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What Mazes and Monsters Got Right

In 1982, the film "Mazes and Monsters" emerged as a cultural touchstone that both intrigued and alarmed the public, particularly those with school-aged children. Starring a young Tom Hanks, the movie became infamous for its controversial portrayal of role-playing games, echoing the nascent "Satanic Panic" sentiments of the decade. While it's easy to dismiss the film as a cautionary tale steeped in moral hysteria, there's more to it than meets the eye. I want to explore "Mazes and Monsters" from the vantage point of an RPG enthusiast. The goal is to dissect the film critically, examining not only its shortcomings but also the aspects of RPGs that it manages to portray accurately. Let's journey together through this abandoned cave of cultural history, stereotypes, and unexpected truths.

NOTE: I have also created a four-track dungeonsynth album inspired by this movie, called “Labyrinths and Legends” that you can listen to now on YouTube, Spotify and other places! (all links at bottom of article)

Mazes and Monsters is officially free on YouTube I’m not sure I recommend that you watch it. Just let me explain below. You can jump to Part IV of this article if you’re already “read in” to the movie.

I. Historical Context

II. The Game Within the Movie

III. Stereotypes and Misconceptions

IV. What Mazes and Monsters Got Right

V. The Movie’s Impact on RPG Culture

VI. Additional Resources

VII. My Mazes and Monsters Dungeonsynth Tribute Album!

The early 1980s were a tumultuous time for RPGs, largely due to the cultural phenomenon known as the "Satanic Panic." This was a period of moral panic where role-playing games, among other subcultures, were accused of promoting satanism, occult practices, and even violent behavior. The media often sensationalized these claims, further fueling public fear and misunderstanding. This climate of suspicion and alarm provided the backdrop for "Mazes and Monsters," which was not just a product of its time but also a contributor to the ongoing discourse.

The movie itself was inspired by real-life events, particularly the case of James Dallas Egbert III, a computer science student and D&D player who went missing in 1979. The media was quick to link his disappearance to the game, despite the complexities of his personal life that were later revealed. It turns out he did not die in some tunnels after playing too much D&D. He had pre-existing mental issues and eventually took his own life on his fourth attempt after struggling with other issues, but the press had already done their thing and conflated his initial disappearance and generally tragic life with the involvement of D&D. "Mazes and Monsters" capitalized on this narrative, presenting a dramatized version of events that aligned with the prevailing public sentiment. It's worth noting that the film didn't exist in a vacuum; it was both shaped by and contributed to the media's portrayal of RPGs as dangerous and corrupting influences.

Understanding this historical context is crucial for a nuanced interpretation of the movie. While it's easy to criticize "Mazes and Monsters" for its inaccuracies and fearmongering, acknowledging the era in which it was created allows us to appreciate it as a cultural artifact—a reflection of the anxieties and misunderstandings of its time.

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The mechanics in "Mazes and Monsters" are sketched out in broad strokes, leaving much to the imagination. While the movie does mention levels, experience points, and spells, it doesn't go into the complexities of the dice mechanics or character creation. It’s really the biggest source of humor in the movie just how ignorant the original author Rona Jaffe and screenwriter Tom Lazarus are of actual roleplaying games. If you want to give them the benefit of the doubt, the lack of accuracy in the story could be seen as a narrative choice to keep the audience focused on the story rather than the technicalities of the game. But let’s be honest. The game called Mazes and Monsters in the eponymous film is based on hearsay accounts of what Dungeons and Dragons and LARPing in general was like at the time. To get a breakdown of the “rules” of the fictional game, I will point you to this brilliant 34-part article at Blog of Holding, where the author painstakingly reverse engineers the RPG that the movie depicts in terms of actual mechanics. The game is a convoluted, unplayable mess in case you were wondering.

The portrayal of the Game Master in "Mazes and Monsters" (“Maze Controller” in the movie’s terms) is both intriguing and problematic. On one hand, the GM is shown as a creative force, crafting intricate worlds and scenarios for the players to navigate—a portrayal that aligns with the real-life role of a skilled GM. On the other hand, the movie imbues the GM role with an almost ominous quality, suggesting that the GM has the power to lead players into dangerous, even life-threatening situations. There is one LARP scene where the Maze Controller Jay-Jay (played by Chris Makepeace) leads his three players through an abandoned cave near their college town and Robbie Wheeling (Tom Hanks) experiences his pivotal psychotic break. This portrayal of GMs tapped into the broader societal fears of the time, painting them as a puppet master who could twist and destroy young minds. While it's true that the GM has considerable influence over the game's direction and mood, the movie oversells the GM’s role in the psychological life of their players. 

The emotional investment that players have in both the game and in each other is palpable in the movie. However, this is taken to an unrealistic extreme by suggesting that psycho-emotional attachment to the game can lead to a dangerous blurring of the lines between reality and fantasy. At first it’s suggested that Jay-Jay might commit suicide in some nearby caves that are later used in his LARP session. Then Daniel (played by David Wallace) snaps at his friend Kate after being retrieved alone in said caves, declaring that the game has become a lot more to him and it’s worth cheating in order to find the treasure before the next session (yes, the movie is that stupid). And then of course there’s Tom Hanks’ Robbie, who gets so lost in the game that he finds himself about to jump off one of the towers of the World Trade Center before his friends find him and talk him down (spoiler alert). While it's true that RPGs can evoke strong emotions and create lasting friendships, the movie's portrayal leans into the absurdly sensational.

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"Mazes and Monsters" is a treasure trove of stereotypes and misconceptions about RPGs and their players, many of which have been debunked or nuanced over the years but were prevalent at the time of the movie's release.

One of the most glaring stereotypes is the portrayal of RPG players as social outcasts or misfits. The characters in the movie are shown as individuals who are disconnected from "normal" society, either because of personal traumas, academic pressures, or dysfunctional family backgrounds. Jay-Jay is a lonely genius, Daniel is a misunderstood hunk, Kate (played by Wendy Crewson) has trouble keeping a boyfriend, and Robbie (Hanks) has an alcoholic mother, stern father and a young brother who ran away from home and was never seen again. 

While it's true that RPGs can attract a diverse array of people, including those who might feel marginalized in other social settings, the movie's portrayal is a gross exaggeration. In reality, RPG communities are often inclusive spaces that welcome people from all walks of life, and many players are socially adept individuals who enjoy RPGs as one of several fulfilling hobbies.

The movie also places a heavy emphasis on the escapist aspects of RPGs, suggesting that players engage in these games primarily to flee from the challenges of real life. While escapism is a component of many leisure activities, including RPGs, "Mazes and Monsters" frames it as a pathological behavior. The characters are depicted as so engrossed in their fantasy world that one of them completely loses touch with reality, a narrative choice that stigmatizes the healthy escapism that RPGs can offer. In contrast, many players find that RPGs provide a constructive outlet for creativity, problem-solving, and social interaction, far from the destructive escapism suggested by the movie.

Perhaps the most damaging stereotype perpetuated by the movie is the idea that playing RPGs can lead to delusions, dangerous behavior, and even death. Jay-Jay’s suicidal ideation mirrors the alleged death of James Dallas Egbert III (who never actually died if you recall). Robbie Wheeling’s descent into confusion and peril on the dangerous streets of 1980s New York City is portrayed as a direct consequence of LARPing. This narrative taps into the "Satanic Panic" fears of the era, painting RPGs as not just a waste of time, but as a perilous activity that could lead to tragedy. This is obviously a laughable misrepresentation.

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Alright, this is what I wanted to talk about most. While "Mazes and Monsters" has been widely criticized for its negative portrayal of RPGs, it's not entirely off the mark in some respects! Amidst its exaggerations and stereotypes, the movie does manage to capture certain elements that resonate with the actual experience of playing tabletop RPGs.

Despite its many flaws, "Mazes and Monsters" does manage to capture the social aspect of RPGs. The movie shows a group of friends coming together to share in a collective storytelling experience. While the friendships in the movie are fraught with their own set of problems, the essence of social connection through shared gaming experiences is there. Many RPG groups form strong bonds, and the friendships often extend beyond the gaming table. In this regard, the movie does manage to shine a light on the communal aspect of RPGs, even if it's through a somewhat distorted lens.

"Mazes and Monsters" also touches on the creative outlet that RPGs provide for players. The characters in the movie are seen designing their own maps, creating characters, painting miniatures (which looked like flat pieces of paper), and setting up elaborate LARP scenarios with props. This all accurately reflects the creative investment that a lot of us put into our games. 

From meticulously designed character backstories to elaborate world-building, RPGs offer a platform for creative expression that is both individual and collaborative. Players get to flex their imaginative muscles, whether they're coming up with a cunning plan to outwit a foe or describing a vivid setting. In this way, the movie does capture the essence of the creative freedom and expression that is a cornerstone of tabletop RPGs.

One of the more nuanced aspects that "Mazes and Monsters" manages to capture is the emotional investment players often have in their characters. In the movie, we see characters who are deeply connected to their in-game personas, in one case where when Jay-Jay’s character dies by spike pit and everyone is crestfallen. While the film takes this character death to a cheesy place, the core idea isn't entirely off base.

Many seasoned RPG players can attest to the emotional attachment they develop for their characters. After dozens and sometimes hundreds of hours of adventuring, these characters become more than just a collection of stats and abilities; they become entities with desires and dreams that exist not just in the mind of one person, but several. Players celebrate their characters' triumphs and mourn their losses together, sometimes with a level of emotion that can be surprising to those less familiar with the hobby.

This emotional investment isn't just about attachment to a fictional entity; it's also about the investment in a shared narrative. When a character succeeds or fails, it's not just the individual player who feels the impact, but the entire group. The highs and lows become collective experiences, deepening the emotional bonds among players. 

"Mazes and Monsters" does touch on an aspect of tabletop RPGs that is both a barrier to entry for some and a point of deep engagement for others: the complexity of the rules. In the movie, hear Jay-Jay and Kate saying they need a fourth person (because apparently M&M is unplayable with just three) and Jay-Jay’s response is that hopefully their new player won’t “freak out or flunk out.” This might feel familiar to anyone who has tried to onboard a new player to an RPG they’re unfamiliar with. While the movie doesn't delve into the specifics, it does capture the essence of a reality many players face: mastering an RPG is not just about showing up and improvising; it involves a commitment to understanding a set of rules that govern the value landscape of the game.

The movie manages to capture the influential role of the Game Master in shaping the experience of a RPG. The traditionally GM serves as the storyteller, the rule enforcer, and the world-builder, wielding a unique form of power that can make or break a game session. In the movie, we see the GM taking on a role that is more than just a facilitator; they become the architect of the emotional and narrative landscape, guiding the players through a series of challenges and moral dilemmas. In Daniel’s words: “I am the Maze Controller, the god of this universe I have created. Only I know the perilous course which you are about to take. Your fate is in my hands.”

The GM's influence extends beyond mere logistics. They set the tone, create the atmosphere, and provide the context within which the story unfolds. Whether it's through vivid descriptions of environments, nuanced portrayals of non-player characters, or the pacing of dramatic events, the GM has the ability to evoke a range of emotions from the players. They can turn a casual game into an intense, edge-of-your-seat experience, or provide moments of levity and humor to diffuse tension. In the movie we see Jay-Jay host and run the cave LARP session in which everyone has a blast (except for Robbie, who has a major psychotic breakdown and ends up alone in NYC clamboring over the edge of the tallest building in the city).

No matter how you slice it, the GM is the linchpin that holds the RPG experience together, a role that "Mazes and Monsters" acknowledges. The movie shows us that the GM's influence is multifaceted, extending from the mechanics to the emotional core of the game, shaping not just what happens, but how those events are felt and remembered by the players.

While the movie may not delve deeply into the community aspect of RPGs, it does touch upon the idea that players seek out like-minded individuals to share in this unique form of storytelling and camaraderie. The characters in the movie come together because they all share an interest in the game, and it becomes a point of connection that transcends their individual backgrounds and life circumstances. 

This mirrors the real-world dynamics of RPG communities, where people often form friendships and social circles around their shared love for the game. Whether it's through local gaming stores, online forums, or dedicated social media groups, players actively seek out others who share their passion. These communities become spaces for collaboration, discussion, and the exchange of ideas, enriching the individual's experience of the game while contributing to a broader, collective engagement with the hobby.

In this way, the movie does capture a sliver of truth: the magnetic pull of shared interests that brings players together and fosters a sense of community, even if it's just a small group gathered around a table, dice in hand, ready to embark on a collective adventure.

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"Mazes and Monsters" was more than just a cinematic endeavor; it became a cultural artifact that contributed to the broader discourse surrounding RPGs. Released at the height of the "Satanic Panic," the movie further fueled the fire of public suspicion and concern about the role-playing hobby. Parents, educators, and religious groups who were already wary of RPGs found in the movie a cautionary tale that seemingly validated their fears.

However, the movie's impact wasn't entirely negative. For one, it sparked conversations within the RPG community about the need for responsible gaming and the importance of distinguishing fantasy from reality. It also led to more organized efforts to defend and promote the hobby, including advocacy groups and educational initiatives aimed at correcting misconceptions. Maybe most importantly, the movie contributed to a social panic that actually boosted TSR’s sales of D&D products since it made that game a household name (and piqued the curiosity of edgy middle- and high-schoolers). Over time, as the hobby evolved and diversified, this movie became a sort of time capsule, a reminder of an era when RPGs were misunderstood and maligned. While it may not have aged well, its role in shaping the early narrative around RPGs cannot be ignored.

In the long run, the movie inadvertently gave the RPG community a rallying point. It became a symbol of the misunderstandings and prejudices that players wanted to overcome. Today, as RPGs enjoy a renaissance of sorts—with mainstream recognition, academic study, and a more diverse player base—the shadow of "Mazes and Monsters" serves as a reminder of how far the hobby has come. Thanks, Rona!

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For those interested in some nuanced and balanced perspectives on RPGs, the following resources offer valuable insights. Certainly better than what’s presented in "Mazes and Monsters."

1. "Of Dice and Men: The Story of Dungeons & Dragons and the People Who Play It" by David M. EwaltA comprehensive book that delves into the history and culture of Dungeons & Dragons, from its origins to its modern-day resurgence.  

2. "Role-Playing Game Studies: Transmedia Foundations" edited by José P. Zagal and Sebastian Deterding: An academic text that explores the complexities and benefits of RPGs, including their impact on social skills, creativity, and learning.  

3. "The Great Kingdom" Documentary: A documentary that focuses on the origins of Dungeons & Dragons and its creators, Gary Gygax and Dave Arneson.  

4. "Dungeons and Dragons, Satan and Psychology" by David J. Ley: An article that discusses why society and the mental health industry are so quick to believe moral panics.

5. "The Therapeutic Benefits of Role-Playing Games" by Sarah Lynne Bowman, Ph.D.”: An academic paper that explores how RPGs can be used in therapeutic settings.  

Introducing my debut dungeonsynth album, Labyrinths and Legends: A Tribute to "Mazes and Monsters"

What is it? I'm thrilled to announce the release of my very first music album, a four-track dungeonsynth Extended Play (EP) inspired by the film "Mazes and Monsters." As this is my first ever recorded music, any positive support and feedback would mean the world to me.

The Inspiration: The album aims to capture the essence of dungeon delving, that exhilarating feeling of venturing into the unknown with your trusted party members. At the same time, it serves as my interpretation of an aural tongue-in-cheek commentary on the "Satanic Panic" era film that unfairly stigmatized D&D and its community.

Where to Listen: You can find this four-song EP on various platforms.

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Christie Applegate

Update: 2024-12-02