GGG Presents - From D20s to Demons: D&D’s Dance with the Satanic Panic (Content Warning) - Horrific History & Hauntings
Sep 30, 2023
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This podcast explores the 80s Satanic Panic era where Dungeons & Dragons faced controversy and emerged unscathed. They discuss the origins and popularity of D&D, its connection to the Satanic Panic, and the impact of the panic on the game. They also delve into the origins of the Satanic Panic and explore the psychological factors involved.
Dungeons & Dragons was falsely accused of promoting suicide, violence, and demonic possession during the 1980s Satanic Panic.
D&D has experienced a resurgence and is recognized for its therapeutic benefits, providing a creative outlet for players dealing with trauma or mental health issues.
Deep dives
The Rise of Dungeons and Dragons
In 1974, Gary Gygax and Dave Arneson published Dungeons and Dragons, which quickly gained popularity and became its own game. By 2004, over 20 million people had played D&D, and it has since reached even more players due to shows like Stranger Things and Critical Role.
The Satanic Panic and D&D
In the 1980s, there was a nationwide Satanic Panic, where people feared Satanic rituals and cults. D&D was dragged into this panic, with some believing it was a gateway to the occult. Concerns about the game led to false accusations and a lot of fear, but studies consistently found no link between D&D and harmful behavior.
Media Influence and Misconceptions
The media played a significant role in fueling the Satanic Panic and perpetuating misconceptions about D&D. Articles, books, and TV shows portrayed the game as dangerous, promoting false beliefs that it led to suicide, violence, and even demonic possession. The reality is that D&D is a fantasy role-playing game that encourages creativity and problem-solving.
D&D Today and Therapeutic Benefits
Dungeons and Dragons has experienced a resurgence in recent years, particularly with the rise of streaming shows like Critical Role. The game has become more mainstream and has grown a larger fan base. Additionally, D&D has been recognized for its therapeutic benefits, such as helping players explore different aspects of their identity and providing a creative outlet for those dealing with trauma or mental health issues.
CONTENT WARNING! We talk about sensitive subjects such as suicide in this episode. 988 Is the Suicide and Crisis Lifeline
Step into the past with all three of us in the Gruesome Gaming Group as we explore the tumultuous era of the 80s Satanic Panic, where Dungeons & Dragons found itself on trial. Our episode peels back the layers of hysteria and dives deep into the true impact of this controversy. Learn how a game of imagination and adventure became a symbol of fear, and how it ultimately emerged unscathed, leaving an indelible mark on the world of tabletop gaming.