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    Dungeons, Dragons and Sailors

    NAPLES, Italy (December 23, 2019) – Four players wait in anticipation as the dungeon master (DM) begins unveiling the story. “Roll for perception.” she says. And they do praying to the dice gods for high rolls. “15!”, “22!” two players call out excitedly. “12?” One player calls out with reservation. “Natural one…” The last player calls out almost inaudibly with a look of concern plastered on his face. The DM smiles. She looks upon the unlucky player as she tells them about the pack of wolves circling in on them creeping closer and closer. The poor fellow who was oblivious to the wolves’ presence is tackled by one as it begins snapping at his jugular. With that the DM says “Roll for initiative.”
    Dungeons and Dragons is a tabletop role playing game that first emerged in 1972. Gary Gyagax and Dave Arneson created this game that not only rose in popularity, but garnered a lot of controversy. As the fears of this game grew and video games gained traction, its popularity started to diminish until it was almost gone forever.
    “I thought our dice-rolling days would come to an end, but now there is this resurgence of interest. I think some of that can be attributed to the media putting a positive spotlight on Retro-80's stuff. ‘Ready Player One’ (the book more than the movie) and ‘Stranger Things' stirred up curiosity among millennials,” said Lt. Mike Gibson. “‘Big Bang Theory’ and ‘Critical Role’ have also helped bring people back to the table. I don't know if the renewed interest is particular to the military, but it makes sense. I've run games in barracks in Fort Eustis, Great Lakes, La Madellena, Camp Foster, and Diego Garcia. The challenge of finding the time and space to play pretty much solves itself when you've got a bunch of bored people stuck together with an unquenched thirst for adventure.”
    D&D, as its most popularly referred to, is a game where anyone can be anything. Players have a chance to think of unconventional problem solving techniques to overcome challenges, take down and destroy villains and monsters, as well as hunt for treasure and magic.
    “I love playing rogues and bards because I'm a naturally goofy person and it really helps me to have a character I can mess around with,” said Yeoman 2nd Class Reese Sullivan, player and DM for 13 years. “Those classes are known for hijinks, sneaky antics, and charisma. The fun really starts when one of those things goes wrong. Being a player is fun because you get to experience what it’s like to be an actor, and to play a character in your own way. You get to bring your imagination to life and interact with the people around you in a new and unconventional way. As a DM, you get to experience what a power trip feels like. In all seriousness, being a DM is fun because you not only get to tell a story, but challenge your friends to a battle of wits in which everyone wins.”
    The DM sets the tone and scene for the adventures and story that the players go forth on. Without a DM, there’s no game to play. They can run premade campaigns (adventures) or they can run a homebrew campaign, which means it’s a story they have created on their own.
    “The DM basically IS the game experience,” said Gibson. “Different players enjoy different styles of play. Some are more interested in planning and logistics, some are more interested in tactics, some are in it for the dramatic character interactions, some just want to imagine being able to do incredible things. When you're running a game you have to get a feel for how to balance out the interests of your players. Some groups just don't work out well, other groups become lifelong friends. Being at the hub of that can be challenging and rewarding. I try to focus my games on tactics and problem solving. I like putting riddles and puzzles into the game; cipher-coded messages, complex traps, plot twists, mazes and weird hydraulic machines.”
    “I have a lot of respect for DM’s,” said Master-at-Arms 2nd Class Brandon Foret, a player of two years. “They do so much and put up with so much when it comes to the players being stupid, creating the world we play in, the people we interact with, and the monsters that will ultimately murder us, all while focusing on their daily jobs and lives. It's a hard task and they do it well.”
    Playing in a fantasy world gives the perception of freedom which can help Sailors when dealing with stress in their everyday lives. It can also pave the road for people struggling with social anxiety and feelings of loneliness.
    “As someone who has had a long battle with mental fitness and resilience, I have to say it has been a real blessing,” said Gibson. “For socially anxious people it can be difficult, even traumatizing, to try to function in typical social settings. But here is a way I could stop obsessing over self-criticism, and actually socialize with comfortably small groups of people. Most importantly, there was a feeling of belonging in that group. Everyone needs that sense of community, and some people just can't find it in the real world. D&D is largely about escapism. Most people have some way of putting aside mundane concerns and the stress of real world problems. There are lots of ways to distract yourself from ‘adulting’. Different things work for different people. For me, having something to focus on with no bearing on the real world that will absorb my attention and require lots of detail-oriented analysis isn't a waste of time. It's how I relax; I have to get away from myself to do that.”
    While D&D has helped Gibson deal with social anxiety, it has been the source of friendship and escape without turning to potentially destructive activities for Sullivan.
    “It’s been something that helps keep me grounded, and gets me out of the house every once in a while with friends in a way that doesn’t involve bars or clubs,” said Sullivan. “It’s something that also challenges me to think outside of the box and use my brain in ways that I don’t usually, which has been a massive help when I feel like I’m stuck. so many wonderful friendships have come from playing. I have friends I used to play with in high school who still reach out for ideas, and friends from my last ship who occasionally send me inside jokes from old sessions. My little brother just started playing too, which makes me happy because it helps us connect more over the distance... even if he doesn’t understand time zones.”
    With some campaigns lasting years, players in the party often become support systems for each other. Sullivan even had his DM help him earn his Enlisted Surface Warfare Specialist (ESWS) pin during deployment.
    “I remember the ESWS Coordinator on my last ship was an avid player of D&D, and we ended up starting a group within our duty section,” said Sullivan. “When we had players who hadn’t qualified ESWS, he would let them take extra rolls or do-overs if they could answer questions from the test. Most of us got qualified very quickly.”
    D&D has gained traction in the military for many reasons. It creates a safe atmosphere for service members to hang out with others and create friend groups. Playing has also provided them with mental freedom when the military demands get overwhelming.
    “I think it’s getting big because it’s becoming more socially acceptable because of shows like ‘Stranger Things’, and because it’s an alternative to more costly, exhausting activities like bars and clubbing,” said Sullivan. “It also provides a bit of an escape from the rigors of daily life, and is an excuse to get together with people you care about for a while.”
    Beginning D&D can be intimidating. It encompasses game mechanics that are quite different from most other games. Ultimately, it’s a game about imagination. The rules and mechanics will come, but imagination is the primary driving force for an enjoyable game session.
    “It can be hard for new players to find a group, but we're out there,” said Gibson. “Go to a local game store, look online, we're like roaches; once you find one of us, you realize there's a whole community of gamers that's been right there all along.”
    As the players bravely battle the ferocious pack of wolves, the last wolf manages to deal a potentially fatal wound to the wizard. The barbarian notices and immediately runs over to try and save him. He looks to the DM declaring that he will use his battle axe on the wolf. The DM nods and the player rolls to hit. “19!” He calls out excitedly, eyes gleaming with determination to save his friend. “Roll for damage.” says the DM. As the player rolls and calculates his damage, the gravely wounded wizard holds his breath. The barbarian looks up hesitant as he says, “11 points of slashing damage?” He closes his eyes in anticipation. The DM smiles and turns to him as she asks “How do you want to do it?”

    NEWS INFO

    Date Taken: 12.23.2019
    Date Posted: 03.05.2020 08:57
    Story ID: 364530
    Location: NAPLES, IT

    Web Views: 75
    Downloads: 1

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