21st Century DRAGONS, the Modern Infestation, Draconomicon by Joshua Free


“The dragon has always been something of an enigma, but slowly and surely it has reemerged into the light of present times, most progressively during the last 100 years. Prior to the last century of ‘pagan’ and ‘mystical’ revival, the dragon was mostly either considered evil or else connected to distant and ‘irrelevant’ mythologies (according to the consciousness level of the population at these times).” (from the Draconomicon by Joshua Free)

“One of the most paramount initial reintroductions of the dragon into modern culture came popularly from someone who would be ‘respected’ among his peers, or at the very least be ‘one of the community’ when making his relay… J.R.R. Tolkein.”

“Although mostly absent from the “Lord of the Rings” literary cycle itself, The Hobbit famously featured the hoarding-dragon Smaug. For as long as it has been available (c. 1939), The Hobbit and its dragon have influenced more of 20th and 21st century “epic fantasy” (including such projects as Dungeons & Dragons) than anything else to appear in print.” (from the Draconomicon)

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“The 1960′s brought a period of ‘fantasy’ and ‘psychedelic enchantment’ that very often included the dragon themes. Consider the Disney rendition of Sword-in-the-Stone where Madam Nim turns into a dragon. Another of their films, Sleeping Beauty, also features a female magic-user that transforms into a dragon. The song and film “Puff the Magic Dragon” also seems to have inspired a certain segment of a past generation that will never be able to forget, nor the timelessness of Pete’s Dragon and similar lovable classics.” (from the Draconomicon)

“In 1977, TSR launched their first edition of “Advanced Dungeon & Dragons,” what players would later call simply “D&D.” This newer version of the game consisted of expanded rules available in separate hardcover books, allowing for infinite expansion possibilities, an aspect that TSR took full advantage of. The core books required for the game are “The Player’s Handbook,” “The Dungeon Master’s Guide” and the “Monster Manual,” all of which were originally written by Gary Gygax himself. The original fantasy artwork gracing these covers was deemed too controversial for the mainstream, so a more commercial look was given to the same edition in 1978. Further titles came to supplement the core materials, including: “Deities & Demigods,” “The Manual of the Planes” and the controversial “Fiend Folio.”

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“Dungeons & Dragons began to spark religious controversy once things started happening to psychologically unstable teenagers who became obsessed with the occult elements and the “role-play” of the game. Although the game obviously exposed players to metaphysical and magickal “themes,” it did not teach practices any more useful that someone might gain from reading Grimms’ Faerie Tales.” (from the Draconomicon)

“The first bout of public concern emerged almost immediately in 1979 when a player, James Dallas Egbert III, at the University of Michigan disappeared for nearly a month. Media attention was attracted and the official story became that the boy’s reality had merged with the game world, so he goes into the steam ducts of the university for personal adventure and dies. Of course, none of this turned out to be true. Sales skyrocketed though.”

“In 1989, TSR produced a new “second edition” of the game as well as new rules and supplements. TSR has been steadily dealing with financial problems and sought to attract a new generation of players with a new look and feel to the product. A decade later, TSR would be bankrupt, only to have their design patents and trademarks purchased by Wizards of the Coast, who released a new, classier, easy to use “third edition” in 2000, returning the game title to simply: Dungeons & Dragons. The debut of the new edition was accompanied by the first D&D feature-length motion picture to be released (New Line Productions). Warner Bros. produced a sequel in 2005, the “Wrath of the Dragon God.” (from the Draconomicon by Joshua Free)

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“Via imaginative storytelling, the characters gains more “gaming experience” cumulative over time and ultimately becomes “stronger.” Fantasy role-playing has been stereotyped a “nerd niche,” but no more than chess or Risk. Although originally conceived of by older battle strategy enthusiasts with probably nothing else better to do with their time, the game is now marketed to young adults and college-level consumers who have the expendable income to support this (often) expensive hobby. Other fantasy adventure games have since followed in the D&D tradition, including the now out-of-print “Hero Quest” rendition by Milton Bradley and the more recent release of “Heroscape.” No series has ever reached the sheerness of the original D&D world, of which practitioners and cowans alike continue to collect vast remnants of.” (from the Draconomicon)

“When the 1980′s were coming into their power in human consciousness, motion pictures such as Excalibur and Dragonslayer were intriguing the mystical and fantasy-seeking population, and something else arrived in the underground: a pseudo-scientific movement to explore dragon activity on the planet – what they called musingly an infestation. This was brought forth by Warner Brothers Books when they released “Dragons: A Guide to the Modern Infestation” written by Pamela Blanpied in 1980 (later reprinted in 1996). The work refers to the academic pursuit as “verminology.”

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