CUL:Dungeons and Dragons - Concerns for the Christian

   "Dungeons and Dragons Fantasy Adventure Game ("D&D Game" for short)
is a role-playing game for persons 10 years and older. In the D&D
rules, individuals play the role of characters in a fantasy world where
magic is real and heroes venture out on dangerous quests in search of
fame and fortune. Characters gain experience by overcoming perils and
recovering treasures. As characters gain experience, they grow in power
and ability." TSR, D&D Basic Rulebook, p. B3.

   TSR (Tactical Studies Rules), producer of D&D, was founded in 1974.
Estimates of its sales have been as high as: $23 million gross in 1979,
$45 million gross in 1980, $60-90 million gross in 1981 with net income
of $28 million. In 1980, children age 10-14 bought 46% of the D&D
games, those 15-17 bought another 26% of the games. TSR has 140
employees, is producing academic area games, translating D&D into other
languages, producing a major film, producing electronic versions, etc,
They are one of many companies producing similar FRP games.

   Children and adults find the games exciting and challenging. But the
games include some aspects that need a closer look by Christian
children and parents. Some of these are suggested here:

   1. There is a danger in becoming over-involved in D&D, spending a
large amount of time, money, and interest in it. a. Gary Gygax,
originator of the game, said that "the most extensive requirement of
the game is time." (D&D Basic Manual, p. 3) b. Articles in newspapers
and magazines have told of many people who spent many hours a day or
week playing, sometimes investing hundreds to thousands of dollars in
materials and conventions. c. Again Gary Gygax has said: "You have to
pursue D&D with your entire soul if you're going to do well at it."
(Rolling Stone, Oct. 1980) d. People tell of talking about nothing
else, having no friends who do not play, experiencing peer pressure to
play and rejection of those who do not. e. Ephesians 5:15-17 tells us
to make the most of our time, and to watch carefully how we walk. f.
Philippians 4:8 says: "...fill your minds with those things that are
good and that deserve praise: things that are true, noble, right, pure,
lovely, and honorable." Does D&D measure up to these standards?

   2. There is a danger in players becoming too involved with their
imaginary characters. a. People have said: "I've seen people have fits,
yell for fifteen minutes, hurl dice...when their character dies." "It's
when you take the game home with you, when Johnny's mad for a week
because you killed his character, that it's an addiction." Gary Gygax
said: "when you start playing out a fantasy, it can really eat up time
and capture you totally. Most people can handle it, but there are
probably exceptions." A Dr. Douglas Brown said: "If a person isn't too
well put together to begin with, it's not going to be good for him." b.
Many find D&D to be an escape from the real world and find it more
exciting. But some have found it hard to separate the real from the
imaginary and carry the game into real life. c. Matthew 16:24 and the
verses following talk about Christians "taking up a cross", not trying
to escape from the world, but giving up their lives for Jesus and
serving Him. d. See Philippians 4:8 again.

   3. D&D contains a lot of violence. a. The whole concept of the game
is to do battle with monsters. Characters are equipped with various
types of armor, weaponry, potions and spells. It is necessary to kill,
not just the monsters but even humans, in order to succeed in the game.
b. A central Washington police department asks as a standard question
of those arrested: "Are you a participant of Fantasy Role Games?"
Another source stated that 60 suicides were directly attributed to D&D
in 1981. c. Galatians 5:19-26 describes our human natures and the fruit
of the Spirit. What is it saying?

   4. D&D is an effective "teacher". Do you know what it is teaching?
a. D&D makes use of several effective teaching/learning techniques
including involving the feelings of the participants, role-playing,
fantasy, and memorization. The roles (classes, professions) include
religious-type roles (although not Christian by any means) such as
cleric, Druid, and monk. Other roles are that of fighter, thief,
illusionist, assassin, etc. The fantasies include doing battle with
devils and demons using various types of weaponry, spells and potions.
Magic-users, elves, and clerics use spells, which must be memorized
before a game begins after consultation with the proper book of spells.
The spell must then be spoken or read aloud in order to have any
effect. b. One of the book's author says that in D&D good is given far
more attention than evil, but a 40-hour-per-week player claims that it
is better to be evil because you can do evil things and get away with
them. An FRP games representative stated in The Milwaukee Journal,
11/5/81, that "these games are teaching the difference between right
and wrong." In D&D even lawful good characters kill many other human
characters in the name of duty to eradicate evil. c. Leviticus 19:26
says not to practice any kind of magic. d. I Thessalonians says to
avoid every kind of evil ("even the appearance of evil" in some
translations).

   5. D&D claims to involve the players in the worship/service of other
gods. a. Deities and Demigods, page 5 says: "Serving a deity is a
significant part of D&D, and all player characters should have a patron
god. Alignment assumes its full importance when tied to the worship of
a deity." The Dungeon Masters Guide, page 25 says this: "Whether or not
the character actively professes some deity, he or she will have an
alignment and serve one or more deities of his general alignment
indirectly and inbeknownst to the character. Another D&D book says that
the Gods and their Cohorts will occasionally assist their devotees with
aid, or harm them. b. In Deities and Demigods, a total of over 200
foreign gods are mentioned. c. Exodus 23:13 tells us not to even
mention the names of other gods. d. Deuteronomy 7:25 and Ezekiel 6 talk
more about idols and false gods. e. See Galatians 5:19-21 again.

   6. D&D contains much information and encourages activity that deals
with the occult world. a. Dr. Gary North, a Christian economist, author
of the book None Dare Call It Witchcraft, and editor of the Remnant
Review, said this: "Without any doubt in my own mind, after years of
study of the history of occultism, after having researched historical
research, I can say with confidence: These games are the most
effective, most magnificently packaged, most profitably marked, most
thoroughly researched introduction to the occult in man's recorded
history, period. This is NO game." (Remnant Review, 12/5/80) b. D&D
uses hundreds of traditional Christian terms, but not with traditional
meanings. It also deals with the casting of spells, magic, sorcery,
witchcraft, voodoo, demon and devil worship, ESP, levitation, etc. c.
The words demon, devil and hell appear a total of 225 times in eight
pages of Deities and Demigods (pages 16-23), and encourages the worship
of them as lesser gods (page 105). d. The words Devil, devils, and
Satan also appear in the Bible (over 150 times), but the Bible teaches
something entirely different about them. e. Deuterononmy 18:9 and
following tells us to have nothing to do with people who do things in
this area. 1 Peter 5:8 talks about the devil as a lion, looking for
people to eat! John 8-44 calls him a murderer and the father of lies (a
deceiver). Check other Bible passages for more information here. f.
Ephesians 6-:11 instructs us to put on the armor of God to do real
battle with wicked spiritual forces, the rulers, authorities, and
cosmic powers of this dark age. g. Philippians 4:8 again directs us to
focus our attention on something better.

   All of the above information is available in a D&D handbook from
Educational Research Analysts, The Mel Gablers, Po Box 7518, Longview,
Texas 75607 for a $5 donation.
