Dungeons and Dragons
Writer: Bob Larson | www.boblarson.org
Dungeons and Dragons began as a spin-off of war games. Gary Gygax, DandD inventor, discarded familiar game component like cards, boards and six-sided dice, and devised a game with no rules and no limits. A single game of DandD can last for hours, days, weeks, months, or even years. At least three people must play. One is the Dungeon Master, a controlling figure who devises the dungeon map and directs the game's flow. The other players are pitted against one another. They roll poly-sided dice to determine the various intelligence and dexterity ratings of their alter-ego characters, which are given fictitious names.
The players gather around a fictitious or roughly sketched map and set off on an imaginary odyssey through hazardous terrain created by the Dungeon Master. En route, they encounter obstacles, such as monsters and demons, which they thwart with violent tactics and occult spells. No one wins. The object is to survive the adventure and participate in the next game with an even more powerful character.
Some aspects of DandD are directly linked with Satanism. The extent of occult collusion depends partly on the manuals selected to guide the game and formulate the dungeon master's strategy. Some manuals tell players how to summon demons and indulge in astral projection. At minimum, DandD replaces reality with a contrived universe where anything goes and moral absolutism is absent. Certain players may become so detached from the outside world that the death of their character triggers violent rage.
It is obvious that writers for the various manuals associated with fantasy role-playing games are well versed in the occult. Pentagrams and portions are frequently recommended. In the manual Deities and Demigods, the writer advises,
"Serving a deity is a significant part of DandD, and all player characters should have a patron god."