Dungeons & Dragons is not just for the nerds anymore

To all appearances, Emma Aprea is a tattooed and pierced 24-year-old, a bartender and freelance photographer.

She also, despite her petite frame, happens to be "a female, tiefling barbarian: half-woman, half demon. I carry a huge green sword."

Fortunately, the barbarian only comes out in certain contexts -- namely, in one of the three different fantasy tabletop role-playing games she participates in each month. Two of those are Dungeons & Dragons, a collaborative storytelling game first published in 1974, decades before Aprea was born.

"The stigma of D&D is that you're a hard core closet nerd; you don't even see the sunlight," Aprea says. "But not all nerds are that way. As people evolve, this is getting to be less stigmatized because it's fun to come out and drink and be social, but also get to play a game. There's a level of community to it."

That evolution is already well underway: Dungeons & Dragons has, against long odds, recently become something vaguely resembling cool. Regular games are popping up in bars and coffee shops, and in people's homes. They're being documented in podcasts and recorded on YouTube or Twitch, in some cases drawing thousands of viewers. The trend, which has also percolated around the country, has even fueled kids' camps and pop-up gaming cafes.

At Redcap's Corner in Powelton Village, Pa., events manager Kris Zwack says the Thursday D&D nights have been drawing strong crowds.

"We've been regularly selling out of new printings of the latest D&D expansion books, like Xanathar's Guide to Everything," she says.

Fans attribute the resurgence in part to improvements in the game itself. D&D -- which offers a structure for characters from orcs to dragons to play out different scenarios guided by rolls of the dice -- is on its fifth edition; Zwack says many of her customers had dropped out of the game over the years, but are now returning.

"It's not nearly as complicated as it used to be. You don't need a Ph.D. in Dungeons & Dragons," agrees Brian Bolles, 33, a bar manager and avid player. "The last version of the game was kind of confused in its complexity."

It's come a long way since the 1980s, when a moral panic surrounding D&D was triggered in part by the suicide of a teenager who had been an avid player.

Today, it's seen as a relatively wholesome pastime, and even a way to draw out autistic children in social settings.

"I started playing around the end of the Satanic Panic, so it was the devil's game and all that," says Zach Ares-Deterding, now 37. "Then, in high school, we played as part of the drama club. When I got to college, that was the first time I encountered the stereotype of the sweaty, greasy dude with the neck beard and Motorhead T-shirt. I was like: Wait, am I a nerd? But now, it's getting more socially acceptable."

He cites the infiltration of D&D into the media, such as in the Netflix series Stranger Things, and seeing D&D ads in men's magazines, like GQ and Maxim.

Now, the father of a toddler plays a monthly game at a bar, and hosts another one, biweekly, at his house.

"The game we run at my house is more like a day-care," he says. "We have three people that come over with toddlers and take turns watching babies."

Some of those players are brand new to the game. For many, it's an inviting alternative to the lonelier pastime of video gaming.

Will Calligan, 28, says that's what drew him. "I've played video games my whole life, but I only got into tabletop (role-playing games) around college. I enjoy the aspect of community. It's like a collaborative brainstorming session."

Style on 01/09/2018

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