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