Results for 'Dungeons & Dragons'

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  1.  7
    Dungeons & dragons and philosophy: read and gain advantage on all wisdom checks.William Irwin (ed.) - 2014 - Malden: Wiley-Blackwell.
    Do demons and devils have free will? Does justice exist inMenzoberranzan? What’s the morality involved with playercharacters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the richterrain of philosophically compelling concepts and ideas thatunderlie Dungeons & Dragons, the legendary fantasyrole-playing game that grew into a world-wide cultural phenomenon.A series of accessible essays reveals what the imaginary worlds ofD&D can teach us about ethics, morality, metaphysics andmore. Illustrates a wide variety of philosophical concepts and (...)
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  2. Dungeons & Dragons and Philosophy.William Irwin & Christopher Robichaud (eds.) - 2014-09-19 - Wiley.
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  3.  8
    Do not make me roll initiative: Assessing the Big Five characteristics of Dungeons & Dragons players in comparison to non-players.Timo Lorenz, Leonie Hagitte & Melvin Brandt - 2022 - Frontiers in Psychology 13.
    The so-called geek-culture becomes increasingly more mainstream, and its social and economic impact is growing. In contrast, there is very little quantitative psychological research on this subculture and the people immersed in it. The aim of this study was to investigate whether there are differences in the Big Five personality factors between Dungeons & Dragons players and non-players. Within a sample of 801 individuals – 399 Dungeons & Dragon players and 402 non-players - the results indicated that (...)
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  4.  10
    Dungeons and Dragons and Philosophy: Read and Gain Advantage on All Wisdom Checks.Christopher Robichaud & William Irwin (eds.) - 2014 - Malden: Wiley-Blackwell.
    Do demons and devils have free will? Does justice exist in Menzoberranzan? What’s the morality involved with player characters casting necromancy and summoning spells? Dungeons & Dragons and Philosophy probes the rich terrain of philosophically compelling concepts and ideas that underlie Dungeons & Dragons, the legendary fantasy role–playing game that grew into a world–wide cultural phenomenon. A series of accessible essays reveals what the imaginary worlds of D&D can teach us about ethics, morality, metaphysics and more. (...)
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  5.  17
    Dungeons and Dragons and Philosophy: Raiding the Temple of Wisdom.Jon Cogburn & Mark Silcox (eds.) - 2012 - Open Court Publishing.
    Dungeons and Dragons and Philosophy presents twenty-one chapters by different writers, all D&D aficionados but with starkly different insights and points of view. The book is divided into three parts. The first, "Heroic Tier: The Ethical Dungeon-Crawler," explores what D&D has to teach us about ethics. Part II, "Paragon Tier: Planes of Existence," arouses a new sense of wonder about both the real world and the collaborative world game players create. The third part, "Epic Tier: Leveling Up," is (...)
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  6.  4
    Who Is Raistlin Majere?Kevin McCain - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 132–144.
    Dungeons Dragons is full of great heroes and villains. The many worlds of the DD multiverse are overflowing with them – from heroes such as the twin‐scimitar‐wielding drow Drizzt Do'Urden and the self‐sacrificing knight Sturm Brightblade to villains such as the lord of Barovia, the vampire Count Strahd Von Zorovich, Vecna, the lich who rose to demi‐godhood, and countless others. However, there is one that stands above all others. It is the Master of Past and Present, Raistlin Majere. (...)
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  7.  6
    Others play at dice.Jeffery L. Nicholas - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 202–216.
    Dungeons Dragons gamers exemplify Aristotle's claim that “no one would want to live without friends”. One might even see gaming as an attempt to find friends and build that political community of which Aristotle says friendship is the root. The really interesting thing about gamers is that, as they play Dungeons Dragons, they at one and the same time build bonds between their characters and between each other as players. The trajectory of these bonds often mirrors (...)
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  8.  3
    Save vs. Death.Christopher Robichaud - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 61–71.
    For some Dungeons Dragons (DD) players, the death of a beloved character, especially if that death isn't heroic, is like losing a dear friend. That might make some people squirm and worry about gamers. In DD, unlike video games, it typically takes years and years to advance a character to levels of significance. According to Socrates, the life of philosophy is a life of the mind. Or as he would likely put it, a life of the soul. Death, (...)
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  9.  4
    Dungeonmastery as Soulcraft.Ben Dyer - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 106–118.
    Dungeon Masters may or may not make use of familiar fantasy elements whose beginnings lay with Tolkien, but they must always put their players in a world. Dark Sun, Eberron, and the Planar City of Sigil little resemble the history, languages, lands, peoples, and places of Middle Earth, but they follow Tolkien's practice of creating a world in which all these elements are meant to fit together. The first part of fantasy is the human capacity to separate the qualities of (...)
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  10.  11
    Player‐Character Is What You Are in the Dark.William J. White - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 82–92.
    The idea of role‐playing makes some people nervous – even some people who play role‐playing games (RPGs). So the idea of immersion is central to understanding how Dungeons Dragons and other aspects of participatory culture work. Phenomenology is a kind of “philosophy of mind” associated with the works of twentieth‐century philosophers Edmund Husserl, Martin Heidegger, Jean‐Paul Sartre, and Maurice Merleau‐Ponty, among others. The domain of phenomenology encompasses the entire range of experiences in the world, paying attention to what (...)
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  11.  28
    Eucharist and Dragon Fighting as Resistance: Against Commodity Fetishism and Scientism.Jeffery Nicholas - 2008 - Philosophy of Management 7 (1):93-106.
    This paper examines two practices — the Roman Catholic Practice of Eucharist and the game Dungeons and Dragons — to show how social critique can be mounted from within a practice. It begins by relating Alasdair MacIntyre’s notion of tradition to his earlier analysis of ideology and to the notion of ideology in general. The paper then tackles two dominant forms of ideology — Commodity Fetishism and Scientism — and shows how both Eucharist and Dungeons and (...) promote critical thinking to resist those ideologies. In the process, it denies the Althusserian-Foucauldian analysis of ideology as mere materiality and defends a conception of ideology as material and ideal. (shrink)
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  12.  3
    Expediency and Expendability.Matthew Jones & Ashley Brown - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 145–162.
    This chapter focuses on the archetypal image of the necromancer: the black‐robed creator and master of the undead. The necromancer is often depicted as a mere cackling villain, using her power over death to forward her evil agenda. In this way, necromancy has been philosophically maligned. Although necromancers were traditionally considered to be evil in Dungeons Dragons (DD), the game came to accommodate the idea that necromancers, in theory, could be neutral, or even good‐aligned, with their powers used (...)
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  13.  13
    Pretensive Shared Reality: From Childhood Pretense to Adult Imaginative Play.Rohan Kapitany, Tomas Hampejs & Thalia R. Goldstein - 2022 - Frontiers in Psychology 13:774085.
    Imaginative pretend play is often thought of as the domain of young children, yet adults regularly engage in elaborated, fantastical, social-mediated pretend play. We describe imaginative play in adults via the term “pretensive shared reality;” Shared Pretensive Reality describes the ability of a group of individuals to employ a range of higher-order cognitive functions to explicitly and implicitly share representations of a bounded fictional reality in predictable and coherent ways, such that this constructed reality may be explored and invented/embellished with (...)
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  14.  3
    Sympathy for the Devils.Greg Littmann - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 5–22.
    The fundamental conflict underlying the worlds of Dungeons Dragons is that between good and evil. Many philosophers have denied that there is any incompatibility between having free will and our actions being determined. Thorin Axebeard is nothing but a puppet controlled by Dwarven Culture and Psychology tables, dancing along to the dice. What makes the evil monsters of DD philosophically interesting is how obvious the connection often is between their evil behavior and factors entirely outside of their control.
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  15. Substantial Powers, Active Affects: The Intentionality of Objects.Levi R. Bryant - 2012 - Deleuze and Guatarri Studies 6 (4):529-543.
    What can Dungeons & Dragons teach us about the being of beings? This article argues that Dungeons & Dragons introduces us to a world composed of objects or entities, where the being of objects is defined not by their qualities, but rather by their powers, capacities or affects. Drawing on the thought of Spinoza, Deleuze and Molnar, objects are seen to be defined by what they can do or their capacities to act, such that qualities are (...)
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  16.  6
    Kill her, kill her! Oh God, I'm sorry!Esther MacCallum-Stewart - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 173–188.
    This chapter begins with narration of episode 31 of Dungeons Dragons Part 2, where the player Chris Lovasz, or Sips, decides he is going to passive‐aggressively grief the rest of his party. In frustration, they methodically kill, threaten, and chase away any quest‐givers that approach them. The chapter looks at early adventure games based on DD, asking why they avoid many aspects of the game, especially those that involve role‐playing and moral decisions by players. It then discusses how (...)
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  17.  10
    Imagination and Creation.Robert A. Delfino & Jerome C. Hillock - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 93–105.
    This chapter examines traditionalists’ arguments why Dungeons Dragons (DD) is good for us first, and then discusses the cases where it could be bad for us. The irony for Christian critics of DD, such as Schnoebelen, is that the philosophical and theological arguments of Christian traditionalists, such as Thomas Aquinas and J.R.R. Tolkien, provide some of the strongest arguments in favor of DD role‐playing. However, to be fair, these same arguments can be used to argue that a particular (...)
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  18.  9
    To My Other Self.Rob Crandall & Charles Taliaferro - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 72–81.
    This chapter talks about to my other self reflection and existentialism in dungeons dragons. The 3.5 Dungeon Master's Guide II sourcebook discusses player motivations such as these, recognizing that, for many, they are one of the main reasons to play DD. The actor plays a character that someone else has envisioned and written: a figment of someone else's imagination. The author's task looks at the other side of this coin: an author conceives of a world and characters, and (...)
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  19.  15
    Berserker in a Skirt.Shannon M. Mussett - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 189–201.
    The deeply imaginative structure of Dungeons Dragons (DD) can allow for players to explore the intricacies of gender and sexuality in creative and potentially radical ways. One would be hard pressed to argue that cartoonishly large breasts and skin‐tight leather skirts really allow for dexterous swordplay or quick getaways. DD liberates us from the limitations of our sex by making male and female characters equal in terms of abilities. The shyest of men can be the most outspoken of (...)
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  20.  10
    Paragons and Knaves.J. K. Miles & Karington Hess - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 23–34.
    This chapter clarifies important component of alignment in character creation and development. It demonstrates an application of moral philosophy and introduces ethical dilemmas that allow players to make meaningful moral choices leads to a more rewarding gaming experience. The chapter highlights philosophy's most enduring and frustrating questions. According to Dungeons Dragons (DD), the alignment is an element of the player's character sheet that clarifies their worldview and moral outlook. It is also a category that can limit character class (...)
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  21.  11
    By Friendship or Force.Samantha Noll - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 163–171.
    The skill of calling animals to fight brings up unique ethical questions. Mages usually interact with animals in two ways: First, the author can summon animals by using animal‐summoning or monster‐summoning spells. Second, a mage can summon animals to be familiar. A familiar was once a normal animal that has been transformed into magical beast with unique powers and abilities. Bats, cats, hawks, and rats are examples of common familiar companions. The rights ethicist Tom Regan argues that animals have particular (...)
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  22. Syllabus Design and World-Making.Rima Basu - forthcoming - In Brynn Welch (ed.), The Art of Teaching. Bloomsbury.
    There are many commonalities between the framework of roleplaying games such as Dungeons & Dragons and the way in which we design classes and assignments. The professor (the dungeon master) selects a number of readings with some end goal in mind (the campaign). Along the way the students are expected to be active participants (roleplay) and the professor designs progressively harder assignments (quests) in order to test the students’ abilities and to promote learning and growth (leveling up). This (...)
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  23. Roleplaying Game–Based Engineering Ethics Education: Lessons from the Art of Agency.Trystan S. Goetze - forthcoming - Proceedings of the 2024 American Society for Engineering Education St. Lawrence Section Annual Conference.
    How do we prepare engineering students to make ethical and responsible decisions in their professional work? This paper presents an approach that enhances engineering students’ engagement with ethical reasoning by simulating decision-making in a complex scenario. The approach has two principal inspirations. The first is Anthony Weston’s scenario-based teaching. Weston’s concept of a scenario is a situation that changes in response to choices made by participants, according to an inner logic. Scenarios can dynamically explore open-ended complex problems without imposing predetermined (...)
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  24.  63
    Games and the Good Life.Michael Ridge - 2021 - Journal of Ethics and Social Philosophy 19 (1).
    It is widely agreed that play and games contribute to the good life. One might naturally wonder how games in particular so contribute? Granted, games can be very good, what exactly is so good about them when they are good? Although a natural starting point, this question is perhaps naive. Games come in all shapes and sizes, and different games are often good in very different ways. Chess, Bridge, Bingo, Chutes and Ladders, Football, Spin the Bottle, Dungeons & (...), Pac-Man, Minecraft and Charades are all games, and can all contribute to a good life, but each will characteristically enrich someone’s life in its own distinctive way. Some games facilitate socializing and sociability, other games improve physical fitness, some develop a sense of fair play and reciprocity, while others enhance concentration and analytic skills. Asking ‘what is good about games?’ and assuming a simple answer is as naïve as asking ‘what is good about fiction?’ or ‘what is good about sex?’ However, a less naïve question and philosophically interesting question is not hard to formulate. Plausibly, much of the heterogeneity of the value of games stems from the different kinds of instrumental value of different games. Perhaps we should therefore ask in what ways the activity of playing games is characteristically good for its own sake. Unfortunately, the philosophical literature on the non-instrumental value of playing games is sparse. One of the few sustained treatments of the topic can be found in an underappreciated exchange between Thomas Hurka and John Tasioulas. Interestingly, despite taking different views of what it is to play a game, they both make room for the non-instrumental value of play and achievement in game play and they both argue that these two goods stand in important an important explanatory relation. However, they take diametrically opposed views as to which of these good is more basic. Roughly, on Hurka’s view, the good of achievement is more basic, and it is because of the non-instrumental value of achievement that what Hurka calls “playing in a game,” which involves playing, is itself non-instrumentally good because of the non-instrumental value of achievement. The idea is that if something is non-instrumentally good then loving that thing is also non-instrumentally good, and that playing in a game involves loving the activity for its own sake. In this way, the value of achievement in a game grounds the value of playing in a game. Tasioulas takes exactly the opposite approach. He argues that there must be something independently good about playing a game which grounds the value of achievement in that game. On his view, the typical grounding good or “framing value” of games is play itself – what I am here calling “playing.” In this essay, I raise some objections to both Hurka’s view and Tasioulas’s view and develop a positive alternative conception of the non-instrumental value of games. I argue that while each view is insightful in its own way, neither gets things exactly right. For a start, the way in which they characterize the key concepts is problematic. Hurka’s definition of ‘play a game’, which he lifts from Suits, is problematic, while both of their characterizations of play are problematic for reasons I rehearse here. They also take an unduly narrow view of the possible role of achievement in game play, both effectively conflating achievement with “excellence.” I argue, by contrast, that there is an important sense in which even someone who is not very good at the game by any objective standard can still reap the goods of achievements in games. At the same time, those who play games typically do not do so for the sake of achievements as such, though they may do something which is in a sense tantamount to this, or so I shall argue. Finally, I argue that neither Hurka’s “achievement first” order of explanation nor Tasioulas’s “play first” order of explanation is fully correct. I argue for what I call a “variable priority” view. On this view, the value of play sometimes grounds the value of achievement in a game, while in other cases the independently grounded value of achievement in a game provides a further ground for the value of play, though even in that case play is independently good for its own sake. I begin by laying out Hurka’s and Tasioulas’s views. (shrink)
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  25.  10
    Theology, Fantasy, and the Imagination.Andrew D. Thrasher & Austin M. Freeman (eds.) - 2023 - Fortress Academic.
    Theology, Fantasy, and the Imagination analyzes theological, religious, and philosophical themes in classical Christian fantasy, contemporary “post-Christian” fantasy, and fantasy at play in table top games such as Dungeons and Dragons and Magic: the Gathering.
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  26.  11
    Massively Multi-Agent Simulations of Religion.William Sims Bainbridge - 2018 - Journal of Cognition and Culture 18 (5):565-586.
    Massively multiplayer online games are not merely electronic communication systems based on computational databases, but also include artificial intelligence that possesses complex, dynamic structure. Each visible action taken by a component of the multi-agent system appears simple, but is supported by vastly more sophisticated invisible processes. A rough outline of the typical hierarchy has four levels: interaction between two individuals, each either human or artificial, conflict between teams of agents who cooperate with fellow team members, enduring social-cultural groups that seek (...)
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  27. What is Fantasy?Brian Laetz & Joshua J. Johnston - 2008 - Philosophy and Literature 32 (1):161-172.
    In lieu of an abstract, here is a brief excerpt of the content:What is Fantasy?Brian Laetz and Joshua J. JohnstonWizards, elves, dragons, and trolls—this is certainly the stuff of fantasy, populating the fictions of such giants as Tolkien, no less than the juvenilia of many aspiring writers. However, it is much easier to identify typical elements of fantasy, than it is to understand the category of fantasy itself. There can be little doubt that, in practice, the genre is pretty (...)
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  28. Fantasy: How It Works by Brian Attebery (review).Ana Tejero-Marín - 2024 - Utopian Studies 35 (1):260-266.
    In lieu of an abstract, here is a brief excerpt of the content:Reviewed by:Fantasy: How It Works by Brian AtteberyAna Tejero-MarínBrian Attebery. Fantasy: How It Works. Oxford: Oxford University Press, 2022. 208 pp., hardcover, $29.99. ISBN 9780192856234.Fantasy is a literary genre often associated with the unreal. As it deals with imaginary worlds or magical feats, its tools and strategies for making meaning differ from those of realist literature. In the past, this has sometimes led to misunderstandings about the merits of (...)
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  29.  2
    Menzoberranzan.Matt Hummel - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 121–131.
    Menzoberranzan is the primary setting of R.A. Salvatore's Homeland in the Dark Elf trilogy and home of the evil race of dark elves known as drow. Plato's Republic features characters at a feast discussing the topic of justice. Glaucon, one of the conversation partners, decides to play devil's advocate, putting forth the idea that justice is one of those pesky things we have to deal with to live in a peaceful society, arguing that if there were a way around it, (...)
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  30.  8
    Is Anyone Actually Chaotic Evil?Neil Mussett - 2014-09-19 - In William Irwin & Christopher Robichaud (eds.), Dungeons & Dragons and Philosophy. Wiley. pp. 35–59.
    As it turns out, accounting for the mechanics of willful wrongdoing has been a major problem for ethics from the beginning, and it has led to some very strange theories. Socrates and Plato simply deny the possibility. What does this mean for DungeonsDragons (DD)? First of all, it means that nobody chooses evil for the sake of evil, what some people call diabolic evil. The primary sources of evil are indifference and self‐deception. Both lead me to a life of convention, (...)
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  31.  3
    Dude, Where are the Girls?Heidi Silcox - 2012 - In Jon Cogburn & Mark Silcox (eds.), Dungeons and Dragons and Philosophy: Raiding the Temple of Wisdom. Open Court Publishing.
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