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Dungeons and Dragons is For Losers
Dungeons and Dragons is an abomination. In both term and action it has stifled the birth of emerging art forms, making it nearly impossible for interactive storytelling to move beyond its infancy into the realm of a mature and accepted art form.
The game itself is pretty brilliant. There is a complex set of rules, which are used to create a fairly realistic imaginary setting, one that is flexible enough that others can easily participate in controlling the direction the story goes.
The problem is that it is inherently exclusionary. To participate you have to go through a relatively complex character creation process, with dozens of options available, and a variety of numerical choices to make that can boggle the mind of anyone who wants to be just a casual player.
Even if the character was created for you (removing any choice you have in its outcome) you still have to participate in a game with rules that govern almost every action. Looking at stats written on a character sheet, you have to numerically determine if it’s a smart decision to try to climb that wall. This is not Candy Land, this game is hard.
This can inhibit the creativity and fun of the game for all but the most agile participants.
In many ways it’s like playing poker, except you have to go through an elaborate application process to get into the game, and then when you’re there, everyone uses Monopoly money.
Another major problem with the game is that it is difficult to attract an audience. People don’t want to stretch the effort to imagine that four guys rolling dice are really brave adventurers marching through an ancient castle. This doesn’t translate well to the audience, so getting people to play is a process of convincing them to go through the elaborate setup process, and then learn the rules.
LARP’ing is a type of role-playing game, similar to D&D, except that people dress up in costumes and actually go out into the real world as the imaginary characters in the game. Unfortunately, even this failed to find a way to create work that could attract and interest an audience.
However, the fact that it’s a hard, aberrant waste of time doesn’t make D&D bad. Every hobby is like that, and spending your time collecting stamps has no more social value than exploring a cave with your elf friends.
The problem with D&D is that it hides a much stronger and more powerful art form behind its complicated features. Interactive stories, live plays, real time, fictional work, these are the innovative art forms that are just now emerging from the dark age of cubes.
In chat rooms, forums and social media we see real stories being written by multiple authors, sometimes hundreds of people all working to tell the best story possible. These stories are fused with photos and images that are created to help bring these interactive worlds to life.
As technology improves, see video and animation incorporated into it as well. Hollywood is slowly merging with the box on your desk. As the future approaches, we’ll see movies we make, populated by a cast of thousands, each behind a camera, screen or pen, adding their own personalities to the living novels being born.
Unfortunately, D&D no longer helps this process. It may have started as a way to get people thinking about stories in an interactive way, but it has since become a pejorative and debilitating word. Its inherent self-indulgence comes from the fact that it’s a game. However, when people begin to open their eyes, they see that the act of role playing is more than a game, it is a form of expression, it is an emerging art.
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