DUNGEONS AND DRAGONS (TM) AND OTHER FANTASY ROLE PLAYING GAMES

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Dungeons and Dragons�
and other fantasy
role-playing games

Do they drive teens to creativity, or suicide?

Quotation:

bullet "D&D teaches teens to stretch their minds, use their imagination.  They learn to work as a team, rely on a friend.  They spend time in social circles.  It is nothing but a good influence in lives. I am a Christian and I have, do, and will play D&D.  I like it and I know that there is nothing wrong with it, or me." Unsolicited comment from a visitor to this site.
bullet "I know of no real case of a Dungeons & Dragons(tm) related suicide or killing. It seems unlikely: the game teaches hope and resourcefulness. It encourages people to believe they can defeat the obstacles they face." M.Joseph Young, a born-again Christian. 27
bullet "Leviticus 19:26 says not to practice any kind of magic. D&D claims to involve the players in the worship/service of other gods...Exodus 23:13 tells us not to even mention the names of other gods...D&D contains much information and encourages activity that deals with the occult world." Mel Gabler. 28
bullet "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." Dr. Gary North, editor of the Remnant Review.  29

What are Dungeons & Dragons� and similar games?

D&D is a fantasy role-playing game created and originally published by Dave Arneson and Gary Gygax who founded the Tactical Studies Rules Association (TSR) in 1973. It was an evolutionary step from earlier war games or military simulations. The game was first marketed 1974. It gained great popularity among teens and young adults. Rights to the game were later obtained by Wizards of the Coast. Random House began distributing the game in 1979 and now owns the game's copyright. Dozens of other companies have since published hundreds of similar games under a variety of titles, such as DragonQuest.�, RuneQuest�, Tunnels and Trolls�, and Villains and Vigilantes�. The games fall into many genres:

bullet fantasy games (e.g. Dungeons and Dragons)
bullet horror games (e.g. Call of Cthulhu)
bullet science fiction games (e.g. Traveler)
bullet cyberpunk (e.g. Cyberpunk 2020)
bullet comic book (e.g. Champions)
bullet historical games (e.g. Boot Hill)
bullet Generic games (e.g. GURPS). These allow you to learn a single set of game rules and apply them to any setting.

Note: all game names are trademarked

These games are played by groups of two or more people; 4 to 7 are typical. One player is commonly called 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 imaginary characters will meet. Sometimes the GM holds the post for a long time; in other groups, the job rotates among the membership.

Adventures may include play-acting the rescuing of people, the quest for money, treasure, power, knowledge and sometimes even survival of the pretend character. Each player makes ethical, philosophical, physical, and moral decisions on behalf of her/his imaginary 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 pretend character's actions and reactions. The GM then tells them the results of each event. 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.). Future sessions begin where the previous session quit. Games can continue for years.

A few gamers use a system called Live Action Role Play (LARP) in which the players actually act out the roles of their characters. Sometimes, they dress up in costumes as if in a live play. Some regular gamers do not view LARPs in a positive light.

The society in which Dungeons and Dragons is played is typically pre-scientific. Weapons are at the spear and crossbow level. Some characters may be imagined as having telepathic powers, others as being capable of casting 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.

Past Attacks by some Conservative Christian Ministries

Starting in the late 1970's, these games came under severe attack by some Fundamentalist and other Evangelical Christians who alleged that they contain "occult" content and inspire people to suicide or criminal activity. PRGs have been ignored by most conservative Christian ministries.

After the death by suicide of Irving "Bink" Pulling in 1982-JUN, his mother, Patricia Pulling, organized BADD (Bothered about Dungeons and Dragons). Bink had been depressed after he was unable to find a manager to handle his campaign for election to school council. He was apparently an emotionally disturbed student who admired Adolf Hitler. Unfortunately, his mother kept a loaded gun in the house that he was able to access; he used it to commit suicide. Patricia became convinced that the death had been triggered by her son's involvement with Dungeons and Dragons; she believed that his teacher had placed a curse on Bink during a game. She brought a lawsuit against the teacher and school. It was thrown out of court. She then organized BADD and started to speak out against RPGs, claiming that they induced young people to commit suicide and murder. BADD asked the Consumer Product Safety Commission to place warning labels on RPGs. The agency investigated but found that the games did not present a hazard to the public.

In 1997, Ms. Pulling died of cancer. BADD is currently inactive. Michael A. Stackpole has investigated Ms. Pulling and BADD and written an extensive report. It is not a pretty story. 25

A second group actively opposing gaming is the Cult Crime Action Network (CCAN). As described elsewhere at this site, the word "cult" is often used as a general-purpose religious "snarl" word to refer to some activity (religious or otherwise) that is not approved of.

The games have been falsely accused of:

bullet promoting violence and murder of parents and others;
bullet causing suicide among young people;
bullet luring young people into the occult

By the early 1990's, the furor had largely died down. The games are still attacked periodically on a small number of Fundamentalist or other Evangelical Christian TV programs and ministries. For example, the Christian Life Ministries has said that Dungeons and Dragons contains many references to cannibalism and sadism. Such topics are rarely discussed in fantasy role-playing games. When they are mentioned, they are not promoted but are shown in a bad light.

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. The "Stop the Nonsense" campaign was mounted to respond to this threat. 26

Past Attacks by Conservative Christian Authors

All of the opposition to RPGs in books, magazines, TV or radio that we have observed appear to be from conservative Christians. Many of their books on Satanism and the Occult still attack the games:

bullet Joan Hake Robie writes: "Dungeons and Dragons is not a game. Some believe it to be a teaching [sic] the following:". She then lists 22 activities, including blasphemy, assassination, insanity, sexual perversion, homosexuality, prostitution, Satan worship, and necromancy. 1
bullet Neil Anderson & Steve Russo claim that the game negatively "affects a person's self-image and personality and opens him to satanic influence." 2
bullet Bob Larson mentions that young people who call his radio talk show often mention fantasy games as "their introduction to Satanism". 3
bullet Johanna Micaelsen criticizes games for their "promotion of occultism and violence". 4 
bullet Rus Wise writes: "God is able to deliver those who seek Him. Victory is ours. But first, we must receive God's power...We have been discussing the problems of satanic involvement. Whether we become deceived by use of the Ouija Board, music, divination or by Dungeons and Dragons, the end result is the same occult bondage." 24

However, many conservative Christian ministries ignore RPGs. Many individual Christians play the games and find them challenging and entertaining.

What Do Studies Show about Suicide and Criminal Acts by Gamers?

There are many anecdotal stories about youth who have become involved with RPGs, and have become totally obsessed with the game. They become emotionally linked to their pretend RPG character. They lose the capacity to separate fantasy from reality. Some stressor makes them snap. They either commit suicide or go on a murder rampage. These stories make excellent material for an "urban legend". Such stories are widely discussed throughout North America. Fortunately, RPGs simply do not work this way. A gamer who commits suicide after having lost his identity in a RPG is probably as rare as a person who goes into a deep depression and kills themselves because they went bankrupt playing a game of Monopoly. Pro-RPG groups have investigated each of the murder-suicides which are allegedly caused by gaming. No causal link has ever been found.

The claims by conservative Christian groups that gamers commit suicide or engage in criminal acts do not appear to hold water:

bullet Michael Stackpole 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 would seem to drastically lower the suicide rate among youth. 5,25
bullet Suzanne Abyeta & James Forest studied the criminal tendencies of "gamers" and found that they committed fewer than average numbers of crimes for individuals of the same age. 6
bullet The Association of Gifted-Creative Children of California surveyed psychological autopsies of adolescent suicides and were unable to find any that were linked to these games. Their National Association has endorsed Dungeons and Dragons for its educational content. 7,8
bullet The American Association of Suicidology, 9 the Center for Disease Control, 10 and Health & Welfare (Canada) 11 have conducted extensive studies into teen suicide. They have found no link to fantasy role-playing games.
bullet Dr. S. Kenneth Schonbert studied over 700 adolescent suicides and found none which had fantasy role-playing games as a factor. 12
bullet The Committee for the Advancement of Role-Playing Games has investigated every suicide or criminal case that BADD advanced, and has been unable to find any caused by role-playing games.

Are Fantasy Role Games part of "The Occult"?

The answer is both yes and no, depending upon one's point of view. There are many religious terms like demonic possession, Neopaganism, the Occult, Satan, and Satanism which have multiple meanings. Often conservative Christians use one definition, whereas others use another definition:

bullet Common beliefs among conservative Christians: They often oppose fantasy games because of the alleged occult content of the games. They frequently state that RPG rule books include poison recipes or methods of summoning demons, etc. This appears to be a misunderstanding. A very few games have printed spell incantations from folk and ceremonial magick, but most do not. A gamer who wants his pretend character to cast a spell in order to protect itself from attack might simply say to the GM "I am casting a healing spell now." Note that neither the player nor their character actually casts a spell or practices magick. The player simply describes what the imaginary character is doing. Gaming is basically an adult version of make believe. It does not promote actual black magic or manipulative magick.

Evangelical Christian authors often view Satanism as being at the core of "the occult". Many believe that Satanism is a secret, underground, highly organized evil group that is international in scope and under the personal control of Satan. They feel that Satanists are responsible for kidnapping, torturing, ritually killing and even eating infants and children. They look upon many diverse occultic activities as performing a recruitment function for Satanists; these include fantasy role-playing games, astrology, heavy metal rock music, the "Care Bears" and "Smurfs" on children's TV, a second religion Wicca - often called "white" Witchcraft. Some conservative Christians view all religions other than Christianity (e.g. Buddhism, Hinduism, Islam) as forms of Satanism.

bullet Common beliefs among mainline and liberal Christians, some conservative Christians, secularists, RPG players, etc: They view the Occult in very different terms. It is seen as a list of many unrelated and harmless activities: two religions, one type of game, one form of music, a variety of methods of foretelling the future and some imaginative and charming children's cartoons. In particular, Satanism is a religion which is totally unrelated to Wicca and the other activities mentioned. Neither Satanists nor Wiccans recruit members. "The Occult" is not an organized entity. 

Recent Misinformation in the Christian Media

On 1997-APR-7 and 8, the Adventures in program of Focus on the Family broadcast two episodes which attacked what they call "role-playing Fantasy Games" [sic]. 14 Odyssey is a radio play about pre-teens and teens in an American town. In both episodes, Dr. James Dobson presented a short talk directed to the children and youth listening to the program and their parents. He attacked RPGs, because he feels that its players actually become the pretend characters that they have selected. To play the game properly, he said that the players need to practice magic and mysticism. His choice of the terms "magic" and "mysticism" is unfortunate, because both words have multiple, conflicting meanings. In the APR-7 episode, he said that some gamers have reported involvement with demons and Satan worship.

In the radio play, "Jimmy" is visited by a RPG playing cousin, "Len". Len's character in the game is known as "Luther the Magician." The latter introduces Jimmy to a game called Castles and Cauldrons"; he gives Jimmy's character the name of "John Dell, the Apprentice." They play the game together. A battle is fought with some evil enemies; both experience auditory hallucinations in which their plastic swords sound like real weapons. Some of the misconceptions mentioned in the play were:

bullet the gamers actually become the pretend characters, and engage in battles and other adventures. In reality, the gamers remain quite human and simply direct the character that they have chosen to go through the adventure.
bullet the gamers are described as kneeling and reciting an incantation. Actually, the gamers would typically remain sitting and simply say that their characters are kneeling and engaged in a ritual; no incantation would actually be spoken.
bullet if the gamer proves themselves worthy then they are supposed to accumulate special powers. This is incorrect. In reality, it is the character that the gamer has selected who may accumulate or lose imaginary powers during the course of a game.
bullet Len described how one of his gamer friends is able to have visions. He can see things far away through the eyes of a flying bird. Again, in reality, it is the gamer's imaginary character that might be said to have visions, not the gamer. And in reality, the character sees no visions; the character is not alive; it is merely a symbol fantasized by the gamers as if it were real and seeing visions.
bullet Len says that he has the power to read Jimmy's heart and implies that he received this special power during his gaming. This again is nonsense; players do not accumulate special powers; it is the player's pretend character that may accumulate or lose pretend powers.
bullet The game is linked with manipulative black magick throughout the episode. Whit, a store owner, became overcome with feelings of dread and dropped a glass. He felt something oppressing his spirit. A cat became influenced (presumably by Len) to tear the arms off of a doll. A roast in the oven started to smoke. The implications are that the game playing is linked closely to black magic, and that one result of the game is to harm other people elsewhere in the town.
bullet The games are described as involving evil, spiritual forces. Playing these games is said to "open doors" that "lets loose" demonic forces into people's lives. Again, gamers do not participate in evil sorcery, recite incantations, curse other people, etc. The Christian Scriptures contain many references to demons; they were very much a part of 1st Century CE belief, and were considered to be the source of many mental illnesses. But most people stopped believing in demons with the rise of modern mental health therapies. Demons are today mostly limited to Hollywood horror movies and the mental health belief systems of some conservative Christians.
bullet Len explains that some adults become "Interferers" and attempt to stop young people from playing the games. He explained how they drove-off one such woman through the use of magic. Again, gamers do not engage in black magic or spells to dominate, manipulate, or control others.
bullet At one point, Len tried to draw blood from Jimmy. Gamers don't draw blood. Their pretend characters might be imagined to draw pretend blood, but that is all.

"Whit" Whittaker, the owner of a local store comes across Len and Jimmy playing their game. He immediately destroys one of the tools of the game, called The Board of Talisman. Later, Whit casually mentions that he has stolen and destroyed all of Jimmies' gaming equipment. The implication is that a Christian is well within his rights to destroy another person's possessions if he feels that they are unchristian.

The overall effect of the program is:

bullet to give a very distorted view of fantasy role-playing games,
bullet to link them with "The Occult", black magick, evil sorcery and demonic activity.
bullet to imply that it is quite acceptable for Christians to destroy other people's possessions if they disapprove of them.

If the program had simply been presented as a play, then it would have been an amusing piece of fiction - something like the "X-Files" or "Outer Limits" for kids. But the introduction by Dr. Dobson seems to imply that the activities described in the episode reflect the reality of role-playing games. They do not. The producers of the program are either completely misinformed, or intentionally deceptive about the nature of these games. The radio program promoted an hopelessly inaccurate version of fantasy role-playing games in which the players become involved with demons, Satanic worship, spells, curses, evil sorcery etc. The end result of the program is to create fear and insecurity in the minds of listeners in order to scare them away from playing this type of game.

Recent references in the secular media:

bullet 1999-APR-23: School violence: Dave Thomas is the local district attorney in Littleton CO, the location of the most horrendous school shooting in American history. 14 students and a teacher died violently. He gave an emotional speech, calling for an end to violence. The Associated Press review stated "He said America isn't taking care of its children. He wondered aloud about video games, movies, role-playing games like Dungeons & Dragons and how they influenced young people."
bullet 2000-JUN-30: D&D Movie: Limited information about "Dungeons & Dragons: The Movie" was released in a press conference at Dragon Con in Atlanta GA. It was later released, on 2000-DEC-7. Costing $35 million, the film was shot in Czechoslovakia. Two sequels have already been written. It was released on DVD on 2001-MAY-22.

Comments from our visitors:

bullet 2000-DEC: "...there are many times where I have played a villainous character in a game, characters such as necromancers, evil dragons, assassins etc. But you know what I get from playing those characters? -- a good acting lesson, that's all. It is like playing a part in a movie but I am improvising the whole thing,. Never at one time when my character is smited do I get the so-called 'murderous and suicidal intentions' that most religious parties claim these games tend to give young adults."
bullet 2000-DEC: "Parents seem to forget that the 'devil' isn't responsible for all the evil out there. Evil isn't evil. It is just a stereotype that is given to an unexplained misfortune. Maybe parents should join in on the fun and see what it is all about before they allow their...minister to warp their minds into believe that RPG gaming is a way that the devil influences their children."
bullet 2001-JUL: "[Some conservative Christians] stand up against D&D saying that it is evil, and teaches kids magic, gets them into the occult, when...[they] know nothing about it.  At the same time people play identical games that aren't set in a Fantasy realm and that is suddenly ok.  People get obsessed with James Bond computer games and spend hours shooting up virtual bad guys, and that is ok."

References:

  1. Joan Hake Robie, The Truth about Dungeons and Dragons, Starburst Publishers, Lancaster PA, 1994. P. 67
  2. Neil Anderson & Steve Russo, The Seduction of our Children, Harvest House, Eugene OR, 1991, P.78
  3. Bob Larson, Satanism, The Seduction of America's Youth, Thomas Nelson, Nashville, 1989, P. 49
  4. Johanna Michaelsen, Like Lambs to the Slaughter, Harvest House, Eugene OR, 1989, P. 232
  5. Michael Stackpole, The Truth About Role-Playing Games in Shawn Carlson & Gerald Larue, Satanism in America, Gaia Press, El Cerrito CA, P. 241
  6. Suzanne Abyeta & James Forest Relationship of role-playing games to self-reported criminal behavior, , Psychological Reports, Issue 69, 1991, P. 1187
  7. Associated Gifted and Creative Children of California
  8. Kristine Thompson, "Role Playing Games: Expect the Unexpected, Gifted Children Newsletter, Vol 5, #2, 1984-FEB.
  9. American Association of Suicidology
  10. James A. Mercy, Chief, Intentional Injuries Team, Centers for Disease Control, Atlanta, GA, (reaffirmed by his successor, Dr. Patrick O'Carroll)
  11. Arthur J. Lips, Mental Health Consultant, Health and Welfare, Ottawa, Canada
  12. Dr. S. Kenneth Schonbert, Albert Einstein College of Medicine, New York, NY
  13. CAR-PGa, c/o Paul Cardwell Jr. 1127 Cedar, Bonham, TX 75418.
  14. "Odyssey" episodes broadcast on 1997-APR-7 & 8. Copies are available on tape from Odyssey, Colorado Springs, CO 80995.
  15. Ascherman, Lee I., "The Impact of Unstructured Games of Fantasy and Role Playing on an Inpatient Unit for Adolescents", International Journal of Group Psychotherapy, Vol. 43 (3), July 1993, P. 335-344
  16. Dayan, Daniel, "Review Essay: Copyrighted Subcultures: Shared Fantasy", AJS, Vol. 91, No. 5, March 1986, P. 1219-28
  17. DeRenard, Lisa A. & Kline, Linda Mannik, "Alienation and the Game Dungeons & Dragons", Psychological Reports, 1990, 66, P. 1219-1222
  18. Sim�n, Armando, "Emotional Stability Pertaining to the Game of Dungeons & Dragons", Psychology in the Schools, Vol. 24, October 1987, P. 329-332
  19. Starker, Steven, "Fantasy in Psychiatric Patients: Exploring a Myth", Hospital & Community Psychiatry, Vol. 30 (1), January 1979, P. 25-30
  20. Zayas, Luis H. & Lewis, Bradford H., "Fantasy-Role-Playing for Mutual Aid in Children's Groups: A Case Illustration", Social Work with Groups, Vol. 9 (1), Spring 1986, P. 53-66
  21. Sean Patrick Fannon, "The Fantasy Role-Playing Gamer's Bible", Prima Publishing, (1996) (Covers the hobby and its history, discusses in detail the currently popular games)
  22. Lawrence Schick, Heroic Worlds: A History and Guide to Role-Playing Games", Prometheus Books, (1991) (Features an extensive catalogue of 250 RPGs and describing all their supplements, plus industry interviews, history, beginner explanations).
  23. Rick Swan, "The Complete Guide to Role-Playing Games", St. Martin's Press, (1990) (a hobby overview and somewhat opinionated review of 100 games)
  24. Russ Wise, "Satanism: The World of the Occult," Probe Ministries, at:  http://www.probe.org/docs/satanism.html
  25. Michael Stackpole at: http://www.rpgstudies.net/  
  26. A Web page describing a recent RPG scare in Italy is at: http://www.sincretech.it/3M/Stop-Non-Sense/Index-English.html
  27. M.J. Young, "Confessions of a Dungeons & Dragons � addict," at: http://members.aol.com/MarkJYoung/confess.html
  28. Mel Gabler, "Dungeons and Dragons - Concerns for the Christian," at:  http://www.webzonecom.com/ccn/cults/satn07.txt
  29. Dr. Gary North, in Remnant Review, 1980-DEC-5

Internet References

The following WWW pages are "game positive":

bullet The Greatest Mindz Project "is a project meant to enhance, reform, and help out the RPG community online...WebMasters, Publishers, and Writers of RPG...are welcome to browse as a guest, and then request an invitation" to join. See: http://soulrpg.intranets.com/ 
bullet Dracopolitics on the Web was a Web site by Dracopol (Pierre Savoie). It has been discontinued. However, he currently has a discussion board at http://pub9.ezboard.com/btheavengingdragons 
bullet Dragons Lodge offers DM tips, player tactics, etc. See: http://dragonslodge.homestead.com/ 
bullet "Games Domain" is a clearinghouse for information on role-playing and other games. See: http://www.gamesdomain.co.uk/
bullet The Christian Gamers Guild (formerly the Christian Role-Playing Gamers Association) is at: http://www.geocities.com/TimesSquare/Arcade/2964/
bullet "Studies about fantasy role-playing games" has an impressive list of scientific studies, descriptive overviews, pro and anti-RPG essays etc. See: http://www.rpgstudies.net/ 
bullet CAR-PGa, The Committee for the Advancement of Role-Playing Games, has an official site at: http://members.aol.com/waltonwj/carpga.htm
bullet Michael A. Stackpole has written the "Pulling Report" concerning the founder of BADD. The full text (130k) is at: http://www.rpg.net/252/quellen/stackpole/pulling_report.html
bullet "Role-playing" is at: http://www.geocities.com/Area51/Hollow/5690/index.html
bullet The following WWW site is a not-to-be-missed anti D & D satire. The author writes: "I didn't think anyone would take it seriously...Thousands of people...read the page, and a few percent of them apparently took it seriously. They started to e-mail me, and I started collecting the e-mails. I have over 5 megabytes archive...I "enhanced" the page by adding the most outrageous and ridiculous claims I could think of, I added deliberate typos, many contradictions, and silly links, hoping that even the most ignorant person would immediately realize that the page is a joke. It didn't help...More hate mail kept coming no matter what." There is serious RPG material by the same author at: http://www.co.jyu.fi/~np/rpg/3rdEdition.html 

Niilo Paasivirta has a fascinating Web page: "The Game of Satan: The Two Edged sword of Vengance [sic] agaisnt [sic] so-called 'role-players'" at http://www.co.jyu.fi/~np/gameofsatan/ He warns that RPG players will "become satan worshippers and cultists who practice black magic, ritual sacrifice, homosexuality, bisexuality, transvetitism [sic], voyeurism, semitism, communism, necrophilia, sadism, masochism, domination, marxism, darwinism, child pornography...flag burning, fetishism, atheism, islam...demonology, necromancy, jewishness, bondage, spiritism, fascism, anal sex, neo-nazism, ritual cannibalism, occultism, pagan religions, sorcery, sin, arson...satanism, witchcraft, shamanism, incest, adultery and sodomy, feminism, also they drink human blood, listen to heavy metal and rock music, promote evolution theory instead of creationism, use hard drugs and try to summon real demons...All of these victims eventually commit suicide or live rest of their lives in a mental hospital. Satan has taken their soul and they will burn in HELL for eternity!" His site has won many awards, including the Church of Xaos, Lame Site Award, Irritation Award and Cosmic Jackass Award. 

Mail Resources

There are a few Evangelical/Fundamentalist Christian groups in the United States which oppose fantasy role-playing games. See:

bullet American Family Association, PO Drawer 2440, Tupelo MS 38803
bullet Focus on the Family, Colorado Springs CO, 80995.
bullet NCTV, 144 East End Ave, New York NY, 10128
bullet Pro Family Forum, PO Box 8907, Ft. Worth TX, 76124
bullet Teen Suicide Prevention Task Force, 2321 SE 8th St, Grand Prarie TX, 75051
bullet The 700 Club/CBN Virginia Beach VA, 23463

Copyright � 1996 to 2001 incl. by Ontario Consultants on Religious Tolerance
Latest update: 2001-JUL-14
Author: B.A. Robinson

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