How Dungeons and Dragons Store Lives
Dungeons and Dragons have traveled a long way in their forty years of history. Since its launch in 1974, it has enabled many gamers to perform magical adventures with their friends.
In 2004, it was estimated that over 20 million people had played Dungeons and Dragons, and that number just kept growing.
While for many people, Dungeon and Dragon are just a fun social past, this game has an impact on a number of players in a much more dramatic way. A number of people credited their success to the Dungeons and Dragons, even saying that the game has saved their lives.
In this blog post, we will discuss some of their stories.
Build Creative Roots
As an original open-world fantasy game, Dungeons and Dragons always cultivate creativity and imagination. Many artists, writers and game creators appreciate Dungeons and Dragons.
This is because the game lets you use your imagination to solve problems. You and your friends essentially create your own narration within the boundaries of a story and the world.
This allows you to try different characters. You can get empathy considering how your character – which may be very different from you – will react in certain situations.
Many authors credit the Dungeons and Dragons by teaching them the basics of literary creation. George R. R. Martin, author of A Song of Ice and Fire series – is more widely known in the form of TVs such as Game of Thrones – played as a child.
Stephen Colbert, Robin Williams, Matt Groening (who created “The Simpsons”), and Dan Harmon (creator of the “Community” TV show)
Jerry Holkins, co-founder of popular web comic “Penny Arcade” plays the Dungeons and Dragons diligently throughout his childhood and adolescence.
All of these writers and creators appreciate the Dungeons and Dragons by giving them the beginning of their story.
From Fun Saving Lives
While being a very powerful source for creative development is quite remarkable for a game, Dungeons and Dragons are more meaningful to many people.
Some people value the Dungeons and Dragons for saving their lives.
Despite the negative media that surrounded the game in its early years, many people began to play it. They are accused of being nerds, losers, and outcasts.
During the 1980s, the game was even accused of being a part of Satan’s ritual.
So why do so many people play?
Finding a True Friend
When playing Dungeons and Dragons, you can not but tie the ties with your party members. You and a small group of people make a commitment to spend time together, meet regularly.
The continuation of your story together is a strong attraction to ensure that this meeting continues.
Plus, you can interact in a friendly and open environment. You know that the people who play with you are interested in the same thing as you.
You do not have to feel strange about your interest in fantasy; Instead, you can be completely open about what you love, because you know that your party loves it too.
Plus, even if you only play as a character in a story, the way you progress through narration helps you be willing. Sure, the hoarde goblin you killed together will not really kill you, but it’s a relief that your character is put together and endures making you all breathe a sigh of relief.
Throughout its history, Dungeons and Dragons have created a safe place for like-minded people who can never find their interests represented in popular culture.
This has happened with people who may not be able to connect with others because they can never find people who really understand it. This is especially important for people who may have difficulty dealing with others, such as those with autism.
Dungeons and Dragons lets you build characters that you roleplay as. This character can be anything you want. It does not have to be a reflection of who you are.
This is one of the things that makes the Dungeon and Dragon so extraordinary for the more introverted people. They can try other people’s traits, say things they will never say, and do things they will never do.
A shy teenager can be a brave warrior, a great barbarian, a mysterious ranger, or a wise naughty. They can try other ways to act in a safe environment.
Any embarrassment for saying something stupid or doing the wrong thing falls on the character, ma’am