Archive for the ‘what does this have to do w/ org theory?’ Category
“Dungeons & Dragons is some of the most crazy, deep, deep, deep nerd shit ever invented.”
But beyond all that, the reasons that D&D is still worth playing are the people you play it with. As opposed to online RPGs where players interact through screens or headphones, when you sit down for a game of Dungeons & Dragons you do it with your people. In the same room. With snacks. Without the rest of the bar watching. There’s a story about three witches and a pack mule, which you all not only watched but invented, and then the witch threw a Dorito at you and drank your scotch.
My games are alcohol free, but I digress:
You learn things about your friends during these times, too. Who are these people when the stakes are low and wagers are little and no one is cool? Poker night gives you permission to get into your friends’ wallet; D&D night gives you permission to get into their heads. Sometimes it’s no surprise: Patton Oswalt played a drunken dwarf, Marilyn Manson says he was a dark elf, VICE international atrocity expert Molly Crabappleplayed a thief—but would you have pegged our porn correspondent, Stoya, for a druid with a dog named George? It’s important to know when there are hippies in your house.
The game is meant to reflect the people playing. D&D came out of the mimeographed, amateur-press wargame scene and reached the height of its popularity in the mid-80s, when zines had staples in them, Metallica didn’t suck, and computers had not yet quite eaten the world—and it still carries a heavy debt to the handmade and the DIY. Every rule in the game has been crossed out and rewritten thousands of times by thousands of pencils in thousands of ways by thousands of Brads, Steves, and Marcys for tens of thousands of tables who wanted to do it this way instead of that way, and none of them needed to learn code to do it.
Yes! People coming together and making an absorbing world with each other. Read the whole thing.