Through the Prism

After passing through the prism, each refraction contains some pure essence of the light, but only an incomplete part. We will always experience some aspect of reality, of the Truth, but only from our perspectives as they are colored by who and where we are. Others will know a different color and none will see the whole, complete light. These are my musings from my particular refraction.

4.20.2009

Elfish Gene Kicker

I think this is the soul of why role-playing games like D&D and EPT were so popular with young boys. They provided a trellis work for the imagination to climb upon and thrive. Unsupported, your day dreams can wither; backed up by rules, pictures, model figures and the input of others, there's no end to the amount of brain space they can consume. . . .

The power of the story, either writing or reading or listening to one, is that the imagination is tied to something that makes it go forward. . . .

D&D is, I believe, something virtually unique and unprecedented in human history. It's a story you can listen to at the same time as telling it. You can be surprised by the plot's twists and turns, but you can surprise too. It's more interactive than any other sort of narrative I can think of. If its subject matter were more serious then it would probably be considered a new art form, and it's probably surprising that nothing beyond murder mystery dinners has ever been evolved from it. This is why D&D is so addictive when it's played right. It's like the best story you've ever read combined with the charge a good storyteller feels as he plays his audience.

I think there's a basic human need to listen to stories, but also to tell them. In D&D you get that tingle you imagine when you think of the ancient storytellers, dusk falling, the camp fire burning and the first line being read. It's not like hearing "In a hole in the ground lived a hobbit," it's like saying it for the first time and to a rapt audience that is dying for your next sentence.

I have finished games feeling physically drained and actually wanted to continue to have my characters buy food at a shop or smoke a pipe in a tavern just to calm down before breaking with the game world entirely. And sometimes even that wasn't enough. The crucial difference between conventional forms of storytelling and D&D is that D&D doesn't have to finish. Ever. It's an open-ended story, and, if you're emotionally engaged with it, the temptation is just to keep going.

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