Should Christians Kids Play with Dungeons and Dragons?

The Enchanted Church Part 3

THINGS JUST GOT STRANGER

A commentary on the comeback of Dungeons and Dragons and its popularity with Christian kids


"Serving a deity is a significant part of D&D, and all player characters should have a patron god."

D&Dā€™s Deities & Demigods

 

 

"Whether or not the character actively professes some deity, he or she will havean alignment and serve one or more deities of this general alignment indirectly and unbeknownst to the character."

D&D Dungeon Masters Guide

I'm sorry!! I can't get into the backstory on this one. I'm still processing through my thoughts and feelings on the matter. If you read my last post on Harry Potter being required reading in Christian schools, you can probably guess what inspired this study on the game Dungeons & Dragons.

Before we start, is it just me, or does it feel like we have returned to the 1980s? There are too many similarities between today and a time in history past when Christian parents forbid their children from playing with Ouija boards and watching The Smurfs on TV. 

 

On the one hand, there is an unprecedented openness to the supernatural within the Christian Church. For example, these days, even the conservative Baptists are singing Bethel songs, and thanks to The Asberry Portal, revival is trending. Revival is most certainly what our country needs more now than ever.

 

On the other hand, we are learning of openness, embracing, and integration of the New Age and the occult into our mainstream culture and even the Church. This shift is new to our culture, and a societal tide is changing. America is leaning away from modernism's atheistic worldview and moving towards an enchanted or magical worldview. Modern people readily accept what the ancients have known, and more is happening than what meets the eye. The supernatural is quickly becoming perfectly normal and acceptable. People are more readily accepting that something does not have to be seen for it to be engaged. We can thank Wi-Fi for that.

 

In this study, we focus on The Enchanted Church. Enchanted is a term that means to be under a spell or bewitched. If our culture is underneath a demonic spell, this should be a cause of concern for those who have been given the authority and power to break it. All this reminded me of the Apostle Paul when he asked the Galatians an interesting question, "Who has bewitched you?" The hour in which we live begs us to ask the same question of the American Church. 

Things Just Got Stranger

Stranger Things, the hit show produced by Netflix, has captivated millions of viewers worldwide with its captivating storylines and supernatural elements. The show introduces young people to various supernatural concepts, entities, and realms, such as the "Upside Down," a parallel universe home to dark creatures and dangerous secrets - otherwise known as Hell. But Stranger Things is more than just a show; it's a supernatural school lush in demonology, theology, and supernatural ideas, some of which are even true.

 

Interestingly, something worth noting, as a result of the show, young people across the country were introduced to a game called Dungeons & Dragons (D&D). The impact of Stranger Things on the sales and popularity of D&D was significant.

In the show, the main characters are depicted playing D&D, and the game is presented as a fun and exciting activity that brings them together. This portrayal helped destigmatize D&D and introduced the game to a new generation of viewers who may not have been familiar with it before.

 

Following the success of Stranger Things, there was a noticeable increase in sales of D&D products. Hasbro, the parent company of Wizards of the Coast, which produces D&D, reported a 20% increase in sales in the fourth quarter of 2019, partly attributed to the popularity of Stranger Things.

 

The impact of the show on D&D, however, was not limited to sales alone. It also helped to increase the game's cultural relevance, leading to more mainstream media coverage and an overall boost in public perception of the game. Stranger Things played a significant role in bringing D&D back into the cultural conversation and increasing its popularity.

 

My Family Member, the Dungeon Master

Many argue that D&D is a fun fantasy game that brings friends together, but in our family, Dungeons & Dragons opened a gateway to the "Upside Down." As a child, I had heard about one of our family members who were traditionally a bit of a nerd. His unpopularity at school led to endless teasing and bullying. This changed, however, when he found his place of belonging amongst friends who were getting together to play D&D. With some creativity, an eye for detail, and a lot of gameplay, he began to ascend as a high-ranking Dungeon Master. He was no longer an outcast; he was now a legend. The crazy part was he was never much of an artist, but now he could draw incredibly complex and detailed characters. At times it was as if his hand was moving on its own. Then, he noticed something was different in his bedroom at night. It was as if he wasn't alone. He began to discover spiritual beings in his bedroom, visitors. When he started seeing them, he realized that they were the character that he thought he had created through the process of being a Dungeon Master (D&D storyteller, character creator, situation framer).

 

Had he created these characters from his imagination, or were these pre-existing demons tricking him into thinking they were his idea? After a while, these visits at night became more haunting, to the point that this cast of hellish monsters no longer listened to him when he commanded them to leave. Demons were full-on harassing him. This was when his parents called my parents, begging them to please come and pray for their son. My parents led him to the Lord and explained that he must take all his drawings, notes, and the game and burn them. When he tried to burn everything, he threw a match into the fireplace, but before the match could ignite the game, it stopped and hit reverse, flying out of the fire and burning him in the face.

The History of D&D

Dungeons & Dragons (D&D) is a tabletop role-playing game created by Gary Gygax and Dave Arneson and first published in 1974 by Tactical Studies Rules, Inc. (TSR). The game quickly gained popularity and has since become one of the most influential and widely recognized games in the world.

 

According to William Schnoebelen, a former Satanist who consulted for D&D, many resources were developed with the assistance of occultists and Satanists. Schnoebelen provides testimony regarding the type of information that the creators of D&D sought:

 

I was a witch high priest (Alexandrian tradition) from 1973-84. During some of that period (1976-80), I have also involved in hardcore Satanism. We studied, practiced, and trained over 175 people in the Craft. Our "covendom" was in Milwaukee, Wisconsin, just a short drive away from the world headquarters of TSR, the company which makes Dungeons and Dragons in Lake Geneva, WI. In the late 1970s, some game writers came to my wife and me as prominent "sorcerers" in the community. They wanted to make sure the rituals were authentic. For the most part, they are.

After converting to Christianity, Schnoebelen started cautioning parents about the paranormal risks associated with D&D. In the course of his warning, and he posed a thought-provoking question: 

 

"If someone unknowingly performs a legitimate ritual that summons a demon or places a curse on someone while they think they're only playing a game, could the ritual still have an effect? I believe we all know the answer to that. If you playfully shoot your friend in the head with a gun that you believe is unloaded, but there's a bullet in the chamber, is your friend any less dead because it was just a game?"

 

 

D&D began reusing existing mythological creatures and beings into its Monster Manual, but co-creators Gary Gygax and Dave Arneson initially did not want to tamper with Biblical characters or beings. For example, angels were off-limits, but Gygax was okay with including real demons as long as they were seen as villains. However, players interested in the occult took the game in an unexpected direction. Players began making the game more and more realistic by researching medieval spellbooks, and game supplements like Authentic Thaumaturgy and The Infernax of Spells, Necromancy, and Black Magic were created.

 

Schnoebelen continues in his warning:

Much of the game contains overtones of illicit sex and sexual violence. For example, the cover of one D&D supplement, Eldrich Wizardry, shows a naked woman reclining on a satanic altar. This tragic scene is compelling because it is really what is done in genuine satanic groups all over the nation. It is extremely sado-masochistic because the fate of such a woman is to be either raped, gang-raped, tortured, or sacrificed to a demon god. This kind of imagery can be very provocative and seductive to adolescent males or even adults.Additionally, male characters in the game often try to seduce female characters; and references abound to things like venereal disease and satyriasis (a male condition of permanent sexual arousal). 

Gatekeepers

Our family resides in a securely equipped home with a roof, doors, windows, and a garage door. The latter requires an opener for access, and only Andrea and I possess the keys to the other entryways. Therefore, to enter our abode, one must go through us. In essence, we are the guardians of our home. However, if any of our children invite a friend over, and we approve of their presence, that friend is granted access to our home. This permission hinges on our trust in that particular friend. In cases where trust has yet to be established, we would offer increased supervision while the friend is visiting. 

Parents, pastors, faculty, and board members are all examples of gatekeepers. As such, they hold responsibility for the friends in their care. As gatekeepers, you are responsible for the friends in your home.

  

When individuals in positions of authority claim that Dungeons & Dragons is merely a game and permit the promotion of D&D clubs, it is akin to a pastor granting a Demogorgon access to the pulpit on a Sunday.

The issue with many contemporary Western Christians is that they embrace Christian theology but are essentially secular. They operate as their own lords while professing Jesus as their savior. They fail to recognize that they inhabit a world inhabited by angels, demons, paranormal rulers, cosmic authorities, the supernatural powers of this dark realm, and the spiritual forces of evil in the heavenly realms. It is not merely a question of God versus the devil. As Paul notes in Ephesians 6:12, we live in a realm subject to various gods' influence.

Thus, the first commandment does not condemn drinking, smoking, or premarital sex. Its essence lies in the prohibition against having any other gods before the one true God. However, we have simplified and diluted this concept in America, claiming that this text applies to us through false gods such as food or entertainment. This interpretation is incorrect as the context of the first commandment refers to actual malevolent gods. In the book of Exodus, Yahweh declares to the Israelites that they belong exclusively to Him and must not share their allegiance with other deities.

 

The Allowance of "Christian" Fantasy such as Tolkien and Lewis

This is a big question that has been coming up regarding the allowance of Christian fantasy, such as the timeless works of J.R.R. Tolkien and C.S. Lewis. For a thorough explanation of this topic, I will refer you to an article - The Theology of Fantasy in Lewis and Tolkien by Colin Duriez - that studies the context of paganism in the works of Tolkien and Lewis through a Christian perspective. This outstanding article builds a gospel-centered understanding and appreciation for their work. 

 

 

Who may ascend the mountain of the Lord?

Psalm 24:3-4 says, "Who may ascend the mountain of the LORD? Who may stand in his holy place? The one who has clean hands and a pure heart, who does not trust in an idol or swear by a false god."

As we examine the impact of counterfeit supernatural beliefs on American culture and the Church, we must acknowledge the challenge of young people being unable to differentiate between what is authentic and what is not. Rather than inducing fear-based panic and encouraging demon hunting, our goal should be to ascend the mountain of God and gain a deeper understanding of Him and His ways. Both overreacting and interrogating our children out of fear, as well as turning a blind eye to the works of darkness, are equally irresponsible. Just as experts can distinguish counterfeit money by studying real currency, we must become knowledgeable about the workings of the Holy Spirit to recognize what is genuine and what is not.

 

Dear Parents, the Church's role is not limited to telling your kids Bible stories and instilling conservative values. It is essential for the Church to propagate the gospel of the Kingdom supernaturally. If your Church and home lack demonstrations of the power of God, the seductive influence of Satan's supernatural power may become unnecessarily appealing to your children.

 

It's important for children to witness healing, deliverances, salvations, and water baptisms, as well as seeing us striving for the resurrection of the dead. There is no justification for a Church or a Christian to be without power.

In conclusion, to safeguard the Church against magical counterfeits, we must witness the full power of the true gospel restored within it. Without a genuine display of God's power, the Church is vulnerable to false teachings and doctrines. It's time for us to reclaim the authority and power that is rightfully ours as believers and demonstrate the transformative power of the gospel to a lost and broken world. Only then can we expect to see a true revival that will have a lasting impact on generations to come.