http://www.bbc.com/news/magazine-26328105

The great 1980s Dungeons & Dragons panic

10 April 2014 Last updated at 21:00 ET

In an era of potent concern over internet pornography, cyber-bullying, and 
drugs, it is hard to imagine a game being controversial. But 30 years ago 
Dungeons & Dragons was the subject of a full-on moral panic, writes Peter Ray 
Allison.

At the beginning of 1982's ET, a group of teenage boys are indulging in a 
roleplay game, featuring dice and spells, and sounding a lot like Dungeons & 
Dragons. They indulge in banter as they wait for a pizza delivery to arrive.

This innocuous depiction was a far cry from the less-neutral coverage that was 
to come.

Back in 1974, Dungeons and Dragons (D&D) was arguably the first true 
roleplaying game. Players took on the mantle of adventurers from a multitude of 
races and occupations. Each game had a Dungeon Master who would act as both a 
referee and storyteller. By 2004, it was estimated that the game had been 
played by over 20 million people.

Today, any veteran player from the game's early years would speak of its 
positive attributes. It was based almost entirely in the imagination. It was 
social. No screens were involved.


But in the 1980s the game came under an extraordinary sustained assault from 
fundamentalist religious groups who feared its power over young minds.

In 1979, 16-year-old child prodigy James Dallas Egbert III disappeared from his 
room at Michigan State University. A private investigator, William Dear, was 
hired by James's parents to find their son. Despite apparently knowing little 
about roleplaying games, Dear believed that D&D was the cause of Egbert's 
disappearance.

In truth, Egbert suffered from, among other things, depression and drug 
addiction, and had gone into hiding - in the utility tunnels under the 
university - during an episode of self-harm. The well-publicised episode - 
referred to as the Steam Tunnel Incident - prompted a number of works of 
fiction, including the novel Mazes and Monsters and 1982 Tom Hanks film of the 
same name.

Dungeons & Dragons

Created by Gary Gygax and Dave Arneson, after being inspired by the wargame 
Chainmail
Released by TSR Inc in 1974 and later acquired by Wizards of the Coast in 1997
Games are run by Dungeon Master, who acts as both  referee and storyteller
Players create characters from diverse number of races and occupations
Egbert later died from a self-inflicted gunshot wound in 1980. Despite the 
evidence regarding his mental health problems, some activists believed Egbert's 
suicide was caused by D&D.

In 1982, high school student Irving Lee Pulling died after shooting himself in 
the chest. Despite an article in the Washington Post at the time commenting 
"how [Pulling] had trouble 'fitting in'", mother Patricia Pulling believed her 
son's suicide was caused by him playing D&D.

Again, it was clear that more complex psychological factors were at play. 
Victoria Rockecharlie, a classmate of Irving Pulling, commented that "he had a 
lot of problems anyway that weren't associated with the game".

At first, Patricia Pulling attempted to sue her son's high school principal, 
claiming the curse placed upon her son's character during a game run by the 
principal was real. She also sued TSR Inc, the publishers of D&D. Despite the 
court dismissing these cases, Pulling continued her campaign by forming 
Bothered About Dungeons and Dragons (BADD) in 1983.

Pulling described D&D as "a fantasy role-playing game which uses demonology, 
witchcraft, voodoo, murder, rape, blasphemy, suicide, assassination, insanity, 
sex perversion, homosexuality, prostitution, satanic type rituals, gambling, 
barbarism, cannibalism, sadism, desecration, demon summoning, necromantics, 
divination and other teachings".

Pulling and BADD launched an intensive media campaign through conservative 
Christian outlets as well as mainstream media, including an appearance on 
current affairs show 60 Minutes opposite D&D creator Gary Gygax.

Jeremy Irons in the film version of Dungeons & Dragons, 2000
In 1985, Jon Quigley, of the Lakeview Full Gospel Fellowship, spoke for many 
opponents when he claimed: "The game is an occult tool that opens up young 
people to influence or possession by demons."

These fears also found their way into the UK. Fantasy author KT Davies recalls 
"showing a vicar a gaming figure - he likened D&D to demon worship because 
there were 'gods' in the game".

Veteran roleplayer Andy Smith found himself in the unusual position of being 
both a roleplayer and a Christian. "While working for a Christian organisation 
I was told to remove my roleplaying books from the shared accommodation as they 
were offensive to some of the other workers and contained references to 
demon-worship."

Looking back now, it's possible to see the tendrils of a classic moral panic, 
and some elements of the slightly esoteric world of roleplaying did stir the 
imaginations of panicked outsiders.

How to play

Each player takes on role of character; one player becomes Dungeon Master, 
serving as game's referee and storyteller
Characters form party and set out on "adventure", guided by storyline set out 
by Dungeon Master
Game is open-ended and can last over several sessions; a set of polyhedral dice 
(pictured) are used by players
"Since fantasy typically features activities like magic and witchcraft, D&D was 
perceived to be in direct opposition to biblical precepts and established 
thinking about witchcraft and magic," says Dr David Waldron, lecturer in 
history and anthropology at Federation University Australia and author of 
Roleplaying Games and the Christian Right: Community Formation in Response to a 
Moral Panic. "There was also a view that youth had an inability to distinguish 
between fantasy and reality."

While the wilder claims about the nature of D&D tended to emanate from 
evangelical groups, they prompted wider suspicion.

"The memes from this campaign proliferated and, being published largely 
uncritically in the initial stages, led to a wide-ranging list of bizarre 
claims," says Waldron. "For example, that when a character died you were also 
likely to commit suicide."

The claims being made about roleplaying games did not go unchallenged.

Author Michael Stackpole was a vocal dissenter, criticising Patricia Pulling 
and BADD. In 1990, Stackpole published The Pulling Report, in which he 
documented numerous errors made by BADD and accused Pulling of misrepresenting 
her credentials as an expert witness on games.


Studies by the American Association of Suicidology, the US Centers for Disease 
Control, and Health and Welfare Canada all found no causal link between D&D and 
suicide.

D&D continues to be debated, in the US at least. In 2010, the United States 
Court of Appeals for the Seventh Circuit upheld a ban on D&D by the Waupun 
Correctional Institution. Captain Muraski, the institution's gang specialist, 
testified that D&D can "foster an inmate's obsession with escaping from the 
real life, correctional environment, fostering hostility, violence and escape 
behaviour".

But public perception has changed. If people have any kind of negative view of 
roleplaying today, it is much more likely to be about the supposed geekish 
overtones, rather than fears for the sanity of the players. The students who 
played D&D in the 1980s are now grown up into respectable careers.

"The view of roleplaying games has changed over time," says Smith, "mostly 
because the predicted 'streets awash with the blood of innocents as a horde of 
demonically-possessed roleplayers laid waste to the country' simply never 
materialised."

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