Showing posts with label Satanism. Show all posts
Showing posts with label Satanism. Show all posts

Sunday, August 9, 2015

Magic in DragonRaid



As mentioned previously, DragonRaid did not find much favor in the Christian community, despite the fact that game's primary intent is to promote Christian growth.  Opposition to the game was seemingly due to the inclusion of “magic.”  The sentiments of anti-D&D spokesperson Sharon Sipos were presented in a 1986 newspaper article:
Sharon Sipos, a Chesterfield County housewife and mother of two who has spoken out against the game on about 30 radio and television programs throughout the nation, believes D&D is not merely a game, but an "alternate lifestyle." Mrs. Sipos said she is engaged in "a spiritual battle," led by the Lord.

She is opposed not only to Dungeons & Dragons, but to all fantasy role-playing games, including a "Christian" version of D&D called Dragon Raid. She said Scripture is used as magic in that game, which she believes is associated with the occult.
Unfortunately, since we don't have exact quotes from Mrs. Sipos; we must assume that the article's author accurately conveyed Sipos' meaning.  Alas, the “spiritual battle” faltered as D&D encroached upon popular culture during the past three decades.  Role-playing games are no more of an “alternate lifestyle” than golf and Christianity is not incompatible with D&D.  I noticed that the Christian Gamer's Guild had a booth at Gen Con this year.  (Maybe it's a regular thing, but this is the first year I noticed it.)

That “magic...is associated with the occult” may not be an astounding revelation, but it exemplifies Sipos' logic.  The occult is bad and magic is associated with the occult; therefore, magic is necessarily bad.  This is akin to saying:  arson is bad and fire is associated with arson; therefore, fire is necessarily bad.  If magic in a Christian RPG is bad, then what is an appropriate level of tolerance?  Harry Potter?  Stage magicians?  Fairy tales?

Sipos was correct when she said that DragonRaid uses Scripture as magic.  Players can recite bible passages which cause effects such as  starting a fire or temporarily increasing a character's attribute.  For instance, Ecclesiastes 11:1 (i.e., “Cast your bread upon the waters...”) gives a character “enough food for one day.”  To be clear, this is not “real life” magic.  In a flyer/letter included with the boxed game, DragonRaid creator Dick Wulf wrote:
It's good to memorize Scripture.  You never know when you'll need to recall God's truth.  Though scripture always works powerfully, it does not work magically in real life In DragonRaid, however, Bible passages sometimes have mysterious effects in order to create a fun incentive for memorizing scripture.  This means when your character says a verse or passage from the Bible by memory, the OverLord provides help.  It is in no way meant to encourage the study or practice of magic.  Using magic in any way, for any purpose, is absolutely forbidden (see Deuteronomy 18:10-12).
(The peculiar use of bold type is just as it appears in the original.)  These 'magic' verses are called WordRunes.  They each have a difficulty level, a requisite attribute minimum, and restrictions on when they may be used.  Difficulty level based upon the number of words in the passage.  WordRunes of difficulty level one have less than twenty words; higher difficulty WordRunes have more.  Each character has a 'Sword of the Spirit' rating that indicates the highest difficulty level of WordRune that the character can utilize.  However, as the character's Sword of the Spirit rating increases, WordRunes of lower difficulty levels are no longer available.  A character “may not use a WordRune more than three levels below his Sword of the Spirit rating.”

In addition to creating a magical effect, a successful recitation of a WordRune provides the character with “maturity units,” a form of experience points.  Typically, Sword of the Spirit and the requisite attribute each get one maturity unit.  Once twenty maturity units are collected, the applicable rating or attribute increases by one step.  Maturity units can also be earned by completing adventures; however, characters can also lose maturity units by “being caught in a dark creature sin enchantment” or “by being disobedient to the OverLord.”

All DragonRaid players are expected to use WordRunes.  Of course, the main purpose of the WordRune mechanic is to help the players become better Christians by memorizing Bible verses (thereby, one supposes, understanding them and applying them to real life situations).  Yet this is a mechanic where the character benefits from the player's effort – not due to role-playing or rolling dice or even spending narration points (or whatever).  Imagine employing this mechanic as the standard means of spellcasting in some other role-playing game.  The Bible need not be used, but the text should be appropriately atmospheric.  (I would consider using the works of William Blake – spiritual without being oppressively religious.)  Any character would be capable of magic, but only if (and to the extent) the player worked to memorize and recite the material.

Sunday, October 12, 2014

The Great Ritual of the Timeship


In a room illuminated only be candlelight, four youths sat around a modest, square altar.  In a voice of grim determination, one of them spoke...

“I am the Maze Controller; the god of this universe I created; the absolute authority. Only I know the perilous course you are about to take. Your fate is in my hands...[setting description]...Thus warned, shall ye enter?”

“Aye!”

“Let the journey begin...”
This is a scene from the TV movie Mazes & Monsters, broadcast near the end of 1982.  (Interestingly, this scene does not appear in Rona Jaffe's book upon which the movie is based.)

When I first played D&D, it was in the lunch room of my elementary school.  The only associated ritual was the Liturgy of the Pudding Cups.  (Admittedly, we performed the ritual with less than pious solemnity and, occasionally, ignored it altogether.)  The way role-playing games were presented in the media was embarrassing, but I was young.  For all I knew, some people actually played the game in candlelit rooms, reciting strange phrases, wearing robes and/or funny hats, and perhaps even roaming through tunnels.  No one I knew played that way and the adults who worked at the game store scoffed at the notion.  Still, there had to be some basis in truth, right?  Like I said, I was young.

While some role-playing game rulebooks provide mood-setting advice for sessions, Timeship – published the year after Mazes & Monsters was broadcast – actually incorporates a non-optional ritual as a component of play.  Among the preparations for the Great Ritual of the Timeship, lights should be dimmed and a lit candle placed on the players' side of the Timelord's screen.

Scenarios in Timeship are called Time Capsules.  Players (i.e., Voyagers) enter a Time Capsule via a Gateway.  Each Time Capsule has a drawing (approximately 8½” × 11”) that represents the Gateway and displays the scene in which the Voyagers will appear.

After the preparations are complete, the Timelord and the Voyagers engage in the following litany.

Timelord: Now begins the Great Ritual of the Timeship. Is it your will to travel through the timestream?

Voyagers: It is!

Timelord: Are your preparations made to your utmost satisfaction?

Voyagers: They are!

Timelord: Is your equipment ready?

Voyagers: It is.

Timelord: Are your souls at peace?

Voyagers: They are.

Timelord: Are you ready?

Voyagers: Aye!

Timelord: By my authority as Timelord, by the arts of the TIMESHIP, I hereby bind you within the timestream, subject to its laws!

Voyagers: We are so bound.

Timelord: Behold the Gateway!

The Voyagers now stare intently for a moment at the Gateway, then, closing their eyes briefly, attempt to imagine the scene depicted on the Gateway as if it existed before them in literal reality.

Timelord: Let the adventure begin!

Here ends the Great Ritual of the Timeship.

Timelord: Step through the Gateway!

Herbie Brennan, the author of Timeship, stated that he based the Great Ritual of the Timeship on “an esoteric technique known as pathworking.”  Is such a ritual necessary to play Timeship?  Technically, no; however, Brennan devotes one of the forty-eight pages of the rulebook to describing the ritual.  For Brennan, the ritual is an essential part of the game; it effects the transition from the reality of the players to the experience of the Voyagers.  Since the players are the Voyagers, this transition is perhaps more useful in Timeship than it would be in games where players adopt the roles of fictional entities.

*** *** *** 

Bonus Thoulish Trivia:  The television production of Mazes & Monsters was “fully sponsored” by Procter & Gamble.  In 1985, P&G 'retired' its logo (shown below) because they were unable to dispel rumors that it was a satanic symbol.

Coincidence?  I think the reader already knows the answer.


*** *** ***

Saturday, June 30, 2012

Happy Birthday Pat Pulling!

Image appropriated from The Escapist
Suicide isn't funny and it's tragic when a mother outlives her child. This post isn't meant to belittle Patricia Pulling; however, the notion that role-playing games are part of a vast Satanic conspiracy is ludicrous and Pulling's birthday affords your humble host the opportunity to reminisce upon her effect on society and on our hobby.

Birthday Girl *
Pulling's son – Irving ”Bink” Pulling – killed himself in 1982 at the age of 16. Evidently, Bink was a troubled young man; Pulling's attorney said that Bink's “severe emotional distress” was known to school officials.  When tragedy strikes, an attempt to rationalize events is only human.  Pulling felt 'guilty' that she did not realize Bink's predicament (but somehow expected school officials to know) and Bink used Pulling's own gun to kill himself.  Pulling wanted (perhaps psychologically needed) a reason for Bink's death, so she attributed it to D&D.  Bink played D&D at his high school and Pulling maintained that he killed himself because of a “curse.”

Lawsuits that Pulling filed against the school's principal and TSR were dismissed, but Pulling forged ahead with her crusade.  She established BADD (Bothered About Dungeons & Dragons) to disseminate information about the dangers of role-playing games and the insidious pathway to Satanism they provided.  She ”educated” law enforcement organizations and even served as an expert witness in court cases.  This is distressing in that much of Pulling's information was inaccurate or misleading.  The dubious nature of Pulling's assertions was explored in detail by Michael Stackpole in his The Pulling Report.

Eventually, Pulling's influence waned.  Nowadays, D&D and other role-playing games are generally perceived as an innocuous – yet dorky – cultural phenomenon.  Still, the specter of human ignorance occasionally rears its ugly head and when someone who has played Dungeons & Dragons goes off the deep end, D&D is imagined to be a causative factor rather than an incidental one.

The Escapist hosts a BADD published booklet aptly named Dungeons and Dragons.  Whether or not it's a misprint, my favorite part is a quote on page 4, “I can almost see the orcas chasing after me...”

In 1988, Pulling claimed that 8% of the residents of Richmond, Virginia were Satanists.  From that time to when your humble host moved to Richmond, the Satanic population must have declined precipitously; either that or the devil-worshipers around here are remarkably low key.

Had she not passed away in 1997, Pulling would be sixty-four years old today.


*  For the record, I obtained Pulling's picture from some Italian blog.

nota bene:  No Satanists were harmed during the writing of this post.

Friday, January 20, 2012

What Should You Buy?

Your humble host has noticed that the coming reprint of the first edition Dungeon Masters Guide will have the same price as The Realms of Atlantasia:  The Game Master’s Bible.*  This may pose a predicament among discerning -- yet cash-strapped -- gamers with regard to which item to purchase.  To help alleviate this concern, your humble host provides a checklist indexing the various features of each tome.

Feature
DMG
GMB
Hard cover
Yes
No
Interior art
Yes
No
Table of Contents
Yes
No
Index
Yes
No
Glossary
Yes
No
More than 500 pages
No
Yes
Complete game
No
No
"Eccentric" rules
Yes
Yes
Support material
Yes
No
Peppy, light-hearted website
No
Yes
Half-Elves
Yes
No
Copulating chaos dragons
No
Yes
Prostitutes
Yes
Yes
Saringetti (sic) encounter tables
No
Yes
Cherished by a generation of geeks
Yes
No
Accused of having satanic influences
Yes
**
Accused of reeking worse than a dead otyugh in summer
No
Yes


*  Technically, the Atlantasia book is priced in Canadian dollars, but that’s close enough.  I mean, it’s not silver chips versus gold chips or anything like that.
**  Please see comment below.