DUNGEONS AND DRAGONS (TM) AND OTHER FANTASY ROLE GAMES
What are Dungeons & Dragons and similar games?
D&D is a fantasy role-playing game created by Dave Arneson and Gary Gygax
who organized the Tactical Studies Rules Association in 1973. It
was an evolutionary step from earlier wargames or military simulations. The
game was first marketed 1974. It gained great popularity among teens and
young adults, particularly after Random House began distributing the game
in 1979. Dozens of other companies have since published hundreds of
similar games under a variety of titles, such as DragonQuest(TM),
RuneQuest(TM), Tunnels and Trolls(TM), and Villains and Vigilantes(TM).
The games fall into many genres:
These games are played by groups of two or more people; 4 to 7 are
typical. One player is the Game Master (GM) who defines the imaginary
environment in which the game is played. Sometimes the GM is referred to as
Dungeon Master, Storyteller, Referee, etc. He/she creates a make-believe
world through which the players will move and have their adventures. The
players each create a single imaginary character, defining their shape, race,
intellectual and physical powers, armament, protective devices, supplies and
materials. The GM decides what traps, obstacles and encounters the
characters will meet.
Adventures may include the rescuing of people, the quest for money,
treasure, power, knowledge and sometimes even survival of the character.
Each player makes ethical, philosophical and moral decisions on behalf of
her/his character as the game develops. The GM describes the environment,
the events and the actions of supporting characters (also called non-player
characters or NPC's). The players describe their own character's actions and
reactions. The GM then tells them the results. Many games use the rolling
of dice in order to resolve conflicts and to determine the results of
various actions (e.g. trying to disarm a trap or leap across a chasm, etc).
Players retire at the end of each session, with the treasures that their
character has obtained. Future sessions begin where the previous session
quit. Games can continue for years.
The society in which Dungeons and Dragons is played is pre-scientific.
Weapons are at the spear and crossbow level. Some characters have telepathic
powers, and can cast magic spells. Other fantasy role playing games are set
in the wild west, in the far future, etc.
Who Plays Fantasy Role Games?
Players are usually in their teens to early 30's, who may be above
average in intelligence, creativity and imagination. (Perhaps persons with
these qualities are naturally drawn to the games; perhaps playing the
game develops these factors). Many younger players will meet for a game once
a week; others once or twice a month. The session might last about 6 hours.
Attacks by Conservative Christian Ministries
Starting in the late 1970's, these games came under severe attack by
Evangelical and Fundamentalist Christians who alleged that they contain
"occult" content and inspire people to suicide or criminal activity.
After the death by suicide of Bink Pulling, a teen-ager in Virginia, his
mother Patricia Pulling organized BADD (Bothered about Dungeons
and Dragons). She blamed her son's death on the game. She collected anecdotal
accounts and newspaper reports of suicides and criminal activities by
people who played various fantasy role playing games, and started a campaign
to restrict the availability of the games. A second group actively opposing
gaming is the Cult Crime Action Network (CCAN).
The games have been accused of:
- promoting violence and murder of parents and others
- causing suicide among young people
- luring young people into the occult
By the early 1990's, the furor died down. The games are still attacked
periodically by a variety of a Evangelical and Fundamentalist Christian TV
programs and ministries. For example, the Christian Life Ministries
has said that Dungeons and Dragons contains many references to cannibalism
and sadism. Actually, where such topics are discussed in fantasy role playing
games, they are not promoted but are shown in a bad light. BADD is apparently
defunct at this time. See the snail mail list at the end of this page.
In 1996-JUN, fantasy role playing game industry in Italy came under
attack. As in the earlier attacks in North America, games have been accused
of causing teen suicide, and distorting minds. They falsely claim that
RPG players usually impersonate killers or death-row inmates. In response,
a "Stop the Nonsense" campaign has been mounted. See:
http://www.sincretech.it/3M/Stop-Non-Sense/Index-English.html
Attacks by Conservative Christian Authors
Most books on Satanism and the Occult by Fundamentalist or other Evangelical
Christian authors still attack the games. Joan Hake Robie writes (1):
"Dungeons and Dragons is not a game. Some believe it to be a teaching
[sic] the following:". She then lists 22 activities which she apparently
believes to be wholly evil, from assassination to voodoo; from blasphemy to
witchcraft. Neil Anderson & Steve Russo (2) claim that the game negatively
"affects a person's self-image and personality and opens him to satanic
influence.". Bob Larson mentions (3) that young people who call his
radio talk show often mention fantasy games as "their introduction to
Satanism". Johanna Micaelsen (4) criticizes their "promotion of
occultism and violence".
What Do Studies Show about Suicide and Criminal Acts by Gamers?
The claims by conservative Christian groups that gamers commit suicide
or engage in criminal acts do not appear to hold water:
- Michael Stackpole (5) calculated expected suicide rates by gamers during
the early years of Dungeons and Dragons. He used BADD's estimate of
4 million gamers worldwide. Assuming that fantasy role game playing had
no effect on youth suicide rate, one would have expected about
500 gamers would have committed suicide each year. As of 1987,
BADD had documented an average of 7 per year. It would appear that
playing D&D could be promoted as a public health measure, because it
drastically lowers the suicide rate.
- Suzanne Abyeta & James Forest (6) studied the criminal tendencies
of "gamers" and found that they committed fewer than average numbers of
crimes for people in their age group.
- The Association of Gifted-Creative Children of California surveyed
psychological autopsies of adolescent suicides and (7) were unable to find
any that were linked to these games. The National Association has
endorsed (8) Dungeons and Dragons for its educational content.
- The American Association of Suicidology(9) and The Center for Disease
Control(10) have conducted extensive studies into teen suicide and have
found no link to fantasy role playing games.
- Health & Welfare (Canada) (11) has similarly found no evidence for a
link.
- Dr. S. Kenneth Schonbert (12) studied over 700 adolescent suicides and
found none which had fantasy role playing games as a factor.
- The Committee for the Advancement of Role-Playing Games has
investigated every suicide or criminal case that BADD has advanced, and
has been unable to find any caused by role playing games.
Are Fantasy Role Games part of "The Occult"?
Groups opposing fantasy games often criticize the alleged occult content
of the games. They commonly claim that games' rule books include poison
recipes, detailed spell casting instruction, methods of summoning
demons, etc. They do not. A gamer who wants his character to cast a spell
in order to protect itself from attack might simply say to the GM "my
character is casting a spell now." Note that neither the player nor
their character actually casts a spell or practices magick. The player
simply describes what the character is doing. Gaming is basically an
adult version of "make believe". It does not promote real activities.
Books by Evangelical or Fundamentalist Christian authors often promote a
curious belief system about what they term "the occult". They view Satanism
at its core. They look upon many diverse occultic activities as performing
a recruitment function for Satanists; these include astrology, fantasy role
playing games, heavy metal rock music, even the "Care Bears" and "Smurfs".
A second religion (Wicca - often called "white" Witchcraft by the public)
is often portrayed as part of this recruitment campaign.
In reality, Satanism is a religion which is totally unrelated to Wicca.
The latter does not recruit members in the community; most covens do
not permit people under the age of 18 to join. The remaining pastimes
listed above are unrelated to each other. "The Occult" that they describe
simply does not exist as a separate entity. What does exist is an
unrelated and unconnected list of two religions, one type of game, one
type of music, a variety of methods of foretelling the future and some
imaginative and charming children's cartoons.
Return to the OCRT home page; return to the "HOT" religious topics page.
References Cited
Some of the following references are not completely defined at this time:
- Joan Hake Robie, The Truth about Dungeons and Dragons,
Starburst Publishers, Lancaster PA, 1994. P. 67
- Neil Anderson & Steve Russo, The Seduction of our Children,
Harvest House, Eugene OR, 1991, P.78
- Bob Larson, Satanism, The Seduction of America's Youth,
Thomas Nelson, Nashville, 1989, P. 49
- Johanna Michaelsen, Like Lambs to the Slaughter,
Harvest House, Eugene OR, 1989, P. 232
- Michael Stackpole, The Truth About Role-Playing Games
in Shawn Carlson & Gerald Larue, Satanism in America,
Gaia Press, El Cerrito CA, P. 241
- Suzanne Abyeta & James Forest Relationship of role-playing games
to self-reported criminal behavior, , Psychological Reports, Issue
69, 1991, P. 1187
- Associated Gifted and Creative Children of California
- Kristine Thompson, "Role Playing Games: Expect the Unexpected,
Gifted Children Newsletter, Vol 5, #2, 1984-FEB.
- American Association of Suicidology
- James A. Mercy, Chief, Intentional Injuries Team, Centers for Disease
Control, Atlanta, GA, (reaffirmed by his successor, Dr. Patrick O'Carroll)
- Arthur J. Lips, Mental Health Consultant, Health and Welfare, Ottawa,
Canada
- Dr. S. Kenneth Schonbert, ???, Albert Einstein College of Medicine,
New York, NY
- CAR-PGa, c/o Paul Cardwell Jr. 1127 Cedar, Bonham, TX 75418.
Internet Home Pages
The following WWW pages are "game positive":
Snail Mail Resources
Among the many Evangelical/Fundamentalist Christian groups in the United
States which oppose fantasy role-playing games are:
- American Family Association, PO Drawer 2440, Tupelo MS 38803
- Focus on the Family, Colorado Springs CO, 80995
- NCTV, 144 East End Ave, New York NY, 10128
- Pro Family Forum, PO Box 8907, Ft. Worth TX, 76124
- Teen Suicide Prevention Task Force, 2321 SE 8th St, Grand Prarie
TX, 75051
- The 700 Club/CBN Virginia Beach VA, 23463
Return to the OCRT home page; return to the "HOT" religious topics page.