Almost throughout its existence, however, players have endured widespread condemnation from religious groups seeking to portray them as satan worshippers, suspicious state actors, and sensationalist media portrayals. Evangelicals in the 1980s said gambling would lead to witchcraft and demonologywhile US Army officers attempted to infiltrate D&D founder Gary Gygax’s gaming circle, believing the group posed a threat to the government. At a time, national media coverage wrongly linked teenage murders and suicides to gambling.
This kind of cultural backlash against fantasy role-playing is a major part of contemporary pop culture: the popular Netflix show stranger things, which is set in the 1980s, built its story around D&D in its first season in 2016. The most recent season, released earlier this summer, depicts the school bully calling the protagonists Satanists and of cultists. A mob is even organized to attack players believing they are agents of supernatural evil.
From the start, the game has attracted an audience because of its ability to make players feel empowered and part of a community, all through a shared, imagined reality. “We all feel a bit inadequate at times to cope with the modern world,” Gygax said in a 1980s report. television interview. “It would be much better if we knew we were a superhero or a powerful wizard.”
For Levine, that kind of culture is a big part of what draws him to acting. He’s a storyteller, and he’s found this fantasy world and the ability to inhabit a character to be an incredibly fulfilling emotional experience. When he wanted to teach his improvisational comedy friends to play, for example, he found the story to be the best part.
“They were terrible at it,” he says. “They couldn’t remember the rules, the numbers or how the dice worked. But they were so good at creating those characters that you fell in love with, telling those stories that mattered.
With the stigma around fantasy and gaming culture melting away, hobbies like D&D have become more mainstream. Many of Levine’s clients are corporate groups who view it as a team-building exercise. He says these types of clients can gather for years to work on campaigns and develop their characters; he has colleagues who make a living in places like Silicon Valley by simply hosting corporate games, without having to host anything online. All of this culture has created a huge boon for the game’s parent company, Wizards of the Coast, who claimed that 50 million people worldwide have played D&D.