They Huffed and they Puffed…
Ah, reminiscing about the 80s, I recall the thrilling adventures in the company of friends, amidst an abundance of candy and soda. Together, we triumphed over dragons, battled monsters, and embraced heroic pursuits. Yet, unbeknownst to us, there lingered a shadowy menace beyond the realm of the game. It pervaded every corner of existence. Alas, I have learned that not all are familiar with the rich history of the pen and paper industry, nor the enigma of Satanic Panic.
In the 1970s, the United States experienced a moral panic known as ‘Satanic Panic’, which caused fear and hysteria. The panic aimed to discredit and demonize those who played classic tabletop role-playing games, claiming that they were tools for devil worship and other unspeakable acts. However, this movement had the opposite effect, galvanizing the industry and players, uniting them under a common cause, but it was not an easy fight.
From the very moment of its release, Dungeons & Dragons garnered swift criticism from religious figures who purported that it had the ability to corrupt the young and potentially steer them towards self-destructive thoughts. The game found itself under scrutiny, accused of endorsing Satanism on account of its portrayal of devils and demons.
Ladies and gentlemen, the battle was far from over. In the 1980s, the media unleashed a storm of madness upon fantasy role-playing games, attempting to brand them as agents of corruption that endangered our entire society. The guardians of morality, consisting of religious leaders, psychologists, and concerned parents, united their forces to assail these games, unjustly linking them with Satanism and other perceived evils of the era.
In 1985, the venerable, and well-respected TV show 60 Minutes investigated a possible link between playing Dungeons & Dragons and the very real danger of teenage suicide. This concern had been also shared and purported by the movie “Mazes and Monsters,” starring Tom Hanks in 1982, which portrayed RPGs as causing psychological distress and sending players spiraling into madness and dark actions.
Courageously, their efforts proved to be in vain, as we can now bear witness to the enduring resilience and continual expansion of role-playing games within our media landscape. We salute those valiant few who rose against irrational fears and societal hysteria, steadfastly protecting their cherished pastime from imminent peril.
It is important to remember those dark days of ‘Satanic Panic’ so that we can continue to enjoy our favorite pastimes without fear of persecution. We must embrace the culture and spirit of role-playing games while maintaining humility and respect for those who sought to protect them during their darkest hour. In this way, we can ensure that these beloved games will live on for generations to come.
We continue to stand side by side in unity and strength, proudly proclaiming our love for role-playing games and all the unique experiences they have to offer. Let us come together in celebration of our shared passion and embrace the culture that this hobby has bestowed upon us. For it is only by standing firm in our collective appreciation of RPGs that we can ensure their longevity and continued success in bringing joy to millions around the world.
Long live role-playing games! We salute you!
I remember this crazy time. Although my mom was my very first DM, Sister Grace, the nun who taught the math class i was in in grade school, invited the older brother of one of her students to class to show us all what D&D was and how to play it. His name was Neil and he ran a game for us. Sister Grace played a cleric, of course, and we had a blast. I was the only one who knew anything about the game, so I got to be party leader. A lot of parents freaked out about what Sister Grace did, but she stuck to her guns and said it was just a game of communal let’s pretend, and would hear no more of it. The game in math class lasted only a few sessions, but I remember at least one place was a safe haven for us early gamers.