SIGHTINGS



Teen Roll-Playing
Games - Harmless Fun
Or Demonic Delusions?
By Andrea Baillie - The Canadian Press
http://www.canoe.ca/CNEWSFeatures0001/14_games.html
 
 
 
TORONTO (CP) -- Can donning green skin paint and acting like a sword-wielding troll for a weekend cause a teen to lose touch with reality and commit a real-life crime?
 
Fans of live-action and other role-playing games don't think so, insisting their hobby inspires harmless, creative fun rather than violent demonic delusions.
 
"Role-playing games draw the dispossessed -- people who aren't happy with their own lives and want to fantasize," says 28-year-old Gregory Small, who has been playing the games since he was 10.
 
"There are a lot of misfits, outcasts who play. But I don't believe for a minute it's a cause for violence."
 
But to the uninitiated, the games can be difficult to understand.
 
One of the first and best-known is Dungeons and Dragons, in which players use a rule-book and dice to create medieval scenarios where forces of good battle evil.
 
"My big brother got me into it when I was seven or eight," says David Larocque, 13. "I thought it was fun. We played Dungeons and Dragons, fought monsters, found treasures."
 
Leon Emmett of The Hairy Tarantula reads next to a figurine at his Toronto store Thursday January 13, 2000. (CP PHOTO: Kevin Frayer) Since the game was developed in the mid-1970s, it has spawned hundreds of others which vary according to setting and historical time period. Some of the games include maps and miniature figurines. There are even live-action games, where players dress in costume and play for an entire weekend.
 
"People get caught up in it, get quite emotional," says Mike Kolbuc, a Grimsby, Ont., teen who puts on a troll costume once a month to engage in live-action role-playing.
 
"I enjoy the interaction with other people -- you work together to solve a common problem."
 
Many players say they have made new friends and become more outgoing because of the games. But because game plots sometimes involve evil forces, gamers say they have often been misinterpreted.
 
"In my opinion, people don't understand what the game is," says George Bonilla, who works at the Hairy Tarantula, a store which sells game books and paraphernalia. "People think it's demon-worshipping, a cult. It's not that. It's a fantasy."
 
Recently in Brockville, Ont., the games came under scrutiny after a scanner intercepted a phone call of three young men allegedly conspiring to kill a police officer.
 
The mother of one of the suspects has said the incident was a misunderstanding and that the teens were participating in a role-playing fantasy game called Rifts.
 
That comment has prompted the latest flurry of interest in the games, but Kevin Siembieda, who created Rifts 10 years ago, says role-playing games have an overwhelmingly positive effect.
 
PRIMER ON ROLE-PLAYING GAMES A game-master usually navigates the storyline with the help of a rulebook outlining setting and various probabilities of actions.
 
Players go through a character creation process, choosing weapons and tools. The players keep track of these imaginary items with pencil and paper.
 
Players roll dice -- which can have as many as 30 numbered sides -- to determine their actions. For example, if a character wants to open a door by picking a lock, the dice determine whether they succeed.
 
Game ends when characters "die" or become unbeatable.
 
Games often have no clear winner, but players can successfully complete a mission.
 
Games can also use visual aids such as miniatures and maps.
 
In live-action role-playing games, players dress in costume and assume their role for longer periods.
 
Role-playing games for video and computer systems are another spinoff, allowing single players to battle enemies and immerse themselves in mythic fantasy worlds. "When you're done playing the game it's like you read a good book or saw a cool movie," he says. "That's one of the unique elements of the game."
 
Rifts, like other role-playing games, takes place in a fantasy setting. Players can travel to different dimensions through rifts, or tears through space and time. Although Siembieda did not want to comment specifically on the situation in Brockville, he acknowledged that it is possible that a game could "go evil."
 
"It can get out of hand," adds Small. "People can forget they're playing a game, and take it too seriously."
 
To make matters worse, gamers say there is a perception that they are maladjusted misfits.
 
"There's a view that the typical gamer is a largish kid with a Tolkien Rules T-shirt," says Andre McInnis, also a clerk at the Hairy Tarantula. "The image is geeky, not too worried about girls."
 
But Small says he knows women who play the games and that the friends he played with as a kid have grown up to be bankers and stockbrokers rather than mass murderers.
 
"I'm far better off, more sociable than I would have been otherwise," he says.
 
Players say the games are not just about dragon-slaying and sword-fighting, but about the politics and societies involved in the games.
 
"I've learned a lot from the games," says Trevor Kolbuc, 12. "Most people when they play it, they understand it's a game."


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