Know. Will. Dare. Be Silent.
Monday, 13 December 2010 14:43

Role Playing Games and the Magical Path

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All of you gamer geeks out there will follow me on this.  You have this one (or few) characters that were just awesome.  They made you feel good to play them.  You couldn't wait until Thursday night because then this character gets to come out to play.  You have pitted them against moral challenges, tests of wits, intelligence, and cunning, and you've developed them lovingly, sometimes through the years until they have grown to have a special place in your heart.  And while we're at it, let us not fool ourselves with false bravado; We did mourn when they died or when the campaign ended.

Earlier today, while rummaging around old files on my server, I came across my character notes, sheets, and sketches of a few of my favorite ones.  There was the bookish Seelie Sidhe of House Eiluned, the very near-sighted sorceress who knew everything about anything arcane, but often got mixed up on her social niceties.  There was the Cult of Ecstasy seer who danced her way into trances where she transcended space and time at underground raves, fetish clubs, drum circles at pagan gatherings, anywhere she could find a big heart-rumbling beat.  There was the Virtual Adept who liked to break into New World Order computer systems and change "just a few words" here and there, for the sake of political reality manipulation.  There was the Unseelie childling Nocker who loved fireworks, oh she loved them a lot.  (I played primarily Mage: The Ascension and Changeling: The Dreaming).

I was looking at all of these characters, and remarking on the stories we told with them once upon a time, the heroic quests and amazing journeys we went upon, and the challenges we faced.  In many ways, these games were places where my archetypes could come out and play.  It gave me a sandbox in which to let my good side, my bad side, my mischievous side, my magical side, and my many other sides come out to play - and learn.  After all, if the only consequence was a smackdown from the GM, I could afford to see the outcomes of many choices and ways of being.  If Jinx threw one of her new and improved firecrackers in the toilets of the girls' bathroom, all I'd get is a chewing out by the very irritating school principal NPC.   It gave me a way to examine some of the parts of myself in ways I wouldn't have otherwise.

Beyond that, the role playing games taught me how to explore worlds and realities beyond my own.  With a storyteller weaving a tale, I let my mind drift and create beautiful worlds and fantastic visions in my mind.  I immersed myself completely in worlds that only existed in the minds of those sharing the tale, and journeying there became easier and easier the longer the campaign went on.  I can attribute my own ability to work in the world of spirit with all of the practice I got in otherworldly travel during those good old days when my friends and I gamed at least once a week.

It's often true that there are lessons in paganism, witchcraft and magic to be found in the world we inhabit, but some of the best ones are often found in places we might not expect.  I didn't realize it then, but I realize it now that my enthusiastic pursuit of role playing games was training me to be a better witch.  I haven't played any role playing games since I moved to Memphis, but I'm suddenly inspired to find a good campaign to hop in on.  I think in light of Wikileaks and the aftermath of that, my old Virtual Adept wants to play again.

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4 comments

  • Comment Link Oakvane Thursday, 13 January 2011 08:26 posted by Oakvane

    Well said. Role playing games are a modern spin on the ancient traditions of storytelling, only everyone gets to tell the story together.

  • Comment Link Naya Aerodiode Saturday, 22 January 2011 10:15 posted by Naya Aerodiode

    I just found this article at Psychology Today about role playing games. They shared many of the same reasons that I do for the usefulness of RPG's.

    http://www.psychologytoday.com/blog/geek-pride/201007/real-life-role-playing

  • Comment Link Chris Saturday, 22 January 2011 23:38 posted by Chris

    RPG games foster creativity, which is sorely looked down upon in our modern day, culturally-dead society

  • Comment Link Naya Aerodiode Sunday, 23 January 2011 06:57 posted by Naya Aerodiode

    You completely said it there. I know that playing RPG's has really fueled my creativity in a number of different ways.

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thesilverspiral

thesilverspiral
I weave the forces of nature. I speak to the spirits. I enchant the future and divine the unknown. I dance in the moonlight and sing to the stars. I am a witch.
http://www.silverspiral.org

thesilverspiral: Congregational #pagan s, the "sheep," are nothing I want to do with. I don't want to shepherd the sheep. I want to fly with other eagles.


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thesilverspiral: http://t.co/XRUHy5J4 Wicca Magical Beginnings, by Sorita D'Este. FREE for Kindle today. An excellent read. #pagan


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thesilverspiral: It takes an act of courage to admit that you're wrong. A coward would rather hold on to falsities than risk being thought a fool.


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The goal of the Craft is to affect changes that are in harmony with one's individual path through the universe. The goal of the Craft is not to be just a witch or priestess, but to be busy being awesome, living life with vitality and using your magic to shine like the star you are. The Craft is a set of tools which help open those doors on the path to your dreams. You are not your Craft; you are what you do with it. - Naya Ærodiode

"Paganism is wholesome because it faces the facts of life." -Aleister Crowley