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Gowanda PennySaver News - July 11, 2004

Stretching the Imagination - Playing on a grid and using pebbles for their markers, these fellows enjoy a friendly game of Dungeons and Dragons. Dungeon Master Amanda Felt looks on as (clockwise from lower left) Clifford Nielson, James Mitchell, Devin Kinsey and Jonny Hoca strategize their next play.

Game inspires creative thinking and strategy

By Mary Pankow

     Just over 75 years ago, a man named Walt encouraged children to use their imaginations. He introduced a friendly mouse that could talk, walk upright, wear clothes, drive a car and steer a boat as “Steamboat Willie.” Since that time, the mouse’s popularity has skyrocketed and he is now an internationally known symbol.

     This colorful cartoon character has grown from a two-dimensional drawing on celluloid to become the icon of the Disney dynasty.

     Few things are as recognizable throughout the world as Mickey Mouse ... born from a creative imagination.

     How often have we sat and listened to our elders telling tales of the past. Family history and days of yore rekindle a light in their eye while we conjure up scenes of ancestral successes and failures in our minds. We may not have been there, but we can imagine what life was like “back then.” And, as children playing firemen, cops and robbers, princesses and princes, we imagined roles that exercised our minds, keeping us away from the “boob tube,” as Mom put it.

     The world of imagination still exists despite video games, too many television channels to count and the settling by young and old into a too-sedentary lifestyle. To counter mindless activity, the basement of Gowanda Free Library offers opportunities for imaginations to stir; stories are being told, events are taking place and puzzles are being solved - by people of all ages.

     College student Amanda Felt provides the games and players solve the “mystery.” Outside is the 21st century, but beyond the library’s threshold is a medieval world of damsels in distress, fire-breathing dragons, primitive weapons and battles of good versus evil. Let the role-playing begin, the game of Dungeons and Dragons is under way.

     Although “booed” in some circles for its Harry Potter-like wizardry and magic, Dungeons and Dragons encourages strategic thinking, logic, anticipation and concentration. While dice are involved, “men” do not race around a board in a start-to-finish, collect $200 for passing go, type of game. Rather, each die enables a character to attempt a feat, search a room or possess capability. A bad roll has consequences, but character attributes help avoid many perils.

     The game is played on a grid and, depending on the theme that day, allows characters to move around outside and inside a structure, such as a house, castle or cottage.

     Dungeon Master Felt, a computer arts major, likes to keep the games simple, making them fun while encouraging the thought process. One younger participant Clifford, enjoys playing Dungeons and Dragons, saying, “I like this because it’s like a story.” His brothers, also fans of the game, agree.

     Referring to their character sheets, Clifford and his siblings examine every aspect of a cottage and discover an injured man lying on a bed. While attempting to help the fellow, the players search for pitfalls and dangers lurking within the room. A mischievous imp appears to be at the bottom of the evil doings and, using their talents while overcoming obstacles and limitations, the players confront the imp and rescue the victim.

     This is the type of scenario that Felt, a University of Buffalo student and three-year veteran of the game, creates for her players. She provides the story for the dozen or so regular players. Many of them are beginners and children of adult Dungeons and Dragons players.

     An interactive game, Dungeons and Dragons brings people of all ages together to experience imaginative adventures.

     Role-playing games are very popular today. In fact, Media Play has an entire section and UB has a club devoted to the genre.

     Aside from Dungeons and Dragons, Animé - Japanese animation that includes novels and cartoons - and Magic - card games - are also part of the fantasy/role-playing boom. While these are popular with teens, Felt likes to concentrate on Dungeons and Dragons.

     The gathering of players came about as the result of overhearing library patrons - mostly teenagers - talking about Dungeons and Dragons. The kids were surveyed and enough were interested in starting regular Dungeons and Dragons sessions. Felt gladly agreed to act as Dungeon Master, hoping the games would attract many who might normally hang out on street corners. By giving them an activity to exercise their minds, the Dungeons and Dragons experience might also help them in school, where logic and strategy often, and thinking always, come into play.

     Felt runs a relaxed game, where players feel free to express their ideas, think out loud and ask for explanations when confused. She doesn’t like to bog the game down with rules, preferring to keep it simple and fun.

     To the layman, her grid and pebbles may seem simplistic, but to her players, they are sword-bearing crusaders crossing a cottage threshold to search for a missing wife and come to the rescue of her injured husband. Even Mickey Mouse - the Sorcerer’s Apprentice - would enjoy visiting and fighting the evil in this particular Dungeons and Dragons world conjured up by Felt.