
Playing Dungeons and Dragons in Texas during the ’80’s and ’90’s was basically a subversive act. The reason? Fundamentalist Christians actively stepped in and persecuted you for it. It was their sincere belief that a thing that had demons, devils, and dragons in it had to be from Satan. Satan, they reasoned, used a game like that to poison the imaginations of innocent children and turn them to the Dark Side of the Force. Or, rather, the Devil’s side of religion. They were terrified of subtle corruption of the mind, believing that certain patterns of words and ideas could turn goodness into evil. In other words, their religion advocated living in a bubble of non-association with certain words and ideas in order to superstitiously inoculate themselves against badness. They were, of course, not entirely wrong.

Kids playing the game will often develop the desire to play the Dark Side, to be an evil character, to commit evil acts and murder without the hindrance of conscience. That is the reason I wouldn’t let my own kids even consider playing Grand Theft Auto or similar murder, rape, and pillage sort of video games. It is, in fact, possible to desensitize yourself to violence and immoral behavior, and I have serious philosophical doubts whenever anyone tries to tell me that that can be a good thing. My Dungeons and Dragons games always contained a rarely spoken understanding that if you chose to play an evil character you were going to lose everything, because any adventure is solved and overcome by combating evil and siding with the forces of goodness. Paladins with their magical swords of ultimate sugary goodness are always stronger than evil wizards with their wimpy bat familiars and potions in the end.

But leaving out demons and devils was never truly an option. If you never face decisions between good and evil during playtime, what hope do you have of avoiding a life-altering mistake later in life when faced with evil for real. If you are going to make an evil choice, say for instance, committing an act of murder, isn’t it better to learn the consequences of such an act when the murder was killing an imaginary rival wizard for a magic staff you coveted than if you committed that murder in a fit of passion in real life? The fact that the rival wizard’s spirit takes up residence in the staff and finds a way to punish you every time you use it for the remainder of your adventuring life in the game may teach you something you can use when faced with the opportunity to steal for profit and get away with it to make a better decision about what to do.
In the Tomb of Death adventure that the three demons illustrated in this post came from, the only solution was to find the weakness in the demon team. Estellia had been ill treated by the other two and deeply resented it. She resented it enough to tell the adventurers’ thief about the brass demon bottle that could be used to magically imprison the demons and then force them to do the bottle owner’s bidding. Viscarus had been using it to control the other two, so only his soul truly needed to be captured. The demon-hearts of the other two were already inside. That story taught several lessons. Manipulative evil can bite you in the neck even if you are the one wielding it. (If only Trump and his cronies had learned that about their own brass demon bottle.)

Evil people don’t see themselves as evil. Often they only see themselves as victims. And it is true in real life that there is goodness in even the most heartlessly evil people. You can find it, appeal to it, and possibly even reach the goodness in their hearts necessary to change them for the better.
I truly believe that those kids who over the years played my story-telling games were better, stronger, and more inherently good because they played my games and learned my lessons. I believe it is true even though there may have occasionally been demons and devils in the stories. And if I believe it strongly enough, it must be true. Isn’t that how faith is supposed to work?


















This she did as a member of Brother Garrow’s Emerald Claw crew in the next adventure where the heroes had to track down a friendly agent of Breland who had been turned into a vampire. She was eighth level at that point, just like the adventurers themselves, and a much more dangerous adversary. She didn’t prevent the characters from capturing the rogue vampire, and she did some damage, but managed to slink off unharmed once again.




Stranger Things Too
I admit it. I binge-watched Stranger Things 2 this weekend, just like everyone else who fell in love with the original.
The monster is bigger and scarier this time. It uses new versions of last year’s monster for minions. The characters are growing and changing and falling in love. If anything, I love the characters as people even more than last time.
The whole thing is very seriously set in 1984. You know, the year of Ghostbusters as a summer blockbuster. References to D & D, Star Wars, Lord of the Rings, and visual homages to Speilberg movies, gritty urban dramas like The Warriors, and the video game Dragon’s Lair don’t merely set the scene, they are cultural references artfully used to weave the story together and move the plot, providing short-hand explications of science-fiction-y ideas and Steven King tropes. There is story-telling mastery to be marveled at here.
And my favorite thing of all here is the satisfying collection of resolutions to ongoing issues. Eleven re-connects with her past and separates herself from it again. She finds a place for herself and someone to love her, in more ways than one. Jonathan and Nancy and Steve work on their love triangle. And Joyce and Hopper move closer together in spite of the tragedy that tears Joyce’s world apart. (I can’t talk about Bob. I identify with Bob. He is just like me in so many ways. And what happens to Bob? Ack! There have to be horrors in horror movies. And the best ones rattle the foundations that you live on.)
I am the Uncritical Critic. I only tell you about the things I love when it comes to movies, TV, books, and music. And I definitely love this.
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Tagged as Duffer Brothers, story-telling, Stranger Things, Stranger Things 2