Word: gamely
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Developed in the 1970s before the days of computers and Play Station, Dungeons & Dragons is a role-playing game. Real people develop characters and, under the direction of the Game Master(s), enact an adventure. They fight to save a princess from a tower; they defend their kingdom from the ogres; or, in a more modern plotline, they seek out the robots who have blocked the oil pipeline to their village...
There are no computer screens or props, no costumes or weaponry. The game is one of imagination. Once the game begins, a player is no longer himself; he is his character. What he says and does reflects not on the student who walks around Harvard’s campus, sleeps and eats in Pforzheimer, and concentrates in Computer Science. What takes place once the game is in session is part of another world—a world that exists only in the minds of the players...
...Friday night, and Elizabeth “Betsy” C. Isaacson ’12 of Mather House leads a game in Old Quincy. She and her real-life boyfriend Alessandro La Porta ’09 run this game together as Game Masters, co-writing the plotlines for the weekly gatherings of eight Harvard students and one alum...
...fast, too fast, almost. She fiddles with pens or anything nearby, really. But when Betsy is in character, she speaks slowly, pensively, with intent. She leans forward and scrunches her eyebrows together. What she says carries weight in the imaginary universe of Dungeons & Dragons, and the players in the game listen closely...
...moment is intense. Betsy is a convincing actress, as she quickly jumps into character when the game begins. But when she asks the team to come back to her tent, Nathaniel A.B. Jack ’09, a graduate who returns to campus for the Dungeons & Dragons game, bursts in with the utmost maturity: “Bom-chica...