How Dungeons & Dragons Went from Devil Worship Accusations to Mainstream Entertainment - Thu, Jun 27, 2024
Wait a minute...when did I stop being a social pariah?
If you told someone in the 1980s that Dungeons & Dragons (D&D) would one day be a mainstream, beloved pastime, they’d probably laugh in your face. Back then, this tabletop role-playing game was accused of being a gateway to devil worship and dark magic. But fast forward to today, and D&D is enjoying a golden age of popularity. So, how did we get from point A to point B? Let’s roll the dice and explore this epic journey.
Back in the day, D&D was the new kid on the block, having been created in the mid-70s by Gary Gygax and Dave Arneson. The game involved players creating characters and embarking on imaginary adventures guided by a Dungeon Master (DM). For a lot of folks, especially parents and conservative groups, the idea of kids pretending to be wizards, warriors, and clerics sounded a bit too much like dabbling in the occult.
The panic reached a fever pitch in the 1980s, partly fueled by sensational media reports and a handful of high-profile cases where troubled teens were found to have played D&D. Critics claimed that the game was a form of devil worship and that it promoted violence and dark, supernatural themes. Churches held meetings to warn about the dangers of D&D, and there were even book burnings. The game became a scapegoat for all sorts of societal fears about youth and counterculture.
But while some were quick to condemn D&D, others were discovering its unique appeal. The game offered a creative outlet and a way for people to bond over shared storytelling. For many, it was an escape from the mundane and a way to develop problem-solving and social skills. Despite the controversy, a dedicated community of players continued to grow, keeping the game alive and evolving.
By the 1990s, the hysteria began to die down, and D&D started to shed its bad reputation. Part of this shift was due to increased understanding and acceptance of role-playing games as a legitimate hobby. Pop culture started to pick up on the appeal of fantasy worlds, with successful franchises like “The Lord of the Rings” and “Harry Potter” helping to normalize the genre.
The internet also played a huge role in D&D’s resurgence. Online forums and communities allowed players to connect, share experiences, and even play games together remotely. Podcasts and web series, like “Critical Role” and “The Adventure Zone,” brought D&D to a broader audience. These shows showcased not only the fun of the game but also the depth of storytelling and character development that could rival any TV drama.
Today, D&D is more popular than ever. It’s no longer seen as a niche hobby for geeks or a dangerous pastime. Instead, it’s recognized as a fantastic way to bring people together, spark creativity, and enjoy collaborative storytelling. Celebrities like Vin Diesel and Joe Manganiello openly talk about their love for the game, and it’s featured in mainstream shows like “Stranger Things,” which helped introduce it to a whole new generation of fans.
The game’s publisher, Wizards of the Coast, has done an incredible job of making D&D accessible to newcomers. They’ve streamlined the rules, created engaging starter sets, and supported a diverse and inclusive community. The game has evolved to reflect modern values while still retaining the core elements that make it so special.
So, how did D&D go from devil worship accusations to mainstream entertainment? It took a combination of cultural shifts, the rise of the internet, and a lot of passionate fans who never gave up on the game. Today, Dungeons & Dragons is a beloved part of pop culture, proving that sometimes, the things people fear the most can turn out to be the most magical.