The idea of role playing Essay Example
The idea of role playing Essay Example

The idea of role playing Essay Example

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  • Pages: 4 (1078 words)
  • Published: April 20, 2017
  • Type: Article
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Role playing has been a common activity among children, who often mimic the behaviors of adults and heroes they observe in their surroundings. However, prior to 1974, most individuals ceased engaging in this activity as they entered their adolescent years.

The idea of RPGs originated from a blend of imaginative childhood play and teenage experiences with board games. The inspiration stemmed from those who enjoyed simulating battles in board games like Chess, Battleship, and miniature reenactments of real-life conflicts. Wiseman and Stackpole (1991) state that the original purpose was to combine strategic elements of war games with those found in board games, while incorporating storytelling and high fantasy aspects. This led to the development of various RPG genres ranging from high fantasy examples such as Dungeons and Dragons to dark fantasy options like Call of Cthulhu or Vampire, as well as futuristic choices including Cy

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berpunk and Shadowrun.

Although drawing inspiration from iconic literary figures like H. P. Lovecraft, William Gibson, and Bram Stoker, a recent gaming genre has been met with disapproval for supposedly endorsing violent behaviors such as suicide, homicide, and school shootings. However, some educators argue that these games possess potential as an impactful educational resource (Blatner 1995).

Despite common media stereotypes, role playing games have the potential to teach valuable skills in social interaction, problem solving, and higher reasoning. Some individuals who did not experience these games during their school years may underestimate their value. However, it is important to personally explore role playing rather than relying on preconceptions. In fact, role playing can foster leadership, critical thinking, healthy escapism, social engagement and problem solving. To fully consider this subject with a critical approach

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it is also necessary to acknowledge criticisms such as those presented by Rona Jaffe's "Mazes and Monsters" bestseller.

Jaffe authored "Mazes and Monsters" in 1981, chronicling a student's fixation on a game resembling Dungeons & Dragons that results in his disconnection from reality, posing a danger to himself and others within the subterranean passageways of his school. The book was adapted for television by CBS in 1984, but had its title modified due to legal considerations. Starring Tom Hanks as Robbie, the movie portrays how an innocent indulgence in gaming can lead to unsettling mental instability. In 1996, Rod Ferrell utilized a crowbar to murder the parents of his friend at age 17 while reportedly heading a vampire cult based around "Vampire: The Masquerade." Court TV publicized this event in 2001.

While spiritual leaders have denounced gaming as a tool of Satan, psychologists have studied the effects of fantasy role-playing. Despite no conclusive evidence connecting gaming to violent crime, individuals with a history of mental illness may be drawn to these games - although this applies to other activities as well. Yet it is evident that gaming offers social interaction for those who don't participate in team sports. Brian Rogers makes comparisons between role-playing games and team sports in a recent "Pyramid" magazine article.

Rogers (2007) explains that in a role-playing game, the referee and a group of individuals collaborate to reach a shared goal. The GM must be able to play both sides and provide directed objectives for balanced opposition and end-game scenarios. As a result, players work with the GM to achieve their goals and maintain efficient gameplay.

Role playing is a process that emphasizes one

aspect of social development, as it involves players developing characters with specific abilities that require teamwork to overcome obstacles. This is a straightforward yet accurate description of the plot of a role playing game, according to Wiseman and Stackpole (1995). However, role playing also offers other advantages in terms of social dynamics, such as breaking down age barriers.

The game allows young teens to interact with college students without causing college students to run away or belittle younger players, as no one is actually playing as themselves. This interaction also promotes social responsibility among young teens. In games that rely on mutual dependence, players dislike waiting for someone who arrives late, forgets necessary materials, or doesn't show up. These simple social behaviors can teach socially inept individuals how to manage basic societal expectations (Highprogamer, 2007).

By offering challenges and obstacles, role playing games can enhance critical thinking skills and problem solving abilities. The game master's responsibility is to construct a narrative and define objectives that players must accomplish in order to emerge victorious. Along the way, players may face hurdles such as adversaries, riddles, or interpersonal issues. Certain games necessitate cooperation and investigation among players rather than depending solely on combat for success.

In spite of their notable political disparities, the United States and Soviet Communists had to work together during World War II for the purpose of vanquishing Nazi Germany, which is a significant historical fact. This situation presents itself in certain game scenarios where players are confronted with similar dilemmas concerning forming alliances with those whose beliefs may differ but who are necessary to defeat a common enemy. These types of games tend to be

more stimulating intellectually. Conversely, other games involve simpler challenges like crossing a 20-foot pit using only 10 feet of rope and basic climbing gear.

The concept revolves around finding a resolution. Typically, the game master will have at least one resolution in mind, while also contemplating other valid solutions proposed by players. According to Wiseman and Stackpole (1995), gaming offers a healthy means of escapism. Regardless of the gaming era or genre selected, there is often a distinct differentiation between good and evil. Occasionally, role players may opt to portray the villain to engage in activities they would not consider in reality.

Whether they choose to be heroes or villains, the truth is that gaming is usually uncomplicated and the consequences of a misstep are minimal, perhaps resulting in just creating a new character (Highprogamer 2007). However, life can often be overwhelming for even young adults, motivating them to seek escape. While some find solace in fantasy football, others opt for fantasy role playing games in order to break free from the monotony and difficulties of everyday life, if only for a few hours.

Role playing may not be suitable for everyone, especially individuals with a background of mental instability or those seeking fast amusement. It is not recommended for those searching for connections with the occult or dangerous vampire cults.

Role playing can provide a enjoyable and intriguing outlet for those seeking to express their creativity, seeking to confront novel solutions for familiar issues, and looking to escape reality for a brief period of time.

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