From this simple factual synopsis, we have the antagonist of our story, the method and locations of their actions and finally a reason as to why – creating her own coven of hangs or witches.

Second Step: The Clues & Encounters

A single session adventure should have no more than 3-4 key encounters where the players are able to discover clues. Clues are simple bits of information that, when combined with other clues point the finger or give a direction for the players to investigate further, leading to the showdown encounter which is the resolution. Clues do not have to be combat engagements – your players will be playing different characters with different skills and abilities and you are going to want to provide something for everyone in some of your encounters. Each clue should involve a different style of play for accommodate skills and abilities. This is a story, not a series of fights.

Here’s a diagram showing ways you can organise your clues to make the adventure coherent to you and your players. It is not a comprehensive diagram, but covers the basics which should be more than enough for your single session adventure:

clues for resolutions

Route 1 is linear and fair for first time players. Route 2 starts with the first clue, requiring at least clue two or three to be discovered before heading to the final resolution. Route 3 implies that any clue may lead to the end resolution. Personally, Route 2 is my chosen style as it gives the players a natural feel for the progression of the plot and doesn’t lead right to the resolution after a single clue.

Examples clue encounters

I’ve picked four clues which the players may encounter.

The first clue is that a child vanished in the night from the family’s log cabin. The players can investigate the cabin and realise that there are no signs of forced entry, and under questioning the parents, the bar to the front door was still in place in the morning. Rogue like characters, or trap masters will enjoy setting up their own traps to see where the thief comes from, or analysing the events, possibly suspecting the parents (which is true, but the parents are not aware of their actions).

The second clue is that the elders of the village have been having dreams where they have taken up their young ones and carried them through the forest in the dead of night, to a stone altar where a beautiful woman waits in a strange scant clothing, a tall horned figure lingers in her shadow, never quite realised clearly. Stone altars, strange large creatures and witch-like individuals should inspire the lore masters and religious or cult focused characters.

The third clue involves tracking bare footprints that lead from the village into the forest. Outdoor characters and hunters / trackers will enjoy finding clues such as broken branches or torn clothing (matching the villagers nightwear). Nature characters such as druids will likely notice that the fauna of the forest is very quiet, and that there is evidence of corruption in the flora: leaves are slightly yellowed, new growth is not as vibrant or strong.

The fourth clue is optional, as the players may not try to set up a watch and see if another child or traveller goes missing. This clue / encounter should lead the party into the thick of the forest where the hag will be awaiting her sacrifice. The players will likely forcibly engage the hag, who will make her escape and let the horned figure do her fighting. Tracking the hag from here will lead to the final resolution.

If you feel the party is going too fast, you can include some other encounters as red herrings – bandits camped nearby the main road, wandering monsters which, once dealt with, turn out not to be the culprit!

You should write short introduction paragraphs for each area which gives the details the players need to start investigating. Use the clues you have already written to help you with this. My example is attached to the first clue – clues two and three can probably fit into the map of the village we’ve already given to the players.

“The abandoned cabin sits in shadow, empty of life. The door has been flung open, the bar that held it shut discarded on the floor. From the outside, the various windows have remained closed, firmly held shut by their wooden bars. Inside is cold, hidden away from sunlight and without a fire to keep the house dry. The three rooms are separated by door frames covered in heavy fabrics. The beds are disturbed.”

From this description, your players will want to begin their investigation of the various rooms, asking you questions and poking around for more clues. In this instance, it is clear that the kidnapper did not force their way in, suggesting there is another way into the cabin (which there is not). After a thorough search the players will probably conclude that the kidnapper came from inside the house and may suspect the family – which is another intense encounter which can develop from the clue.

Third Step: Draw the Players In

This is often referred to in RPGs as the plot hook – the device you use to draw the players in and make them want to participate in the adventure. For longer games that last several sessions you can play on plot hooks by enticing players one at a time, but in single sessions you can’t afford to spend the time tailoring the hook for each character.

This is usually the last step for me, as don’t often use personal character hooks (my players are pretty good at that themselves). Arguably this step could be the first or last for many GMs – it’s all down to how you feel about it.

Start the game by asking their characters why they are on the road or why they may be in the village. Take no more than 5 minutes to round this information up. If you have completely new players, you’ll want to do this before the gaming session.

You’ll find that some players are quite good at giving you a little bit of character plot themselves – likely they will provide you some of their own motivation.

Fourth Step: Extra Credits

Maps will be essential to the players immersion for a single session game. Keep them simple: a map of the village will suffice as a centerpiece for the gaming table or space. Make it larger than it needs to be so the players can add to it as they explore or learn about points of interest from the locals – particularly the outdoor type characters, your Rangers, Druids, Hunter etc.

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Have a dungeon, by all means, but keep it small, maybe 4-6 areas in said dungeon at most. Again, add elements that will give each class or character type something to play with to utilise their abilities such as traps, moral obligations, conundrums, and obviously monsters and bad-guys.

Have a two tailed ending. This is where the clues may allow for different approaches to affect the resolution of the adventure. This could be helping one faction over the other, using a faction to thwart the other or toppling both factions at once. In order for this to happen, consider two or more factions where one is a definite enemy, and the others as possible enemies.

In our current example, one of the townsfolk may have control of the hag, perhaps they hold a fetish which stop the hag from killing them, and so they use the hag for their own agenda, perhaps they suffered at the hands of the villagers years ago and now have an avenue for their revenge. You’ll need to edit your primary fact from your first step.

Fifth Step: Running the Game, Pacing and Rhythm

You should start the gaming session from this point and describe the setting to them from the outset. Leave no room for them to be in different places or occupied with other events unless you can trust the players to come together quickly. I’ve including an example opening description, feel free to use it as a template.

‘Winter in the northern reaches comes sharply this time of year and is unforgiving to the lost and weary. You have been travelling through dark forests for several days. Seeing the first village in what seems like months, you happily head to the warm glow of fires. The village is quiet as occasional snowflakes fall silently. Well wrapped stragglers hurry indoors, some clutching babies close to their chests or dragging resisting children indoors. A single guard approaches holding a torch high to see you all clearly in the growing darkness. She carries a well service sword on her hip. “We don’t see travellers much here – we’re shunned,” she points to a large, scruffy two-story building in the centre of the village, ‘You’ll find rest there, but beware, people have gone missing in the night, locals and travellers alike. If it wasn’t for the coming blizzard, I’d tell you to keep walking.” She nods curtly and continues her patrol.’

In this opening, we set the scene: winter and cold, the characters should be seeking shelter. We give them a location, the village. Being dark, children and being called in, which seems normal at first. The guard, although taciturn doesn’t provide the mission as such, but she does lay the ground work, suggesting the village is not a highly regarded by outsiders and that people go missing. Finally, the players are told a blizzard is coming, so they will likely want to seek shelter and stay a while. Once the players are at the Inn, they can begin questioning the suspicious and untrusting locals, which is an encounter in itself and helps you set up the clues.

So, it is a bit cliché, but this is a working example which I hope gives you an idea of how to draw the players in without making it seem forced. Nothing kills the immersion that keeping your players rigidly in the story, you need them to feel like they want to stay and investigate.

So far, we have the clues, encounters and the plot hook to get the players drawn in. You’ve already got the meat of the adventure set out, now you need to add the garnishes and side orders.

And the last bit…

Keeping the flow of the game is vital for single session adventures. More than ever the party must not dawdle about, wondering where to go next – if they do, they’re eating into the valuable session time and need to get moving. My simple advice here is to keep the players active. If they don’t seem to be doing anything, for example in the evening of the first night at the Inn, then get them to commit to sleep or carry out an action.

If the players are stumped and are not sure what to do next, bring an encounter to them, but make them work for it – don’t spoon feed them! If the following morning they are sat outside wondering where to start, add a small encounter where another child has gone missing: a mother’s shriek. If they still don’t investigate, the villagers gather around the house and begin weeping – another child is missing and then they active ask the characters to help them investigate, which should lead them to the first clue.

There you have it –  a single session game planned out and underway in a couple of hours of work. If, like me, you get the odd 10 minutes here or there, jot down your ideas, add to them, let them grow.

If you give yourself a finite number of key encounters, the rest pretty much writes itself and you’ll be steaming ahead with tonnes of possible ideas, just waiting to be played!

That’s all for today!

We’ve been working hard on NaNoWriMo, Pulp RPG, adventures modules, proofing, editing and brainstorm, all whilst holding down full-time jobs. We’re getting there 😉

J.D Ferris, CC

The devs play the first ever session of CC’s new game: Pulp RPG

Today’s undertaking saw the completion of our first ever session in what we hope to be many more in the development of our game, Pulp RPG. It saw us chasing shadows and half rumours through the countryside of Panama, attacked by unholy creatures and confronting Hitler himself.

Brew you darkest French Roast and have a listen to the aftermath as Fozzy and Ferris excitedly ramble about what this means for role-playing games.

Download Link (25MB)

 

Panic & Perturbation: When Dungeons & Dragons came Under Fire

Dungeons & Dragons had a bad rep in the 80’s and 90’s and was subjected to the moral bashing of the Satanic Panic during those decades. I’d like to tackle some of those moral implications and compare to some of my personal experiences growing up with RPGs.

Moral panic, according to Google’s dictionary is determined as; “an instance of public anxiety or alarm in response to a problem regarded as threatening the moral standards of society.” Moral standing sometimes seems to be the self imposed mantle of older generations and I guess you could also describe it as a fear of the new, or a fear of change, or of the unknown.

Nearly a month ago I wrote an article on the benefits of games like Dungeons & Dragons for friends and family, outlining the educational needs of not only standard subjects such as math, but also of morals and ethics, which could be learnt through experience in a safe role-play game environment.

We have seen a lot of moral panic historically: Puritans and the fear of Witchcraft in the 1600’s caused the murder of both men and women, purely on superstition. The prohibition era banned alcoholic drinks, where normal people had to go underground to get a drink or two in polite society. Most drug propaganda is scientifically defunct, and has been for years yet people still believe the end times will be the result of drug use. Marijuana is now legal for recreational use in places like Canada.

Back to D&D. I touched on a subject in the original draft which I later removed because some readers thought it would alienate the crowd I was trying to help. This article is the debate I removed; why dungeons and dragons got such a bad in previous decades and is still considered sinful.

I wanted to find out where the bad rep for Dungeons & Dragons came from, and what sources I could muster to get the message across that it is not a masterpiece of the devil, and is actually good for people.

ash background beautiful blaze

A simple google search ‘problems with D&D’ finds material related to the moral and ethical implications of playing Dungeons & Dragons (D&D) for kids. Websites like this still exist, where people are denouncing the “dangerous” act of playing this wonderful game. They are also the sort of groups that are pro-life and offer little evidence other than their own testimony. Here’s an excerpt on their opinion of D&D:

“We have serious concerns about “Dungeons and Dragons,” as well as some of the other popular fantasy role-playing games (RPGs).

“On one level, “D&D” is about strategy and mathematical skill, and there are players whose interest would remain strong even if its mystical and magical elements were replaced with other kinds of imagery. That doesn’t change the fact the game includes occultic elements. Some former players have said that “D&D” brought them into contact with demonic activity. Such claims need to be taken very seriously.”

“A second problem is that this game can become an obsession. Some gamers have been known to play for 48-hours straight, forgetting to eat or sleep due to their intense focus on “D&D.” Responsible parents worry about this particular aspect of “D&D,” and maybe you should, too. Entering a fantasy universe and assuming a different personality can be addictive for some gamers, particularly those who tend to be isolated or who have a hard time connecting with people in the real world.”

I’m going to treat this game and it’s creators as innocent until proven guilty – like any good lawyer, I don’t have to prove their innocence, I only have to cast doubt on the allegations.

Now, I’ve been playing D&D for years. It is a wondrous game filled with mythical beasts and adventures that know no real bounds. The sky isn’t even the limit. There’s no evidence provided to back up the claims that this site has made, particularly when it says:

“Some former players have said that “D&D” brought them into contact with demonic activity.”

Who said that, and on what record did they find this? Is it something they have logged themselves and have they reported this to a local authority to investigate? I suspect the answer is no – because the real world does not believe in demonic activity, only human activity, which can be evil.

While I’m at it, have you ever heard the news say that underage smoking is on the rise? Kids will say things to look cool to their peers. In all the people I knew in high school in the UK, a fraction of them smoked, the rest of us didn’t have the money or knew it was bad for you. If you ask kids if they smoke and tell them their answer will remain a secret, a good number of them will tell you they do smoke. Because it’s funny to lie to the authority and get away with it. The same can be said for coming into contact with demonic activity- sure, the demon told me to smoke, take drugs and piss on the grave of the high school mascot.

“Entering a fantasy universe and assuming a different personality can be addictive for some gamers, particularly those who tend to be isolated or who have a hard time connecting with people in the real world.”

I was one of these people who found D&D addictive. But what this fails to realise is that in order for me to play the game, I have to have people with me to play. You can’t play it on your own. It is only as addictive as reading a good book, or spending time with friends. And yeah, I had a hard time connecting with people at school – most of them were dicks. The people I enjoyed spending time with got me into the hobby, it was our escape from shitty high school politics and social constraints. It did us good and they’re all still good friends 25 years later, with families of their own and jobs which help them pay for the stuff they like.

This is the sort of argument which still goes on today. I will freely admit there have been times where I would rather be playing D&D than getting drunk under-aged on cheap alcohol (marketed specifically at kids). And yes, there have been records of people running marathon sessions of D&D for 48 hours – is it no the job of parents to know exactly where their child is and what they are doing?

As a kid, it would be impossible for me to play a 48 hour solid game of D&D and get away with it. I think they are mistaking D&D with online games like World of Warcraft. This is likely another example of a misinformed accusation, a likely bad parenting.

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So where did the moral panic begin with D&D?

There was a tragic series of events which were blown out of proportion, sucked up by the media platforms of the 80’s and 90’s and amplified through TV and various fundamental groups – one of these groups starting with single instigator, probably the most famous.

I don’t have a problem with this instigators, personally. I’ll briefly explain why.

I have sympathy for her – she lost her son, a gifted young man who was considered a bit of a genius. Patricia Pulling lost her 16-year-old son to suicide and like any parent she wanted to find the cause of it. It’s a natural reaction. Since she did not understand one of her sons’ hobbies and likely had a religious upbringing herself, the game of D&D become the target of her concern. Likely she feared its nature – fantasy and fiction. As the Jedi say, fear leads to hate and hate leads to the dark-side. Right up until her death in 1997, she campaigned against role-playing games like D&D.

Why?

She believed her son had fallen foul of a real-life curse through playing D&D. Occultism played a large part in the moral panic of that era. People genuinely believed that D&D was a gateway to doom or the devil. But why? What events in the universe allowed this tenuous link to take hold?

The Devil, Satan or whatever you call the moralistically-challenged entity that some people believe exists to tempt mankind to hell, is seen in all manner of daily things. Large businesses and corporations are surrounded by conspiracy theories. Some people think the Starbucks logo is the devils head upside down, in the form of a goat-like being. Of course, Reddit was the source of much amusement for this one.

I digress.

People thought that playing in a fantasy world would allow kids of the era to lose control of themselves, lead them into madness and dark places, struggle with reality. The fact that the world was already a dark place, with war, corruption, famine, plague and terrorism on the rise, meant nothing to these groups – it had to be the thing they thought they understood and ultimately feared.

So, what is wrong with the argument that playing D&D is likely to end up with your soul lost in the other world, unable to escape (other than sounding like the main plot for Stranger Things)? Well, other than not believing in the popular misconception of the occult (I’ve read too much horror fiction), it’s that you would have to play the game with some seriously shady people to act as the third-party sales person to Hell.

I play with respected friends who are now doctors, teachers, nurses and therapists, how about you? We all started in the spare room of a family home, secluding ourselves away to enjoy an adventure of the imagination. I enjoyed the ride and not once did I feel my soul pulling away. But what about the moral implications of playing a game where the moral alignment of a character gets murky?

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To see an original copy of the text that Puller was circulating to police, schools and other authorities, check out the escapist, who has scanned in the text for you to read. There’s a good page by page critique if you’ve got the time to read it too.

Most of what is said or argued is pretty loose when it comes to examining the details, and evidence is really pushing it as a description. Now, admittedly this was in the time before the internet – people didn’t have as much information at their fingertips. Education was something you either got from school, the library or church. No offence people of the 80’s, it wasn’t your fault.

The moral ambiguity partly stems from the alignment game mechanic. In D&D there is an axis of Law to Chaos, Good to Evil, with neutral being in the middle of both. You pick one from each axis, for example you could play lawful-good (a really upright member of a community) or lawful-evil (most politicians today), chaotic-good (Robin Hood sort of chap) or chaotic-evil (rampant, crazy and undoubtedly evil). So, what is to stop us all playing chaotic and evil characters and indulging in some crazy killing spree?

Well, nothing really.

But here’s where it is interesting – D&D creates situations where you may not have considered your actions thoroughly. The referee of the game, the Dungeon Master (DM) acts as the storyteller and explains what happens by interpreting the dice rolls of the players, gauging the success or failure of their actions and endeavors. The DM also tells or shows the story, acting as the narrator. A good DM thinks ahead. This DM/Player interaction is shared between a group of people, so the chances of it turning into a descriptive, murderous, sex-spree is unlikely. People are normal.

If a player wishes to play an evil character, they are usually the odd one out, and the DM, as a good referee of the game will point out that acting in evil ways will always have consequences, often resulting in the death of the evil character.

There are safe moral lessons in D&D – we may think that killing Orcs and Goblins in their cave lair is the right thing to do, but what happens when we stumble upon their young? It makes your players stop and think for a moment, asking themselves if there is a different way to approach this?

There are some powerful fictional deities in the fantasy world of D&D – do enough evil and you will attract the attention of the lawful good gods, controlled by the DM. Your character won’t last long.

Finally, D&D is a cooperative game, an evil character in the adventuring party is usually at a ratio of 1:4 – they will be outspoken by the other players and their game will not be as fun.

Ethan Gilsdorf says it better than I can in his book on fantasy role-playing. It was given to me as a gift by a good friend when at University who I had introduced to the game. Gilsdorf says:

“For me, the most interesting D&D games ask players to face murky ethical and morals situations, and force them into questionable behaviour” … “Does your ‘good’ character torture a goblin to get useful information that serves a higher goal? Is it okay to use a magic item that exerts mind control over other creatures to defeat a foe? D&D poses all these questions and provides opportunities for role-playing and testing ideas and decisions, all in a safe way, one that has no consequences in the real world but does teach us important lessons about how we might, or should, behave in the real world ourselves. Triumphing over that evil force helps reset our moral compasses.”

Ultimately society has to become far more objective and skeptical when we are approached by people trying to help us out, who tell is that we need to fear something based on their knee-jerk reactions and anecdotal data – even those who act as scientists have fallen fowl to speaking up without actually collecting facts and viewing them with an objective eye.

Fortunately science was able to correct the problem in the mid 90’s and sort out much of the lies and misinformation and admit that some of what was said as fact by therapists and officials was simply wrong. Science is good, but is easily misconstrued by false prophets.

Ultimately we have to learn, as a society, to see a moral panic when it happens. If we can do that, and not get caught up in the stinking mess, we may actually stand a chance at peace and harmony. Particularly if we learn from the mistakes of our ancestors – something which we need to maintain now that the generations of the world war are nearly gone.

J.D Ferris, CC

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