I was recently reminded by a reader of the assertion that, rather than harming the sales or long-term fortunes of Dungeons & Dragons, the furor surrounding the game during the so-called “Satanic Panic” of the 1980s ultimately proved beneficial. According to this view, the controversies gave the game a level of publicity it might otherwise never have achieved, helping to propel it toward broader cultural visibility. This was certainly the position taken by TSR Hobbies and many of its employees in the years that followed and there is some evidence that lends this interpretation a degree of plausibility.
At the same time, others have suggested that this narrative is too neat and reassuring, as well as too dependent on outcomes that were visible only in retrospect. The difficulty, of course, is that the question itself resists a definitive resolution. There is no way to measure what would have happened had the moral panic not occurred. Indeed, any attempt to do so quickly runs into the limits of counterfactual history, where causes and effects cannot be isolated or tested.
The problem, as my reader put it, closely resembles survivorship bias. I think we've all seen the illustration of the battle-damaged aircraft from the Second World War. If not, I've included it at the top of this post. During the war, military analysts initially studied the bullet holes on planes that returned from combat, assuming the holes marked the most vulnerable areas. What they eventually came to realize is that the opposite was true: the planes that did not return had likely been hit in the places where the surviving aircraft were unmarked. The most important evidence was not what could be seen, but what was missing.
A similar bias may shape how we remember the Satanic Panic’s impact on the history of Dungeons & Dragons. The people who became lifelong gamers in the 1980s and 1990s were, by definition, those who passed through that period of censorship, stigma, and negative publicity. They are the aircraft that returned. Their presence is visible and their stories are often told, sometimes with pride, as proof that the panic failed or even that it backfired.
What is far harder to see are the players who never made it that far. The children whose parents forbade the game. The schools and libraries that quietly removed it from their shelves. The local groups that never formed because the social cost of participation seemed too high. These absent players leave no testimonies, no fond memories, and, of course, no sales figures. They are the aircraft that never returned and their absence subtly shapes the conclusions we draw about the era.
This does not mean that the claim that the Satanic Panic helped Dungeons & Dragons is false. It may be true or partly true or true in some contexts and not in others. Nor does it mean that the opposite claim, that the panic caused lasting harm, can be demonstrated with any greater certainty. The counterfactual remains unprovable. What it does suggest is that confidence in either position should be tempered by an awareness of what cannot be measured.
For readers who lived through that period, I'm curious about your own experiences. At the time you first encountered the game, was easy it to access or was contested or even forbidden? Did you know people who were interested in D&D but discouraged from playing or who drifted away under social pressure? I ask all this not merely out of curiosity, but because, as I'm sure I've mentioned before, I barely knew that the Satanic Panic was a thing with which anyone had to contend. I was aware of its existence, of course, but I never intersected with it in the slightest, nor did any of my friends. Without exception, our parents and extended families were supportive of our newfound obsession and, in fact, encouraged it, especially in my case. My own perspective is thus not very helpful in assessing this question.

In 1984 and 1985 suburban Australia it was definitely a thing, with some kids in seventh grade not allowed to read Fighting Fantasy books because they involved killing things, which in eighth grade extended to more kids not playing DnD because it was considered Satanic, especially the Monster Manual with the demons and devils, and the cover of the DMG. So it was a factor, but one of many, as kids find other interests and drift away.
ReplyDeleteI usually saw this differently:
ReplyDeleteI did not see the Satanic Panic promoting D&D or inhibiting it.
To me, they both emerged from the same zeitgeist that sparked the Flower Children, the New Age Movement, and the Ancient Aliens crap. It all started in Victoriana.... All different fingers on a very big, multi-digited hand.
My first encounter with D&D was a new friend who was into scifi who lent me his Holmes book. He and several other D&Ders were making bulk character sheets in Mechanical Arts class. The AD&D books were available in every bookstore and hobby store c.1982. I got mine secondhand...and a fewfrom department stores even!
But it appealed to me because I was already interested in comic books, the occult, tv horror, scifi, etc.
In those days, I only encountered one kid whose parents made him throw out his D&D stuff. He was ultra-Catholic.
I actually did not play much until grad school in the 90s because most of the groups I encountered were filled with ... Let's call them malcontents.
I started playing about 1980 after coming across The Monster Manual the year before at summer camp. I spend TWELVE DOLLARS!!!! and bought Moldvay Basic for my best friends for his birthday (July 7th).
ReplyDeleteOnly one person ever said anything negative about D&D and that was our middle school art teacher, whom we respected.
I suspect that outside the USA there was less "panic" ... I certainly did not see any pushback here in the UK, but it was university and after at peak panic time.
ReplyDeleteWell, I'm not sure it *did* happen outside the US. I don't remember much of a fuss at all in the UK, for example, although we had our similar "video nasty" scare at around the same time, so there was clearly something in the water.
ReplyDelete(I'm reminded of the video game crash of the same era, which is a seismic event in US computer game history, and gets discussed as if it were a global event, but had zero impact anywhere else.)
While we cannot directly prove or disprove the counterfactual, we can look at how the RPG scene developed in other countries where the Satanic Panic either didn't take place, or was of much lower intensity. The answer seems to be that they developed in a very similar manner, meaning the Satanic Panic likely didn't influence the popularity of RPGs very much, if at all.
ReplyDeleteThe damage the satantic panic did was that it created enough controversy that it kept people, particularly children from playing the game. If your folks wouldnt buy you the books and you didn't know anyone that played and the game was verboten at school. Well that was it. Fantasy and sci-fi were much smaller niche interests 30 years ago.
ReplyDeleteMaybe the answer lies in countries such as the UK, where the Satanic panic effectively didn't happen. It got a mention in some newspapers, but not for long, and I don't know of anyone whose parents took it seriously. We are a far less religious nation than the US, and were even back then. My father was more concerned about the morality of such things as 2000AD comic (though I suspect it was just an excuse he used to read it himself). Games Workshop grew the hobby in the UK effectively before going down the path of primarily promoting their own products, and we all know how successful they have been.
ReplyDeleteIn the city; no one in my neighborhood cares. It was seen at worst as an oddity and at best something that kept us off the street and used our minds
ReplyDeleteContrast with the suburbs; in this case west suburbs of chicago. Definitely personal experience seeing the hobby being relegated to ‘nerd’ culture at best; and at worst gateway to joining a demonic cult
this
DeleteAgain, I think relabeling it as something other than merely the Satanic Panic. For it wasn't just the religious element that leveled an assault on the game. And this was before the Internet or even cable TV for all intents and purposes. Had the media wanted to ignore the religious element attacking the game, we never would have heard about it. But it was more than the religious element. That's easily grasped by realizing that the same religious forces back then were coming out against a variety of cultural trends, none of which seemed impacted by religious opposition. That's because the media in general, and pop culture in particular, were supportive of those same trends (sex, drugs, rock and roll, etc.). Yet with D&D, those same non-religious outlets joined in and let fly against the game, for reasons I'll always wonder about. If religious activists were screaming 'Satan!', doctors, psychologists, childhood educators, teachers, and others were screaming 'mental health dangers' or 'social ostracization' dangers. And when pop culture joined in, that is the nail in the coffin I remember. Since I didn't go to church at the time, the rants of religious types wouldn't have bothered me. But seeing so many experts assure me that the game was dangerous to your mental health, emotional health, and social health, that was worth noting. Perhaps the Media Hysteria, rather than Satanic Panic.
ReplyDeleteI think this is very true.
DeleteI first became aware of D&D when they started showing commercials for the electronic board game, and I thought that was what it was. The first time I had an inkling that it was something else was when I went to recess in 4th or 5th grade (can't remember which) and there were all these kids sitting in circles in the grass instead of playing dodge ball and various other schoolyard games.
ReplyDeleteI think that was '83 or '84, peak popularity of the game in the 80's.
My real introduction to D&D was from Boy Scouts. It was very popular among the troop. My friend group got into it when a bunch of us got BECMI as gifts. My best friend, though, was told by his ultra-Catholic mother that if he was caught playing D&D with us he would be grounded for a year and half and banned from ever seeing us again. He still played but he had to keep it down low. He also had learning disabilities so he eventually lost interest.
By junior high something shifted, and you got labelled a nerd if you played D&D, so it became more underground. Actually Boy Scouts were the same way; you didn't want to be caught in your uniform or you'd get mocked. This was in southern California, by the way, in one of the most conservative parts of the state (ie moderate to normal by the standards of the rest of the country). By then my friend group widened and some of the newer kids had the same problems with their parents (though this time it was from an ultra-Mormon father). Eventually in the Boy Scouts we got told that we shouldn't play D&D, because some of the parents complained. They also didn't like some of the scatological skits we would do. Yeah, they didn't really understand boys, did they?
It was different when I'd visit my cousins in Wisconsin. There didn't seem to be the nerdy social stigma there, but my cousin did warn me when we went to a comic book store with some of his friends not to say anything about D&D because of the kid's mother.
For me personally, it was never really an issue. My parents were very lenient, as I was the youngest child and not one to get into trouble. My mother turned against the game for a little bit after we watched Mazes to Monsters together, but she didn't ban it. My father didn't particularly like it because he was more a sports and cowboy movie type of guy, and he didn't like how possessed I became with it. But again, he didn't ban it.
(He did ban my mother and I from watching MTV though, saying he'd cancel cable if he ever caught us, but that was different. I blame the "California Girls" (David Lee Roth) video for that, and the fact that he liked country music (blech!)).
The Heretic
My mother, who was and is very religious, asked me some awkward questions about the game. I think she realized the skills (probability, vocabulary) and the social aspect, outweighed everything else.
ReplyDeleteOn the other hand, the kid across the street could only play fantasy role-playing games that had no magic or supernatural elements, so there's that.
I'm American and started playing in 1981, but didn't grow up in the bible belt so there was no satanic panic in my neighborhood. I vaguely heard of some southern preachers saying D&D was the devil, but it was the same ones that said rock n roll was the devil so that view was irrelevant, funny and immediately dismissed.
ReplyDeleteMy parents never asked me about the satanic accusations against D&D or rock n roll.
D&D seemed completely harmless. It was stocked in regular bookstores and toy stores, and even had a Saturday morning cartoon for kids on CBS in 1983.
My mother became "bothered about dungeons and dragons" through church and ridiculous books that were out at the time asserting D&D was linked to the occult. Good little xtian boy I was at the time became convinced by the cover of Queen of the Demiplane nweb Pits that she might be right and allowed her to sell all my beloved stuff at a garage sale, trashing all my original characters, lairs and ad entures I had written in favor of playing Computer RPGs on my Apple IIe for a few years till I came to my senses in the sophomore year of high school and began playing again. What's ridiculous is that the rumors of the satanic panic persist among faith groups and the uneducated to this day.
ReplyDeleteNot that any of this is rational but I'm especially struck by the position that "these books are Satanic, so let me peddle them at a garage sale so that I may spread Satanism to other children... and profit off it!"
DeleteAt least the insane parent, below, had the conviction and consistency to burn the "Satanic" books.
Sweden had a way milder satanic panic and to this day has a thriving ttrpg community.
ReplyDeleteIt was around 1983 that I started playing - I was 9 or 10. I went to Catholic school but my mom was, well, rational is the best word for it. She could clearly see that it was just a game. My best friend and D&D buddy was Jewish, and his parents didn't buy into the BS about Satanism at all, either. But we had a heck of a time finding other people to play with. By the time I hit high school, I was also into heavy metal, and my high school metal buddy had parents who were NOT rational. He was interested in D&D, but after I left a few books at his place for him to read up on, his parents discovered them, and the result was a bonfire in the backyard which devoured my D&D Moldvay basic book, my Orcs of Thar gazetteer, and all of his Metallica, Anthrax, and Judas Priest records. She then called my mom, convincing her we were in serious trouble. We both went over there, and my friend's parents raged and ranted at us for about 5 minutes before my mother stood up, told my friend's mom she was insane, and got me the hell out of there. I was very lucky to have her; the satanic panic didn't affect me much at all. But I saw a lot of people who were hurt by it.
ReplyDeleteBravo! Well done your Mum.
DeleteIn 7th grade in 1983, the other kids were bringing their games to school, someone let me look at their Marvel Superheroes book, and I brought 2e Gamma World and even visited my friend's house to play 1 on 1 Top Secret once. But one day I brought my AD&D Player's Handbook to class and my English teacher freaked out! She screamed, talked about going to hell, told me it was banned at our school and threatened if I brought it again it would be confiscated and I'd be in a lot of trouble. I got the message because I never spoke to anyone about role-playing games and did everything possible to pretend I wasn't a nerd until college. I refused to even step foot in the high school library even though in retrospect this would've been a safe haven from the bullies. Even as a college student, though I'd read sci-fi and fantasy novels in public, I would park all the way around in the back and walk through an alley to get to the comic book store, and the effort required to overcome the shame of purchasing a game product in a bookstore was equivalent to buying a skin magazine, though I would never do that. And while walking back to my car through the nearly empty 10 AM mall with the Monstrous Compendium Kara-Tur Appendix inside and I realized the bag was see-through, I still recall the panic.
ReplyDeleteI grew up in a rural area and a very catholic household and got into D&D in the early to mid 80’s. My parents never seemed to express much concern over the ‘satanic panic’ but I do recall talking about it when M&M came out… and a friend of my mother’s did once say “you let your son play that game??”. I think they saw the social benefits for an awkward kid, liked the friends I made through gaming, and had a lot of confidence in my own judgement.
ReplyDeleteThis is more or less my experience, though at a big-city Catholic school, living in the suburbs. My high school had a D&D club and I was a member. We were pretty much ignored, until senior year. I was told, unofficially, that the bishop had banned D&D clubs at the schools, but also, unofficially, that our principal didn't care if we played on school premises (I presume that since we were all pretty good at school, there wasn't a problem.)
DeleteMy parents didn't object at all to either my brother & I hosting game nights and sleepovers, nor to us going to play games at other houses-- about 2:1 D&D over board wargames or other RPGs. About a decade later, they told us that some parents in the neighborhood (or parish?) said they didn't like D&D, but my parents responded with, "Hey, at least we know where they are on a Friday night."
As a partial aside, we totally missed "Mazes & Monsters" and only heard about it years later.
Here in Brazil we only started seeing RPG books become commercially available in the 90s, and by the end of that decade and the start of the millennium we eventually got our own Satanic Panic. This impacted me greatly, I was kid in the 2000s whose parents were convinced that D&D (3e!!) was somehow a gateway drug to black magic. I was only able to persist in the hobby because of an older cousin who was a role model in my family and she played RPGs, so when my parents took notice of that they just shrugged it off, although never fully approving it. Other kids in my school weren't so lucky, some were not allowed to play at all and one of my best friends at the time who was in my gaming group eventually told me his parents constantly warned him to be careful when we played. I can definitely say that way more kids my age would have had contact with RPGs at that time if it weren't for the Satanic Panic...
ReplyDeleteIt had basically no effect on me, in rural US. Even if it had, I mostly ran Gamma World & Star Frontiers. Post-AD&D which I didn't like, D&D was something other people ran and I'd play sometimes. One friend was told by parents to quit playing D&D, and only ran Top Secret and such, no great hardship.
ReplyDeleteI think even without being driven underground in the worst-hit places, FRP would still be a fringe hobby for nerds for a long time.
I started playing at age 20, so the Satanic Panic didn't have much influence. It seemed more like a Bible Belt/Evangelical/Fundamentalist thing than a general social thing to me. One of my players' wives didn't want us playing in her home, but that was about it.
ReplyDeleteAlso the SP had an effect on things beyond D&D - remember the McMartin Preschool?
Early 80s, suburban Minnesota. Satanic Panic was a heard of thing, but FAR more people appeared to be put off from D&D because it was a game nerds and geeks played, not because you'd lose your soul to the devil. From 6th grade on I can recollect with certainty only *1* adult who expressed anything approaching SP-tied concern in person, and maybe one "parenty" meeting where it was brought up and promptly dismissed.
ReplyDeleteOf course, YMMV, and suburban MN is not, say, bible belt...or a place where you can be outside 12 hours a day all year long.
Started playing in 1979, in New Orleans -- religious Southern city, but Catholic, and I went to a private with a lot of Jewish students. My parents probably thought it was a bit silly but never really criticized. One friend's Evangelical Protestant grandmother was upset by him playing, but as far as I know his parents never acted on it.
ReplyDeleteThe first time I encountered "opposition" personally wasn't until 1990, when a nice Progressive lady, friend of my fiancee's mother, in the Hudson Valley of New York, warned me that "those games were dangerous." She couldn't precisely say how.
I've always suspected the little "whiff of brimstone" about D&D was probably a net benefit. It meant the game didn't appear quite as hilariously nerdish as it actually was.
I heard about it, but nobody in the Chicagoland neighborhoods I lived in seemed to care. I think D&D was entirely too under the radar to matter.
ReplyDeleteI was in the UK at High School (worked out I'm the same year as the Stranger Things kids) and although there was some talk of this, my school (a Catholic Comprehensive school) actually supported me setting up a club aged 12 to play RPGs every lunchtime. We kicked off with Basic D&D and Call of Cthulhu but rapidly were into Traveller and more. The school was always positive and supportive (and we ran several charity fundraising drives related to gaming). My Religious Education teacher was particularly supportive (thank you Miss Birch!), having previously been involved in gaming at Uni and via a sibling. Overall, when people raised the question of the Satanic Panic it was quietly dealt with.
ReplyDeleteI got into D&D late enough (1988) that technically the Satanic Panic was pretty much over. It affected the kinds of kids who were interested in the game more than it affected how adults reacted to it in my area (southern Maine, at the time). It being primarily of interest to troublemaking boys for whom its "Satanic" reputation was a selling point was one of the many obstacles making it nearly impossible for me to actually find a game until I got online. (Other obstacles were my being a girl, the general unpopularity of the game in the region, my general social difficulties, my school district really having a troubled relationship with the entire concept of imagination...)
ReplyDeleteOTOH, this at least ultimately led to the school library unloading their old Dragon collection onto me shortly before I dropped out, because, as the only non-troublemaker interested in D&D, I was the only person who treated the things with any respect. (The portion of my collection that came from there accordingly has a lot of missing issues and missing articles...)
Oh, and a point I forgot to include related to the idea of troublemaking boys attracted to D&D's "evil" reputation being a big portion of D&D's playerbase for a time: I suspect this may have significantly influenced cultures of play and the direction of D&D itself over the long term. These were exactly the sorts of kids who would want to play murderhobos, and would see things like reaction rolls as an obstacle to the purely violent game they wanted. Perhaps D&D wouldn't have shifted so strongly into having combat as the main pillar and the other two pillars being afterthoughts if it weren't for ripple effects from the Satanic Panic?
DeleteI didn't notice the religious thing as an inhibiting interest where I lived in southern Connecticut. It was more the nerd perception that made kids hesitant to play and adults more concerned about spending so much time living a non-real existence.
ReplyDeleteMy home was religious but my parents were reasonable - and I am a bit too young to have experienced the height of the Satanic Panic. D&D had a stigma even in the latter 1980s and early 1990s, so I self-selected not to get it - but I did get into MERP. My parents were educated enough to know that Tolkien and C.S. Lewis were Christians and fantasy as a genre was not universally bad.
ReplyDeleteWho needs to hang around? I’ve got Dungeons & Dragons. I recall Jim Ward saying that they removed the Assassin class from 2nd Ed because of angry phone calls from concerned mothers to TSR. One subject that rarely get discussed or gets wrongly wrapped up in the Satanic Panic is that plenty of parents had serious concerns about themes in D&D that were not faith based. Analogous to more recent concerns about violent video games or games with criminal goals (I.e. the Grand Theft Auto V Auto series). There was opposition to D&D that had nothing to do with devils and magic.
ReplyDeleteThat's the point I keep making. I wasn't in church then, and knew little of any religious objections apart from the odd 700 Club presentation if I happened to be walking by the TV. The bulk of objections and warnings and belittling I heard came largely from secular sources - the media, experts, behavioral or mental health professionals, teachers and educators, and a general pop culture turn on the game in general. As common sense dictates, religious groups opposed many things kids were doing then, with little in the way of changing their behaviors. No matter what TSR gleaned from the pushback, it seems the effectiveness of the anti-D&D movement was due to who else was assaulting the game then, beyond just the religious elements.
DeleteI detailed my experiences with the Satanic Panic and how it affected my gaming a bit ago.
ReplyDeletehttps://theotherside.timsbrannan.com/2024/04/atozchallenge2024-s-is-for-satanic-panic.html
I lived in central Texas and had friends who were not allowed to play because of the Satanic Panic. One of the churches a friend attended handed out flyers that warned of the evils of D&D and other RPGs. We consequently had a very small gaming group and had to be careful of who we asked to play.
ReplyDeleteI personally encountered very little of it. A couple of older conservative religious relatives didn't want it talked about in their house during holiday gatherings, but my parents were very supportive of the interest. Of course, they were big SF&F fans.
ReplyDeleteRe: the original question, we do have a bit more sales data nowadays, thanks to historians like Jon Peterson and Ben Riggs. Enough to show that the initial controversy around the James Dallas Egbert III disappearance did indeed help shoot sales through the roof starting in late '79, as William Dear's sensationalist speculation made D&D a national news story. And we see that D&D sales hit their first big crash in '84, the year after Bothered About D&D started. We also see trends in modern sales figures where Stranger Things (centering D&D in a positive way in a nationally popular TV show) seems to have substantially boosted sales of 5E.
I think there's an easy error to make in conflating the Egbert case with the Satanic Panic. The Satanic Panic didn't really start until Egbert and the subsequent fad put the game into more national notice, and conservative religious communities afterward started condemning it. Plus a few nominally secular voices like the criminal Dr. Thomas Radecki, who along with Pat Pulling spoke on the notorious 1985 story on 60 Minutes.
We do know that TSR felt the pinch from Angry Mothers from Heck, as Jim Ward later called them. As did school boards, Scout troops, and major retailers. TSR had a big expansion of their reach after the 1979 Random House deal, including into department stores like Sears, Montgomery Ward, and JC Penney. After pressure from moral panickers, those big department stores stopped carrying TSR games. I went digging through scans of their big holiday catalogues a few years ago and saw that Sears was the last holdout there, still listing them in the '84 holiday catalog.
Now, I don't think the Panic was the sole cause of D&D's crash. I think folks who speculate that TSR reached a point of a bit of market saturation have a point, especially with the difficulty of learning the game purely from books (2010s and 2020s gamers having the ability to watch Actual Plays makes it much more comprehensible to newbs!). But it seems very clear that the moral panic did impact the game.
Same as most others here - it had no impact at all to our gaming or shopping experiences in suburban long island NY in the 1980s. Most bookstores including the chains like B Dalton's and Waldenbooks had a large selection of TSR game books and novels (and stuff from competitors like FASA's Battletech), and our area supported quite a number of comic book and hobby stores that also stocked the books, paints, miniatures and model kits from a variety of manufacturers.
ReplyDeleteThe satanic panic was still going in the 90s in my rural but rapidly suburbanizing hometown but it was already past its peak and seemed to be less and less every year. You had to be careful with your D&D stuff around pastors, reverends, etc. because even though most of them turned out to be "cool" a few weren't. Even among the "uncool" ones usually the worst you would get is a lecture, but you wouldn't dare risk getting your books confiscated.
ReplyDeleteAs David Griffey says above, there was also a secular component. I remember a belief that D&D could cause people who were already vulnerable to have schizophrenia, and maybe a link to suicide risk. At least the former seemed to make sense to a lot of non-religious people, even my parents, while allowing me to pay D&D would occasionally say things like "remember that this is all just make believe, none of it is real, stop if you start thinking it's real" etc.
Far worse for me than either of those things, however, was that D&D was seen as child's hobby and something only a massive nerd would play as an adult. (Back when "nerd" was negative and something no teenager in their right mind would want to be.) In 7th grade I DM'd a group of friends playing B/X, three girls and one other boy. Every one of them quit, and soon I wasn't even treated as a friend by most of them anymore. I eventually found an (all boys) 2E group though I refused to DM for years after that.
It was quite shocking when I got internet access. There is NO evidence D&D causes suicide OR schizophrenia? D&D was originally played mostly by ADULTS??
I went to high school (1984-1988) in a smallish town in WV. My friends and I played D&D or some other RPG every day at lunch. No one ever said anything negative to us. The only thing we ever got in trouble for was staging a game of KILLER at school. The principal said it was physically unsafe to chase each other with dart guns at school and told us to knock it off, which we did.
ReplyDeleteInteresting. I was born and live in what, in some ways, should be the home of bigotry: Italy. Fortunately, I have had the opportunity to travel and spend enough time in other countries to understand that the idea I had as a teenager was very far from reality. There are many other countries, as recent elections have shown, where the problem is much more serious. I started playing in the late 1980s, when for the average parent in Italy, distinguishing D&D from Risiko was already a daunting task. Maybe it was because we Generation Xers were given a lot of freedom, or because our parents had other things to worry about, or because RPGs were a negligible niche, but no one ever really cared about the issue. Instead, the question was: when are you going out to play football? Or, when are you going to study?
ReplyDeleteI went to a Catholic High School in a conservative town in Michigan. No-one I know had parents that thought it was a problem. We heard about it though; I guess through the news. I had always assumed it was a bible belt thing.
ReplyDeleteThe only good products of the 80s had Satanic Panic involved. Heavy Metal, D&D, skateboarding/punk, etc.
ReplyDeleteAnything that swipes at authoritarian, moralist, religious terror is the proper direction for any subculture.
The religious right is always crying and pooping their diapers about anything that doesn't fit into their corny Jesus comic book lore of morality.
You could go to Dallas, TX 25 years ago - walk into a gas station or Barnes and Nobles and see tattoo magazines covered in black plastic because of how mentally immature and deformed these cultists are.
Everything is disgust and vomit to these boring black holes of puritanical, body-hating gnostic-dualism.
May their rapture suck them up into the sky ASAP
I think it almost certainly did have a negative effect, long-run on sales at TSR. 2nd Edition canonized the "evil is never rewarded" corporate edit over the rules - both implicitly and explicitly. One look at the Rules Cyclopedia will unearth at least two or three overt references to the importance of playing "good" vs. "evil", which would have been anathema to the 3-9 wargame era factions of Braunstein/Arneson and the Gygaxian "stance".
ReplyDeleteOn top of that, TSR shifted from a college-level game that merely enticed younger ingénues and prodigies, to mass-produced box sets explicitly for Ages 10 (or was it 12?) and up.
The Satanic Panic was not influential on players, in my opinion. It was heavily influential on the corporations.
But this is is in part because the Satanic Panic was a Military-Industrial (Corporate) Complex psyop from the beginning. TSR had to lose so that more insidious organizations could win.
The Satanic Panic was irrelevant to the vast majority of players and potential customers of TSR, but Dallas Egbert III was an MK-Ultra "Superkid" and son of an Air Force intelligence operative - his disappearance and Bill Dear's (witting or unwitting, I don't know) incorrect linkage to D&D was fanned to the extreme, not because the moral panic complex had any concern over TSR, but because TSR's association made for a particularly convenient and impressive patsy/distraction for the media. The moral panickers wanted to keep the focus off of any acknowledgement of the current direction of MK-Ultra and serious occultism, and, to a much lesser degree, to also profit the parasitic "authorities" on moral panic "entrepreneurs" so that they kept the distraction rolling.