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Dragon | - | - | - | Dragon 36 |
“The room is illuminated
by light of a provocative, scarlet hue. The
air is musky, smoky,
honey-sweet. A luxurious carpet of thick, black fur
covers the floor
and in the center of it is a pedestal which has a golden
bowl affixed to
it. The four walls are adorned with lurid reliefs of men,
women and other
creatures locked in all manner of sensuous embrace.
An unseen voice
speaks as the party of adventurers enters. ‘Seek Ye
Fulfillment?’, it
asks . . . ”
This room is one of thirteen which constitute
the first level of a
dungeon adventure I call The Inn of Ootah.
The purpose of it should be
clear to even a hobbit-sized imagination.
Once a party enters, the
unseen voice offers them a choice of delicacies
and if the heroes and
heroines care to view these, then shimmering,
colored forceportals
open in the walls. Behind these portals
exotic women and men (The
E.R.A. already passed in my world) beckon
seductively. If a character is
interested, he or she renders payment
to the golden bowl, there is a
spurt of obscuring gas and in place of
gold is a heart-shaped talisman
that permits a single party member entry
through the forceportal opted
for. Once through, the portal closes and
the hardy soul is left quite alone
with the delicacy of his choice. What
occurs then is strictly between me
and the character who has entered, though
of course he or she has the
option to kiss and tell, IF and when he/she
returns.
I originally constructed the Inn of Ootah
as a personal campaign
game. The participants in my campaign
are all adults, well past the age
of consent and fairly sophisticated in
their approach to play. The room I
have just described would cause them no
shock or embarrassment,
they’d simply take it as it was and “seek
fulfillment” according to their
mood.
Recently, however, I carted the Inn along
on a trip to GrimCon, a
fresh addition to the West Coast fantasy-gaming
scene. I intended to run
it for three friends who moved north from
L.A. to San Francisco and
who are all devoted D&Ders without
a campaign to play in. My idea was
to use my friends’ campaign characters
as a core group and recruit other
players from those attending the con.
This was easy enough to accom
plish, but the resultant play left me with
some rather heady food for
thought, and this nourishment prompted
me to share some conclusions
with some of you older DMs out there.
As we all know, a large percentage of those
who enjoy fantasy
gaming are youngsters between the age
of 12 and 16. They appear in
gargantuan hordes at every con, madly
seeking games in a fashion that
is best described as True Chaotic. DMs
in their 20s 30s and 40s often
shun these kids as players, or patronize
them contemptuously, attitudes
I find distasteful to say the least.
Younger dungeon-delvers bring a fresh,
uncynical viewpoint to the
game that augments the fun of it, and
if in their exuberance they tend to
talk all at once this is understandable.
Any adult DM who can’t control 5
or 6 prepubescent lads by means other
than the Instant Balrog Gambit
should check out his own means of relating
to people. Besides, there are
plenty of players out of their teens who
can be just as obnoxious (or
even more so). By the same token, there
are certain stumbling blocks
inherent in DMing for younger players,
particularly if you are as fond of
role-play as I am.
Take, for example, that scarlet-hued room
with the black carpet.
When the party entered, my friends were
instantly delighted, but the
players I had “picked up” sat there with
mouths agape. There were five
of them, the oldest about 14, and it was
painfully apparent that not one
of them had ever encountered a dungeon
room where outright sensual
activity was offered. Ferocious monsters
they could deal with, traps that
sliced off limbs they could face jauntily,
but painted ladies beckoning
absolutely stunned them. There were a
few nervous giggles and one kid,
playing a Paladin, reacted with extravagantly
Paladinish shock, covering his eyes to blot out the “filth” on the walls.
Nevertheless, a few moments later when
a mage and a fighter (both
played by my adult pals) essayed the shimmering
portals to glean what,
uh, “information” they could from the
ladies within, this same Paladin
grew extremely interested. I could see
a struggle taking place within the
lad, and sure enough, after a while he
inquired if partaking of the
“delicacies” would be against his alignment.
His pals giggled some
more, but the question floored me. I suddenly
realized that here I was,
31 years old, the product of a, shall
we say, “liberated” New York City
youth, and this 14 year-old was asking
me if an act of sex was evil.
For one frightening moment I was in a situation
of responsibility that
related to more than just a game of D&D.
Think about it, you adult DMs. Think how
your fantasy activity
touches your real life, then consider
yourself at 14 when everything you
did loomed large in the way you continued
to live. If you’d been a D&D
fanatic at the time, I would guess many
of your attitudes toward right
and wrong would have been molded by your
game experience, even if
only subconsciously. It flashed through
my mind that in some way my
answer would have an influence on this
youthful Paladin and his friends
as well, not in their game lives but in
their actual growing up. Gad, save
vs. responsibility!
The answer I finally gave wasn’t profound
but it was honest. I told
him if he considered sex evil it was,
though in my opinion it wasn’t. He
thought about it, still a tad nervous.
He asked if perhaps he could go into
one of the portals and not do anything.
I allowed as he could, if he
wanted to blow 40 gold pieces.
At about this time the fighter and mage
appeared back in the room,
both professing to feel “weaker” though
both had had a “real good”
time. The Paladin begged off and not one
of the other kids had even
dared to consider such goings-on, so the
party left the room. The
encounter, however, roamed around my greymatter
for the remainder
of the convention. I was having thoughts
about D&D that had never
occurred to me previously.
In the same game another incident occurred,
again with that same
Paladin player. This one involved a mysterious
monk smoking a substance from a hookah which he offered to certain party
members. My
friends accepted somewhat overeagerly,
while the Paladin again asked
me that question. Was smoking a drug against
his alignment? Now, I’m
not a junkie, nor do I think drugs are
of any benefit to teen-agers (no
high is as good as your own natural openness
to things at that age), but I
have had a good deal of experience with
a whole gamut of consciousness-altering substances and would be hard pressed
to declare them
categorically evil.
I therefore opted for the same answer regarding
drugs as I had given
regarding sex, namely, if he thought they
were evil then they were. I
myself did not consider them so. He obviously
feared drug use less than
he did sex (natural for a 14-year-old),
because he took the toke offered.
The result was a three-turn zombieized
state during which he enjoyed
some vivid, though not unpleasant, hallucinations
regarding holy symbols and the like. Of course, he had to be walked around
during this time
and wasn’t of much help when the party
was attacked by two doombats
shortly after.
“That’ll teach you to get stoned on an
expedition,” said one of his
friends self-righteously, but it didn’t
faze him. I think he actually enjoyed
his pseudo-high, and this fact really
set my brain machinery in gear. I
had begun with a nice, amiable kid who
seemed to hold the belief that
sex and drug use were inherently evil
things and in the course of our
mutual gaming I opened his head to the
POSSIBILITY that this was not
always so. My personal moral viewpoint
had been passed on in an
unthreatening manner to a boy who might
very well be influenced by it
at such time as those areas crossed his
life.
I fully realize that my Paladin friend
is intelligent enough to make his
own decisions in these matters; nevertheless,
I can’t help feeling that our
role-playing interaction will have an
effect on those decisions. In D&D
we PLAY a character, but invariably that
character contains elements of
our own selves. For adults, those selves
are already firmly fixed; for
younger players those selves are still
being shaped by EVERY experience they have, INCLUDING D&D. The game
becomes not only a
leisure activity, it becomes a teaching
instrument as well.
A young man or woman running through an
adventure charted by
an adult is open to picking up attitudes
of that adult in regard to certain
activities. The most evident of such activities
is killing. Every melee
involves killing, generally in a black-and-white
manner, i.e. those orcs
are evil and deserve to die and besides,
they’ll slay us if we don’t slay
them. Fine, no problem. Most young players
will never have to face a
need to kill in real life, assuming that
the powers that be are not insane
enough to start another major war. Despite
this, a DM should stress that
killing is the least preferable solution
to conflict, avoiding the tendency to
glorify life-taking.
On the other hand, these young players
will in real life face sexual
encounters, drug use, racial prejudice,
religious crisis, political corruption and numerous meetings with other
human beings who may very
well be of “evil” alignment. At the moment
of such confrontations, all
their experiences will carry weight, fantasy
experiences as well as real.
The more open-minded a DM is in providing
such real-life simulations in
a dungeon, the more his players will pick
up reasonable attitudes toward
the very real evils of life. Role-playing
is meant to do this and D&D is a
legitimate arena for espousing the good.
I don’t mean you should forego the thrill
of fang, talon, claw and
sword, I only suggest you balance it with
good role-play of a SIGNIFICANT nature. One good-aligned helpful character
who happens to be
gay can change a passel of bigoted attitudes
that have no basis. Adding
racial strains that are not lily-white
to your world goes a long way in
telling an impressionable youngster that
black, brown, yellow, red and
even blue-skinned people are not all that
different and shouldn’t be
feared or hated. (If you think I emphasize
this too much, take a gander
around you at the next convention and
see how many races other than
Caucasian are present.).
Having the belief in a God or Goddess be
the key factor in sustaining
a player’s life goes a long way in showing
that religious faith can be of
real value in the world. Use of a drug
that addicts a character with
horrible consequences says more than any
dry lecture about the real
dangers of drug abuse.
I am not saying you should go heavy-handed
on this. Nobody’s
looking for a message in every dungeon
room. The point is, a message
can be delivered, light-heartedly and
subtly, and it can HELP a person
who has yet to go through what you already
have faced.
We older DMs didn’t have D&D when we
were that age, but the
generation following us does. They will
learn from us, if we dare to
teach. The result will be better, more
imaginative gaming for all of us,
and just possibly we might even build
a real world where dice are the
only means of killing and hatred is only
vented on Evil High Priests. The
power to promote weal exists. I intend
to use it and have fun in doing so.
OUT ON A LIMB
D&D and AD&D
are games. I remind readers
not to take them too seriously. While I
thought the concepts expressed in “Painted
Ladies & Potted Monks” (TD-36)
were pointless,
the author did bring up a subject which
needed to be aired. Each campaign is what its
participants make it. I do not believe that imagined
debauchery is an integral part of heroic
fantasy gaming, for it contributes little to player
character roles. It is a useful counterpoint to
good, of course. My advice to al! is to retain their
own perspective on morality and ethics. Mature
players, especially DMs, should remember objectivity
and the purpose of the game—to have
<FUN>.
E. Gary Gygax
Lake Geneva, Wis
(Dragon #41)
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