DUNGEONS + DRAGONS GOOD OR BAD?? WHO PLAYS D+D? According to the statistics released by th

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DUNGEONS & DRAGONS GOOD OR BAD?? WHO PLAYS D&D? According to the statistics released by the newsmedia, some 3 million Americans are today playing this game. According to the D&D industry, the gross sales of D&D in 1981 totaled well over 250 million dollars. Here is an excerpt out of the Players Handbook of advanced D&D: "As diverse as this melange they all seem to share one commonality: a real love for D&D and a devotion that few other games can claim. This amazing loyalty is a great factor in the games explosion of popularity, and D&D has become a GAMING CULT, as avid D&Der's have ceaselessly 'spread the gospel' enrolling new players in expanding groups which just seem to grow and grow!" SEX, VIOLENCE & OCCULTISM D&D is a fantasy game which evolved from some of the war games popular in the late 1950's. Instead of a historical background and battle, D&D games are fought in the minds of the players as the dungeon master (god) sets the stage in a fantasy world. New games are being created, more sophisticated and cruel than the original D&D, and among the most well known are Rune-Quest, Chivalry & Sorcery, Arduin Grismoire, Tunnels & Trolls, etc. The dungeon master plays the role of the "supreme god" in the world he creates for the players. His tools are maps, dice, miniature figures and his rule book from which he rules the game. A game can last for several years, and usually the players will play for hours at a time. When a game starts, each player is given a created personality by which he enters the game. He can stay in the game as long as his character is not killed. If the game continues for a long time, most players identify themselves with the character with which they are playing, and the game becomes a real event in which the player begins to have a hard time separating reality from fantasy. When the characters are created, the dice will govern what they will be. In the D&D manuals each character will have six basic abilities: strength, intelligence, wisdom, constitution, dexterity, and charisma. The manual guide lines will determine whether the characters will be "good" or "evil". In order to survive the events in the game, each character is also equipped with special weapons, such as magical weapons, potions, spells, and magical trinkets (holy water, garlic, wolves-bane, etc.). The object of the game is to maneuver these characters through an ongoing maze of dungeons (tunnels) filled with monsters, magic, ambushes, and adventures in search of treasures. Daggers, hand axes, swords and battle axes are some of the conventional weapons given to the characters. In the rule book to the Arduin Grimoire game, Vol.1, p.60, is listed the "critical hit table". Option listed are: "Dice roll:37-38; hit location: crotch/chest; results: genitals/breast torn off, shock...Dice roll:95; hit location: guts ripped out; result 20% chance of tangling feet, die in 1-10 minutes...Dice roll: 100; hit location: head; result: head pulped and splattered over a wide area." On page 10 we read, "The 'dread vampusa' a macho beast/man with writhing snakes for hair and a skull face, bristles with Neanderthal sexual imagery, his left hand holding a long, sharp lance sticking straight out from his genitals, dripping blood, his penis hanging limp just above it." Arduin's creator, Dave Hargrave, defends the grisly specifically. He states: "It's deliberately gruesome. You have to blow a hole through that video shell the kids are encased in. They are little zombies. They don't know what pain is. They have never seen a friend taken out in a body bag. They've got to understand that what they do has consequences. The world is sex. It is violence. It's going to destroy most of these kids when they leave TV-land." According to the D&D instruction manual, "Wisdom is the prime requisite for clerics. Clerics can perform miraculous spells even though they do not have special intelligence, and second level (experienced) clerics can heal wounds." It should be noted that "Clerics are humans who have dedicated themselves to one or more gods. Depending on the god, the cleric may be good or evil, lawful or chaotic. Clerics have their own special spells...spells for evil clerics differ slightly from those of good clerics." In addition to the above occultic roles available are those of "Fighting Men" (half human and half something else). There are also "thieves" described as "humans with special abilities to strike a deadly blow from behind, climb sheer surfaces, hide in shadows, filch items and pick pockets, move with stealth, listen to noises behind doors, pick locks, and remove small traps such as poisoned needles. Thieves are not truly good and are usually referred to as evil or neutral, so other members of an expedition should never completely trust them. In some D&D groups, homosexuality, sodomy, rape and other perverse acts of sexuality are played out. In D&D a player will put himself into the character he has been given. By becoming identified with his make-believe character, he can act out his own emotions and fears without the risk of being punished. Power is probably the game's most potent appeal, its area of greatest controversy. A dungeon master has powers never attainable on earth, and he has become a god in his own fiction world. He has the power to let a character die of his wounds or to be resurrected by clerics. D&D BUILT ON OCCULTISM In order for players of D&D to survive in the game, they are constantly using violence and witchcraft against their enemies and fellow-players. A large portion of the teaching in D&D manuals is found in manuals used by people involved in witchcraft. Page after page teaches about different kinds of spells. One book in the advanced D&D is devoted to "DEITIES & DEMIGODS", teaching how they can be invoked to further the cause of the player. DEMON POSSESSION Do not be fooled by what the promoters tell you. Out of D&D games comes suicide, drug addiction, mental sickness and a general deterioration of people involved in these games. It is a breeding ground for a future generation of people with sick minds. God states clearly in the Bible that e are not to even touch these evil things. God says: "When thou art come into the land which the Lord thy God giveth thee, thou shalt not learn to do after the abominations of those nations. There shall not be found among you any one that maketh his son or daughter to pass through the fire, or that uses divination, or an observer of times, or an enchanter, or a witch. Or a charmer, or a consulter with familiar spirits, or a wizard, or a necromancer. For all that do these things are an abomination unto the Lord: and because of these abominations the Lord thy God doth drive them out from before thee. (Deut. 18.9-12) "They provoked him to jealousy with strange gods, with abominations provoked they him to anger. They sacrificed unto devils, not to God: to gods whom they knew not, to new gods that came newly up, whom your fathers feared not." (Deut. 32.16-17) "And a curse, if ye will not obey the commandments of the Lord your God, but turn aside out of the way which I command you this day, to go after other gods, which ye have not known." (Deut. 11.28) "Eat thou not the bread of him that hath an evil eye, neither desire thou his dainty meats: For as he thinketh in his heart, so is he: Eat and drink, saith he to thee, but his heart is not with thee." (Prov. 23.6-7) "But I say, that the things which the Gentiles sacrifice, they sacrifice to devils, and not to God: and I would not that ye should have fellowship with devils. Ye cannot drink the cup of the Lord, and the cup of devils: ye cannot be partakers of the Lord's table, and the table of devils. Do we provoke the Lord to jealousy? are we stronger than he? (I Cor. 10.20-22). Ron Hossack Solid Rock 3245 Abbotsford Dr. Riverside, Ca 92503 Modem: (714) 785-9176 December 11, 1987


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