D&D and Satanism
    
        
 In 1974, Gary Gygax of TSR, 
    Inc. gave birth to a new hysteria. It was called Dungeons and Dragons, and 
    it would spawn a thousand games and books of its type, but none would come 
    close to comparing to Dungeons and Dragons. It wasn't until 1979 that the 
    explosion of role playing games struck hard. It was exhaustingly popular and 
    spread like wildfire all across North America and Europe. It is estimated 
    that more than ten million copies are in print today. Dungeons and Dragons 
    quickly became a culture, a way of life for some people. Since it's release 
    in 1974, there have been over one thousand other similar games that have followed 
    in the tracks of D&D, not to mention the seemingly endless quantity of novels 
    the game has created in it's wake. 
  Today, Dungeons and Dragons is 
    subject to supposed accounts of Satanism, and is accused of counting 'occult' 
    content. Many blame the game for suicidal and criminal activity among youth.
   Dungeons and Dragons is played 
    by a group of people, possibly ranging from 3-6, where one person is the Dungeon 
    Master (DM) and the others Player Characters (PC's). The players create imaginary 
    characters using the rules in the D&D Players Hand Book. The characters created 
    can differ greatly, from the mighty warrior to the quiet and secluded wizard 
    or even the charismatic elf. The possibilities are limitless. The group will 
    usually meet at a designated playing area, (usually one of the player's houses) 
    and the DM will have pre prepared a 'quest'. The DM decides what monsters, 
    obstacles, traps and people the characters meet, and the players guide their 
    characters through the DM's dangerous and mystical world using their unique 
    and reserved skills. Polyhedral dice are used to decide the outcome of most 
    encounters. 
  The DM's imaginary world is usually 
    a medieval one, only with dragons, magic, hideous creatures, gnomes etc. Typical 
    quests involve rescuing people, seeking artifacts, destroying evil wizards, 
    slaying wicked dragons and searching for knowledge, power or treasure. Many 
    DM's are skilled writers and create highly intricate adventures with well 
    thought out plot lines, equally good as the plots of some of Hollywood's best 
    films. There is no 'winner' to the game, you simply go on as long as you desire, 
    until your character becomes so powerful it is no longer a challenge, or until 
    your character dies.
   Most dungeons and dragons players 
    are in their teens to early thirties. They are more than often highly creative, 
    intelligent, analytical and tireless. 
  For the past fifteen years, Dungeons 
    and Dragons has been set upon by many Christians and other religious groups 
    for causing 'harmful' effects to those who play it. Patricia Pulling, the 
    leader of BADD (Bothered about Dungeons and Dragons) seems to have started 
    this war and continues to lead it ever since the suicide of her son, Bink 
    Pulling in the late 1970's. She began a campaign to restrict availability 
    to the game by collecting numerous newspaper articles and reports of accounts 
    where RPG players committed suicide or performed criminal activities. Groups 
    such as BADD, concerning the satanic content of Dungeons and Dragons have 
    written many books. 
  Dungeons and Dragons has been 
    accused of being the cause many things such as rape, murder, suicide, assassination, 
    insanity and prostitution. It has also been accused of teaching necromantics, 
    witchcraft, demonology and voodoo. 
  All these groups and individuals 
    seem to become so obsessed with proving Dungeons and Dragons to be satanic, 
    that they loose sight of the facts at hand. There is absolutely no evidence 
    that role-playing games contain harmful content at all, and they have been 
    studied immensely. 
  BADD estimated four million gamers 
    world wide, and this number has most certainly increased since then. With 
    the approximate teen suicide rates, five hundred of those four million gamers 
    would commit suicide in a year. It was actually found that only four gamers 
    committed suicide in the documented year... four. This means that gamer's 
    suicide rate is substantially lower than normal teens, four hundred and ninety-six 
    lower.
   James Forest and Suzanne Abyeta 
    conducted extensive studies of criminal activities committed by gamers and 
    found that gamers committed fewer crimes than the same number of non-gamers. 
    
  Dr. S. Kenneth Schonbert analysed 
    over seven hundred adolescent suicides and discovered D&D was not a factor 
    in any of them. FBI Special Agent Kenneth Lanning states in his book that 
    there is no connection between role playing games and crime.
   With facts like these right 
    in front of them, it's a wonder organisations such as BADD have not halted 
    their constant assaults on role playing games. It seems that anti role-playing 
    organisations judge what they see by word of mouth. The main problem with 
    these people, it seems, is that they have not witnessed a gaming session or 
    read the manuals. They accuse the book of containing descriptive procedures 
    for casting spells. Gary Gygax, creator of the game stated: "I made all those 
    spells up out of my head, how can they take it seriously?"
   Patricia Pulling also believes 
    the game to be blasphemous because it contains words like spellcraft, resurrection, 
    deity and demon. The bible too, contains these words, yet is it any less holy? 
    Terms such as these are commonly found in current media, and they are not 
    criticised.
   At no point in the D&D Players 
    Handbook does it even hint at devil worship, animal sacrifice or occults. 
    It does not encourage random killings, murder or rape. It allows you to choose 
    your character alignment, and it suggests your character being lawful and 
    good. Most DM's don't even like evil characters to play in their quests. 
  Those who blame D&D for their 
    child's suicide don't take into consideration drug abuse or previous criminal 
    activities. They are frantically searching for something to blame it on and 
    D&D seems a logical enough decision, since their child was interested in it. 
    What about the child's other interests, like reading? Of course reading is 
    educational, so no one blames it for their child's suicide or criminal purges. 
    Well, if it were to be looked at a little more closely by some people, D&D 
    contains just as much educational value as reading, if not more. It teaches 
    much about medieval society and culture, for the game revolves in a flourishing 
    medieval society. It teaches new vocabulary and acting skills, since the players 
    often change their voice and speak in medieval terms, taking on the role of 
    their character. Basic math skills are constantly used. Adding up dice totals 
    quickly and calculating whether or not they 'hit' their opponent can greatly 
    benefit younger players. 
  While parents have the reserved 
    right to censor what their children read and do, they should not censor on 
    groundless fears. I recommend Dungeons and Dragons to anyone for it's highly 
    educational content, and for it's fun, seamless game play. It's a good opportunity 
    to get together with your friends, eat snacks and have some fun. I also find 
    it keeps kids out of trouble, for when Friday nights come along, parents know 
    their kids are safely downstairs, playing D&D and drinking coke, instead of 
    out partying, getting high or comitting crimes. 
  By: Calvin Cockell