Satanism Today - An Encyclopedia of Religion, Folklore and Popular ...
Satanism Today - An Encyclopedia of Religion, Folklore and Popular ...
Satanism Today - An Encyclopedia of Religion, Folklore and Popular ...
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74 Dungeons <strong>and</strong> Dragons<br />
Dungeons <strong>and</strong> Dragons<br />
Dungeons <strong>and</strong> Dragons (D&D) is the most<br />
successful <strong>and</strong> most well known <strong>of</strong> a wide variety<br />
<strong>of</strong> a fantasy role-playing games. D&D has been<br />
condemned as inspiring young people to commit<br />
suicide <strong>and</strong> other antisocial acts. It has also been<br />
portrayed as a diabolical primer, leading young<br />
people into the Satanist fold.<br />
Dungeons <strong>and</strong> Dragons was created by Dave<br />
Arneson <strong>and</strong> Gary Gygax, who organized the<br />
Tactical Studies Rules Association in 1973. It was a<br />
development from earlier war games <strong>and</strong> military<br />
simulations. The game was first marketed in 1974.<br />
It gained great popularity among teens <strong>and</strong> young<br />
adults, particularly after R<strong>and</strong>om House began<br />
distributing it in 1979. It is now published by<br />
Wizards <strong>of</strong> the Coast. Dozens <strong>of</strong> other companies<br />
have since published hundreds <strong>of</strong> similar games<br />
under a variety <strong>of</strong> titles, such as DragonQuest,<br />
RuneQuest, Tunnels <strong>and</strong> Trolls, <strong>and</strong> Villains <strong>and</strong><br />
Vigilantes. The games fall into many genres.<br />
These games are played by groups <strong>of</strong> two or<br />
more people—four to seven are typical. One<br />
player is the Game Master (GM) who defines the<br />
imaginary environment in which the game is<br />
played. Sometimes the GM is referred to as<br />
Dungeon Master,Storyteller,Referee,etc.He or<br />
she creates a make-believe world through which<br />
the players will move <strong>and</strong> have their adventures.<br />
The players each create a single imaginary character,<br />
defining their shape, race, intellectual <strong>and</strong><br />
physical powers, armament, protective devices,<br />
supplies, <strong>and</strong> materials. The GM decides what<br />
traps, obstacles, <strong>and</strong> encounters the imaginary<br />
characters will meet. Sometimes the GM holds the<br />
post for a long time; in other groups, the job<br />
rotates among the membership. Adventures may<br />
include play-acting the rescuing <strong>of</strong> people, the<br />
quest for money, treasure, power, knowledge, <strong>and</strong><br />
sometimes even survival <strong>of</strong> the pretend character.<br />
Each player makes ethical, philosophical, <strong>and</strong><br />
moral decisions on behalf <strong>of</strong> her/his imaginary<br />
character as the game develops. The GM describes<br />
the environment, the events, <strong>and</strong> the actions <strong>of</strong><br />
supporting characters (also called nonplayer characters<br />
or NPCs). The players describe their<br />
pretend characters’ actions <strong>and</strong> reactions. The GM<br />
then tells them the results <strong>of</strong> their actions. Many<br />
games use the rolling <strong>of</strong> dice to resolve conflicts<br />
<strong>and</strong> to determine the results <strong>of</strong> various actions<br />
(e.g., trying to disarm a trap or leap across a<br />
chasm, etc.). <strong>An</strong>y given session begins where the<br />
previous session ended. Games can continue for<br />
years. A few gamers use a system called Live Action<br />
Role Play (LARP) in which the players actually act<br />
out the roles <strong>of</strong> their characters. Sometimes, they<br />
dress up in costumes as if in a live play. Some<br />
gamers view LARPs negatively. The society in<br />
which Dungeons <strong>and</strong> Dragons is played is typically<br />
prescientific. Weapons are at the spear <strong>and</strong><br />
crossbow level. Some characters may be imagined<br />
as having telepathic powers, others as being<br />
capable <strong>of</strong> casting magic spells. Other fantasy roleplaying<br />
games are set in the Wild West, in the far<br />
future, etc. Players are usually in their teens to<br />
early thirties. Many younger players will meet for<br />
a game once a week; others once or twice a month.<br />
The session might last about six hours.<br />
Starting in the late 1970s, these games came<br />
under severe attack by some conservative<br />
Christians who alleged that they contain occult<br />
content <strong>and</strong> inspire people to suicide or criminal<br />
activity. After a young man’s suicide in June 1982,<br />
his mother organized BADD (Bothered about<br />
Dungeons <strong>and</strong> Dragons). He was apparently<br />
emotionally disturbed. Unfortunately, his mother<br />
kept a loaded gun in the house that he was able to<br />
access, <strong>and</strong> he used it to commit suicide. His<br />
mother became convinced that the death had been<br />
triggered by her son’s involvement with Dungeons<br />
<strong>and</strong> Dragons; she believed that his teacher had<br />
placed a curse on her son during a game.<br />
She brought a lawsuit against the teacher <strong>and</strong><br />
school. It was thrown out <strong>of</strong> court. She then<br />
organized BADD <strong>and</strong> started to speak out against<br />
Role-Playing Games (RPGs), claiming that they<br />
induced young people to commit suicide <strong>and</strong><br />
murder. BADD asked the Consumer Product<br />
Safety Commission to place warning labels on<br />
RPGs. The agency investigated but found that the<br />
games did not present a hazard to the public. At<br />
present, BADD is apparently inactive. A second<br />
group actively opposing gaming is the Cult Crime<br />
Action Network (CCAN). In June 1996, the<br />
fantasy role-playing game industry in Italy came<br />
under attack. As in the earlier attacks in North