Found Some Old Anti-D&D Propaganda (1 of 2)

Part 2:

This is the second anti gaming piece that I will type in for the Net's general amusement. This one is older than I originally thought, being from the year 1980. This one is somewhat well argued and reasoned but possesses all the typical anti gaming material (after awhile you will begin to see the resemblances between these articles). It is not as bad as the next article will be for being emotionally charged.

DUNGEONS AND DRAGONS LECTURE (16 September 1980)

by the Rev. James R Cotter

Before we enter into tonight's discussion, I would like to begin with a word of Prayer: Dear heavenly Father, as we are gathered here this evening, we ask that you send your Spirit to us so that we may fully understand the rich life that you intend us to lead. Amen.

I am not going to stand before you today and tell you that I don't think you should play this game, Dungeons and Dragons. That would be as foolish as walking into a bull fighting arena filled with bulls and wearing bright, charasmatic red suit. I do intend to point out what responsibilities you as Christians have in respect to this game.

I have never played this game, nor do I feel that I will ever be able to play this game. My remarks are based on what the inventor of this game has to say about it, my exposure to youth playing this game, my experience at a Dragons Game Fest, and a hodgepodge of other material that has been written about this game. To ensure accuracy, I will generally limit my remarks to what is written in these three manuals: _Advanced Dungeons and Dragons Players Handbook, Dungeons and Dragons Monster Manual, and the Dungeon Masters Manual.

THE GAME: Dungeons and Dragons, D&D, began as a spinoff of war games. IN the late 1950's, and 60's, companies like Avalon Hlill and Simulations Publications Inc. began marketing Gettysburg and Bismark games tht duplicate actual battle situations in which the players can alter the outcome.

In 1973, Dave Arneson and Gary Gygax began experimenting with a new format for war games. Instead of the actual historical campaigns, they added a new twist fantasy.

With $1000 dollars and a basement, these two men started production of this game. Initially they were turned down but later on in 1975 (after sales to colleges) they incorporated and became known as TSR (Tactical Studies Rules). Somewhere in this time frame, Brian Blume entered into the corporation and Arneson left. It is estimated that D&D will gross $20 million this year. Next year, that figure is expected to triple for this Lake Geneva, Wisconsin based company.

Dungeons and Dragons is an elaborate game in which each player assumes that identity of the character he creates. His creature is based on chance rolls of the dice. The object of this game is to maneuver these characters through an ongoing maze of dungeons (tunnels) filled with monsters, magic, ambushes, and adventures in search of treasure.

The game is designed to be played by two or more players, 12 years old and up, plus a Dungeon Master. The Dungeon Master is also in charge of the game.

After the characters are established, each person arms himself with magical weapons, potions, spells, and magical trinkets (holy water, garlic, etc.). As you travel through the dungeon, you encounter many traps and wild creatures (monsters). Your only means of defense is the magical powers which you bought and rolled the dice for at the beginning of the game, and the magical powers and strengths of those who are traveling with you.

DIRECTIONS: The following are what I see as direct violations of God's Holy Word, and are several reasons why Christians cannot play the game. 1: SWORDS & SORCERY "Swords and sorcery best describe what this game ia all about...so mind unleashing, that it becomes near reality." Page 7 of the D&D Handbook. A. Ref. "mind unleashing": Scripture expressly states that Christians are to be constantly incontrol of their thoughts, of one mind with Christ, not one that is unleashed. 1. Romans 12:2 "Do not be conformed to this world but be transformed by the renewal of your mind, that you may prove what is the will of God, what is good and acceptable and perfect. 2. II Corinthians 11:3 "But I am afraid that as the serpent deceived Eve by his cunning, your thoughts will be led astray from a sincere and pure devotion to Christ." 3. Philippians 4:7 "And the peace of God, which passes all understanding, will keep your hearts and minds in Christ Jesus." 4. Proverbs 23:7 "For as he thinks within himself so he is."

Over 2 700 years ago, the writer of Proverbs stated that a person is exactly as his mind lets himself think he is. The point is: what you think about determines who you are. Thoughts lead to attitudes and attitudes lead to actions. T&A+ACTION is the sequence. And 750 years later, Paul, under God's inspiration wrote "Do not be conformed to this world but be transformed by the renewing of the mind."

Because of our new birth in Christ, we are to no longer follow the unleashed thoughts of the mind, to return is now even worse.

Philippians 2:1 3 "So if these is any encouragement in Christ, any incentive to live, any participation in the Spirit, any affection and sympathy, complete my joy by being of the same mind, having the same love, being in full accord and of one mind. Do nothing from selfishness or conceit, but in humility count others better than yourselves."

B: Ref. "swords and sorcery": The terms "swords and sorcery" bear some defining. Sword refers to the power that you will wield in this game and sorcery refers to the use of spells and the occult. God's Word is very plain with respect to sorcery. Isaiah 57:1 4 "But the righteous person...he will come through safely...But you come here, you sorcerers....Aren't you children of rebellion?" Malachi 3:5 "Then I will come to judge you and you will be quick to testify against sorcerers....says the Lord of Host." Acts 8:9 25 Tells the story of Simon, who was a practicing wizard. He accepts the Lord and travels with the apostles, but when he sees the miracles being done, he offers to buy them. Peter tells him that he is so engaged with witchcraft that he can't really see these things are from God. Peter tells Simon to repent and ask forgiveness. Even though Simon believed in Christ, it was still difficult to cast off some of his old thoughts and experiences. Once one starts dabbling, it's even harder to let go. Revelation 22:14 16a "Blessed are they that do His commandments, that thy may have right of the tree of life, and may enter in through the gates into the city, (Heaven) for without (in Hell) are dogs and sorcerors, and whoremongers and murderers, and idolaters, and whosoever loveth and maketh a life. I Jesus have sent mine angel to testify unto you these things." Deuteronomy 18:9 14 "When you come into the land which the Lord your God gives you, you shall not learn to follow the abominable practices of these nations. There shall not be found among you anyone who burns his son or his daughter as an offering, anyone who practices divination, a soothsayer,or an augur, or a medium, or a wizard, or a necromancer. For whoever does these things is an abomination to the Lord; and because of these abominable practices the Lord your God is driving them out before you. You shall be blameless before the Lord your God. For these nations, which you are about to dispossess, give heed to soothsayers and to diviners; but as for you, the Lord your God has not allowed you so to do."

/r/rpg Thread