Dungeons and Dragons is 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. These are called Fantasy Role Playing games (FRPG) and among the most well known are Rune Quest, Chivalry & Sorcery, Arduin Grimoire, Tunnels and 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 books, 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 give 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 they are playing with, and the game has now become 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 if 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, wolvesbane, 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, mace, swords and battle axes are some of the conventional weapons given to the characters.

In the rule book to the Arduin Grimoire game, Vol. I, Pg. 60, is listed the “critical hit table.” Options listed are: “Dice roll: 37-38; hit location: crotch/chest; results: genitals/breast torn off, shock..Dice roll: 95; hit location: guts ripped out; results 20% chance of tangling feet, die in 1-10 minutes..Dice roll: 100; hit location head; results: 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 specificity. He states: “It’s deliberately gruesome. You have to blow a hole through the video hell 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” including “elves, dwarfs, and halflings” (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 lock, 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.

Homosexuality, sodomy, rape and other perverse acts of sexuality are played out by the people participating in the games. 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 risking 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 games had a gross sale of more than 20 million dollars in 1980 and are predicted to triple in 1981.


When a player’s character is killed, the emotional strain is so great that the player goes into a rage of uncontrolled anger. He is in reality experiencing a art of himself dying.

When a person gets addicted to the game lethargy occurs in real life. Reality is sacrificed for imagination. Personal hygiene suffers, and people don’t care.

In a family where they were heavily into playing D&D, the house smelled of cat urine, it was a chaos of cardboard boxes, strewn clothes and unmade beds. A small child slept, clothed, on the bare carpet, while several D&D fans with their now-familiar slumped posture and soft pear shape of the physically unfit worked on plans from their fat briefcases.

John, a 16 year old student at a private school in Southern California has become obsessed with D&D. In an interview he stated: “I am dungeon master 98% of the time. I am the god of my world, the creator who manipulates the gods and humans. But my bossiness has extended itself into real life. I’ve exploited and abused people. People have hated me for it.”

He continues: “It’s hazardous, your vocabulary and mental quickness increases, but school seems increasingly boring and droll. Your grades drop. The more time you spend in your fantasy world, the more you want to walk from the burdensome decisions in life.”

In the greater Sacramento area D&D games have infested the area. On High school campuses in Folsom, Rancho Cordova and El Camino high school teacher are training students in the games by staying after school and being dungeon masters for the games. And it is not a fad. The games are now 15 years old and are getting more and more popular each year.


Do not be fooled by what the promoters tell you. Out of D&D games comes suicide, drug addiction, mental sickness and a general deteriation of the 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 we are not to even touch these evil things. God says: “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 how burns his son or his daughter as an offering, anyone who practices divination, and soothsayer, or an augure, or a medium, or a wizard, or a necromancer. For whoever does these things are an abomination unto the Lord: and because of these abominations the Lord your God does drive them out from before you.” (Deut. 18:9-12)

“They provoked him to jealousy with strange gods, with abominations provoked they him to anger. They sacrificed unto demons, not to God; to gods that came newly up, whom your fathers feared not.” (Deut. 32:16-17)

“And a curse, if you 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 you have not known.” (Deut. 11:28)

“Eat you not the bread of him that has an evil eye, neither desire you his dainty meats: For as he thinks in his heart, so is he: Eat and drink, says he to you; but his heart is not with you.” (Prov. 23:6,7)

(The above material was prepared and published by Christian Life Ministries in Sacramento, CA.)

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