Role Playing Games

By Dr. Ron J. Bigalke

Founder: (primarily) through a society he founded called the “Castle and Crusade Society;” the games became derivative of strategy simulation war games Founding Date: 1975 on college campuses Definition: “FRP is magic, violence, and power. It is played mostly in the mind.”1 INTRODUCTION A fantasy role-playing game (FRPG) requires players to imagine themselves as characters (generally playing as a team) who are creating fantasy adventures. The game play can involve a variety of activities, such as battles, casting spells, finding treasure, and killing opponents. Game play develops according to predetermined guidelines and rules wherein gamers can use their creativity and imagination without restraint. The game play is less competitive (which means there are generally no losers or winners) and continues in a social environment wherein gamers work together. Consequently, the game play of each individual player affects the course and result of the game for the group. Gamers generally range in age from teens to early 30s and are sometimes described as above average in intelligence and both highly creative and imaginative. In the past, concerns regarding FRPGs focused almost exclusively upon Dungeons & Dragons and The Masquerade. Today, the computer role-playing games (CRPG) have become immensely popular rivaling non-digital FRPGs.2 FRPGs include many genres: comic book (Champions, DC Heroes), fantasy (Dungeons & Dragons, RuneQuest), generic (GURPS, Savage Worlds), historical (Boot Hill, Pendragon), horror (Call of Cthulhu, Kult), and (Cyberpunk 2020, Traveller). CRPGS also include many genres: action (Grand Theft Auto, Mortal Combat), adventure (Myst, Oddworld), horror (Resident Evil, Silent Hill), massively multiplayer online role-playing games (Final Fantasy, Guild Wars, World of Warcraft), simulation (Flight Simulator, The Sims), and shooter (Fallout, Max Payne, Uncharted). Due to the immense popularity of Dungeons & Dragons, fantasy is the most popular genre of role-playing games. Fantasy genre can include high fantasy where paranormal activity is commonplace, or low fantasy wherein there are few or no paranormal activities. This Profile addresses high fantasy Role Playing Games. Generally, CRPGs are derivative of non-digital FRPGs. The majority of CRPGs assign various attributes and levels (often numerically, as opposed to traditional bars and meters) to characters. The statistical character development of FRPGs has been almost universally adapted by CRPGs. The narration of CRPGs and FRPGs are similar because there is generally a story of a group of heroes who must work collaboratively to accomplish a mission. Various challenges must be overcome and enemies must be defeated in the quest. FRPGs have never been more popular. “Sales of role-playing games… grew 40 percent between 2014 and 2015, to $35 million in the U.S. and Canada.”3 Despite their popularity, concerns about FRPGs have come from both Christian and secular sources. Over thirty years ago, some extreme critics attempted to tie FRPGs to the larger “Satanic Panic” phenomenon of the 1980s. They accused D&D of somehow being complicit in an alleged epidemic of Satanic Ritual Abuse (SRA). The supposed connection, however, was never successfully documented. Ultimately, the SRA stories themselves were largely discredited. Fantasy Role Playing Games, page 2

Many of the gruesome accounts of satanic torture, abuse and murder relied on questionable testimonies based on “recovered memories” later proven to be unreliable.4 Nevertheless, FRPGs remain controversial for other reasons – especially within the Christian community. Some Christians see FRPGs as harmless fun or even as beneficial for expanding one’s imagination and creativity. Other Christians have expressed caution about participation in games that include a high level of fanaticized violence, an occult or polytheistic worldview, and the use of magic and spellcasting.5 THE WORLDVIEW OF FANTASY ROLE PLAYING The virtual worlds presented in many of the most popular high fantasy RPGs create an alternate reality very different from the worldview of Christian monotheism. These fantasy worlds are often rooted in pantheism (all is God) or polytheism (many Gods) and feature a magical worldview dominated by gods, goddesses and sorcerers engaged in gratuitous violence, and occult practices such as spell casting. Myth and fantasy do not have to be considered dangerous or evil. Fantasy is an aspect of God’s creation. The fantasy worlds of J. R. R. Tolkien,6 C. S. Lewis,7 George MacDonald,8 and Charles Williams9 contain narratives of good and evil characters. However, the morality and worldview in these writings are essentially Christian.10 Although FRP gamers often refer to parallels between these authors and their games, the differences are noteworthy. Most FRPGs affirm a dualistic worldview wherein good and evil coexist equally. The Christian worldview affirms the triumph of good over evil and the complete eradication of evil (a contrast to the worldview of Harry Potter, Star Wars, etc.). For example, Tolkien’s hero Aragorn makes statements consistent with a biblical worldview, “Good and ill have not changed since yesteryear; nor are they one thing among Elves and Dwarves and another among Men.”11 FRPGs are not set in the context of the creator God, but often occur in a world governed by deities and demigods. The FRP games do not seem to exhibit an absolute morality, but good and evil appear fluid and subject to change according to the differing customs, habits, and moral standards of the games’ creatures. Though FRPGs may be influenced by the fantasy world of Tolkien’s middle earth, FRP defenders seem to overlook or rationalize the biblical worldview in his writings.12 Certainly, the fantasy worlds of Tolkien, Lewis, and others include mythological entities but a Supreme Being, who alone provides absolute morality, is always stated explicitly or an allusion is made implicitly. When one examines and compares most FRPGs with the fantasy writings of Tolkien, Lewis, MacDonald, and Williams, the differences of morality and worldviews are evident. Not all are godly. Christians should consider the possible effects of spending large blocks of times immersed in an unbiblical, polytheistic fantasy world participating in occult practices and violence by proxy though a virtual character or avatar. The worldview of FRPGs is generally polytheistic (belief in multiple gods) in contrast to a monotheistic universe (belief in the existence of only one imminent and transcendent God). The fantasy world is not complete without the existence of multiple gods. Indeed, the gods seem to influence the destiny of humanity who are often portrayed as mere pawns.13 A secular view of the history of religion imagines an ancient humanity evolving from pantheism and spiritism to polytheism, then monotheism. Biblically, the opposite is true. Worship of God has steadily degenerated from monotheism to polytheism. The Bible describes a uniform monotheism prior to the organized rebellion against God at Babel. As humans followed their sinful nature, they “became vain in their imaginations, and their foolish heart was darkened” (Rom. 1:21). The organized, universal rebellion against God at Babel is clearly the beginning of idolatry; it was also a universal rejection which is evident in the fallen imaginations of humanity and their worship (1:19-25). The collective worldview of society has consequences – positive and negative. Nothing on the planet has impacted more people, as a culture and individually, than belief in the Fantasy Role Playing Games, page 3

existence and nature of God. The monotheistic and polytheistic worldviews are mutually exclusive. The essential beliefs of the worldviews regarding the world, God, sin, salvation, truth, ultimate reality, human nature, human destiny, moral authority, and the goal of history negate each other. Thus, Christians are to think based upon truth (cf. Phil. 4:8-9). The Bible teaches that only one God exists, who is immanent (personal) and transcendent (beyond his creation). Scripture reveals three distinct Persons in the Godhead – the Father, the Son, and Holy Spirit – and these three Persons are one God. The god or gods of the FRPGs are often amoral which is why those games also have unbiblical views of creation, humanity, and life after death. The morality of FRPGs is pragmatic, with player’s decisions based upon the situation, and amoral, which is consistent with the pragmatism. There is great confusion concerning morality in FRPGs since game play involves magic, violence, and power. CRPGs depict graphic violence, illegal drug consumption, propaganda, profanity, and sexual themes. A type of evolution is essential to many FRPGs with gamers improving their characters as they evolve through various levels by means of collaborative play. In some cases, characters can even become gods or attain a divine level. Since FRPGs have rejected a theistic universe, wherein good is determined by the attributes of God Himself, there is no moral distinction between good and evil. Good and evil coexist in the FRP worldview as equal and opposite yet complementary forces. Thus, players can murder, mutilate, offer human sacrifices, rape, and steal without penalty. There is also the concern that games may supplant real-life with some players undergoing a distortion of reality on some level.14 The greatest concern with FRP is the occult magic element inherent to the games.15 The games include occult activities, such as astral projection, casting spells, communication with the dead, conjuring and summoning of gods and demigods, protective inscriptions, and use of magic and psychic powers. Many of the games encourage players to have a patron god. The religion of FRPGs tends to be entirely dissimilar to Christian monotheism. Spending hours at a time immersed in a virtual world of polytheism and occultism could result in a desensitizing or preconditioning factor among some players (especially young children). This could easily lead to a curiosity or fascination with “real” occult activities and a desire to progress from imaginary FRP to real-world occultism.16 CHRISTIAN RESPONSE There is not a biblical prohibition for using creativity and imagination. However, one must recognize that FRP has the ability to mold and reveal the manner in which reality is perceived. In his Biographia Literaria (1817), Samuel Coleridge coined the phrase “willing suspension of disbelief.” In the context of FRP, willing suspension of disbelief may occur on the part of the gamer wherein critical faculties are suspended and minor inconsistencies ignored to imagine a fantasy world. Though one should always use caution, this type of FRP does not seem to be in conflict with the Bible, as long as one continues to distinguish between the imaginary and the real world. The use of imagination can be positive, and even essential for developing intellectual and social abilities. However, Christians must answer what is the purpose of their use of imagination. The purpose of imagining can be sin (cf. Matt. 5:21-30), and certainly if it develops into action against God’s will, it is rebellion against the Creator. Imagination ought to be distinguished from the realm of fantasy wherein one behaves in contradiction to reality and ignores facts of life. Christians must recognize, “we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world, against spiritual wickedness in high places” (Eph. 6:12). The warfare against good and evil occurs in the unseen world. Therefore, imagination is an essential characteristic of the spiritual life and must not be aroused with activities that God has declared evil. Christians are exhorted, “And be not conformed to this world: but by ye transformed by the renewing of your mind, that ye may prove what is that good, and acceptable, and perfect, will of God” (Rom. 12:2). All Christian imagination should glorify Fantasy Role Playing Games, page 4

God, and function within his absolute moral limits, which produces individual completeness (wholeness) and eternal perspectives in the culture. FRPGs envelop players in a fantasy world wherein the occult and violence are pervasive. The spiritual worldview of the games is often diametrically opposed to the Bible. God cautioned and warned against the reality of the demonic realm and the danger of all forms of occultism. God considers such practices an abomination (Deut. 18). Many of the FRPGs and CRPGs are not spiritually beneficial because the occultism and worldview of the games is not holy, righteous, or good; rather, they are often played for enjoying a world with no moral absolutes. The concept of FRP is not necessarily evil. However, the occult and destructive worldview of the games not only entices one to explore the occult, but also to act upon the reality of unseen occult forces. Christians must guard their imagination, and in all leisure to seek the glory of God (1 Cor. 10:31). Believers in Jesus Christ are able to use their imagination in a manner that is impossible to those who are not (cf. 1 Cor. 2:6-16). Creativity and imagination is a gift of God that should be exercised and stimulated, but not with behavior (drug abuse, immorality, killing, etc.) and beliefs (demonism, occultism, polytheism, etc.) that God detests (cf. Exod. 8:18-19; 22:18; Deut. 18:10-12; 2 Kgs. 21:1-9; Acts 8:9-24; 13:4-12; Isa. 47:9-15; Nah. 3:4; Matt. 24:24; Rev. 9:20-21; 22:15). Christians must heed the admonition of Proverbs 4:23, “Keep thy heart with all diligence; for out of it are the issues of life.” Notes 1 Moira Johnston, “It’s Only a Game–Or Is It?” New West imagination (George MacDonald: An Anthology [New (August 25, 1980): 34. York: Macmillan, 1947; reprint, New York: 2 See, Michael J. Tresca, The Evolution of Fantasy Role- Touchstone, 1996] xxxiii). Playing Games (Jefferson, NC: McFarland, 2011). 9 Williams participated in the Inklings (a group of writers 3 Ben Guarino, “Dungeons and Dragons enters Toy Hall meeting in Lewis’ rooms at Magdalen College to read of Fame,” Washington Post, Nov. 14, 2016, and discuss their writings), and had a profound and www.washingtonpost.com/news/morning- enduring influence upon Lewis (though not Tolkien, mix/wp/2016/11/14/dungeons-and-dragons-enters- who still respected Williams). Williams’ thought toy-hall-of-fame/ focused upon the three themes of Christianity, reason, 4 David J. Ley, Ph.D., “Dungeons & Dragons, Satan, and and romanticism (joy). Lewis subtitled The Pilgrim’s Psychology,” Psychology Today, April, 6, 2014; Regress (1933) with those themes. www.psychologytoday.com/blog/women-who- 10 The point being that the worldview of the writers is stray/201404/dungeons-dragons-satan-and- Christian; whether the writers were or were not psychology. Christians is not relevant to this Profile. The author is 5 Peter Leithart and George Grant, A Christian Response aware of the debates concerning the individual beliefs to Dungeons and Dragons: The Catechism of the New of certain authors and is not entering them here. Age, (Fort Worth, Tex.: Dominion Press, 1987). 11 J. R. R. Tolkien, The Lord of the Rings, Illustrated 6 Tolkien’s lecture, “On Fairy Stories” (1939), is the main edition (1954, 1955, 1965; reprint, Boston: Houghton source for his theology and thoughts forming the basis Mifflin Company, 1991) 459. of his Middle-earth creation and its stories. Tolkien 12 Kevin P. Schut, “Evangelicals and Video Games,” in believed good stories reflected the greatest story of all, Evangelical Christians and Popular Culture, ed. Robert which was true in actual human history: God coming H. Woods Jr. (Santa Barbara: Praeger, 2013) 263-66. to earth, in humiliation, as a human being. Tolkien’s 13 Rich Redman, Skip Williams, and James Wyatt. essay is located in the compilation work entitled, The Deities and Demigods (Renton, WA: Wizards of the Monster and the Critics and Other Essays (1983). Coast, 2002) 5-24. 7 In his The Discarded Image (1964), C. S. Lewis’ study 14 John Eric Holmes, “Confessions of a Dungeon of medieval allegory presents a conscientious and Master,” Psychology Today (November 1980): 84-94; profound thought process concerning the truth status Johnston, “Only a Game,” 38. of the primary medieval depiction of reality. He 15 Walter Martin, Jill Martin Rische, and Kurt Van considered the importance of various models of the Gorden, The Kingdom of the Occult (Nashville: Thomas universe in one’s ultimate thoughts regarding Nelson, 2008) 339-40. knowledge, reality, and truth. 16 Isaac Bonewits, Authentic Thaumaturgy, 2nd ed. (1978; 8 MacDonald’s conviction that all imaginative meaning Austin, TX: Steve Jackson Games, 1998). The original originates with God as Creator was the foundation for 1978 edition was subtitled, “A Professional Occultist C. S. Lewis’ imagination and thinking (and also on Improving the Realism of Magic Systems Used in fundamental to Tolkien). Lewis, in particular, said Fantasy Simulation Games.” MacDonald’s Phantases (1858) baptized his

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