Salvation and Saving Throws

“Dungeons and Dragons,” my friend gasped, then whispered to my son out of concern, “You know that’s demonic, right?”

I had an interesting conversation with a loved one recently. We were chatting about all manner of small-talk topics. “How’s the weather there? What have you been doing lately? I heard this new song I like…”

Then they paused, got serious, and said, “I don’t know how to say this other than to ask directly, but… David, you call yourself a Christian…”

I call myself a Christian? Oh my, where is this going, if my very salvation and my devotion to the faith I’ve held almost 40 years is in doubt?

“… But you also play Dungeons and Dragons. So, how do you reconcile these two things that are so diametrically opposed?” (I admit, ‘diametrically opposed’ may not be the exact phrasing, but I think it was.)

When my friends or family (generally older and generally religious) ask these kind of questions or make these kinds of statements, part of me really wants to ask them to describe D&D for me as they understand it. I guarantee that 95% of the time, it’s not going to line up with what I’ve experienced in fourteen years of running D&D games.

But I don’t want to come from a position of attack or put people on the defensive, so instead, I hope to share my own experiences and trust that those who know me can breathe a little easier when they understand where I’m coming from.

You call yourself a Christian.

So, first things first, I love this person dearly and I am not offended. They asked a direct and honest question from a place of concern and care. They’re going off of what they’ve heard over the years from people they trust, and if that’s all you know on a given subject, that’s the opinion you’re going to hold.

Back in the 80s, there was a period for D&D called the Satanic Panic.

Some pastors and religious figures had heard stories of kids developing an unhealthy investment into this strange game, and they delivered strong warnings to the faithful. Comics and movies were made to warn of the danger of this dark game where you pretend to be all these weird characters and you act out what they do in their fantasy worlds. Stories circulated of kids believing they WERE their made-up character, and some reports circulated of these kids committing suicide if their in-game persona died.

On top of those concerns, toss in game rules for heroes using magic powers, and a book of monsters to fight that includes demons and devils… which translated into worries that this game was a springboard into actual satanic indoctrination, a gateway to genuine witchcraft, an excuse to perform real rituals and even sacrifices, or an open door for summoning demonic spirits.

Well, who wants their kids to be exposed to all that? Point being, I understand the concern even though I believe it’s (mostly) unfounded.

Playing Pretend, But With Dice

When my brother and I were young, we would line up our toys like opposing armies on the field of battle that was his room. He was always the history buff and strategist, arranging his troops in formations and marching them against my army in organized waves – cannon fodder first, then good but expendable forces, then those he still cared about, followed by his strongest and most favorite toys. We never got that far unless he felt like having his best guys beat the mess out of mine for story’s sake.

I would get caught up in the stories between characters – the rivalries and friendships, the alliances and betrayals, the romances and battle-forged bonds of brotherhood. “My guy is upset,” I would explain, “because this other guy is in love with this lady, and—“

“Sure, whatever,” my brother would respond, “but my first wave is running into your camp carrying bombs and they just blew up all these idiots along with themselves.”

Occasionally we would argue:

“My guy beat your guy for sure, because he knows jiu jitsu and taekwondo.”

“Yeah but my guy is genetically enhanced and he’s wearing special armor that gives him faster reflexes.”

“But he can’t dodge a laser—it’s too fast.”

“Nah, he dodged it.”

“No way!”

“Way!”

Back to my phone conversation. “It’s like that,” I explained, “except there are some dice and rules to determine who actually beats up who, or how good someone does when they try something heroic. That’s really all D&D is… playing pretend with friends, and some dice, and some rules.”

“If anything,” I added, “I think that’s a bigger concern and a better argument from a Christian perspective for why D&D might be bad. Like any hobby or luxury, it can be an incredible waste of time.”

What is D&D?

“I was watching these groups play D&D on YouTube, and I’ve never played before, but I think it would be cool to try… but I don’t know how it works and I’ve never played anything like this.”

I’ve had the pleasure of running a few introductory sessions for coworkers and friends, usually as a result of a statement like the above. Where D&D was once the province of social outcasts and nerds, tabletop roleplaying games are enjoying a massive surge in popularity.

D&D and most tabletop RPGs are about collaborative storytelling. Most games have a “master” of some sort, who functions as the rules referee and final authority on what actually happens in the story everyone’s telling. (e.g. did my guy beat up my brother’s? or did he dodge lasers with his genetic enhancements, which is obvious cheating trash? Let the game master decide.)

1. Storyteller describes what’s happening.

2. Players choose an action.

3. Roll dice.

4. Storyteller determines results and goes back to Step 1.

That’s the short version of the whole game.

The storyteller or gamemaster sets the scene, describing what’s going on and where everyone is. What’s available in the room that the heroes can use? What monsters are trying to stop them? What dangers do they face, or who must they persuade in order to accomplish their goals?

“You’re in a dank cave that stinks like mildew and rotting flesh. You peer into the darkness, but without any sources of light, everything is pitch black. All you hear is the low rumble of a sleeping beast deeper inside, its billowing snores creating an uncomfortable breeze of hot moist air that smells like decay.”

The players declare what they want to do.

“I want to light a torch.” (Are you sure? You might wake the beast.)

“I want to feel around for some of the treasure we’re sure is in here.” (You might make some noise.)

“I want to whisper to the mercenary we brought from town – does she know anything about what’s lurking in this cave?” (Ah, but do you trust her? What if she lies?)

“I want to sneak toward the beast, maybe see if I can look for some weakness.”

“I think we should leave. Who’s with me?”

The storyteller asks them to roll a die and add the result to some number on their character sheet that reflects how good (or bad) their character is at the given task:

Tyrion Lannister is going to have a harder time jumping across a broken castle rampart than Jon Snow.

Frodo Baggins will struggle to lift heavy rocks to find his buried friends, but Boromir and Strider can toss stones with ease. (But not a dwarf; no one tosses a dwarf!)

Tony Stark can come up with the secret of time travel over a cup of hot cocoa, but Groot is never going to succeed no matter how well the player rolls.

Then the process repeats, and hopefully, a thrilling story develops.

No one has to show up dressed like their character, though some gamers find that fun. Depending on your group, some people will talk “in character,” maybe affecting an accent or memorable speech pattern. For some players, it’s fun to come up with an extensive backstory – all the details of their character’s life and previous relationships which might come into play during the course of the group’s game.

Some players contribute to the story and the heat of the moment by going in-depth with their descriptions of the fighting style of their hero or the way divine might radiates through their holy symbol as they call upon higher powers. My son (who was warned about the demonic nature of D&D) made his character a Christian and quoted scripture in-game, as part of his character’s story and his personal preference.

For others, simple is fun. “I am Barg. Barg is strong. Barg smash everyone bad.”

You Write the Script Together

Think of Game of Thrones. A lot of fans were upset with the final season. It wasn’t even just complaints that this or that character didn’t win and take over as King or Queen. Many fans complained about plot threads that got left out, or plot twists they felt hadn’t been built up in a way that made sense.

Wouldn’t it be great if you could put your own spin on the story?

If you’ve ever really gotten into a TV series or movie to the point that you care about the characters and what happens to them, imagine helping tell the story of what happens next and deciding how your heroes should respond to the challenges that come their way.

That’s what a good game of D&D is: collaborative storytelling. The players and the storyteller all have input into what happens and how the story progresses. It’s like a group reading of an old Choose Your Own Adventure book, where everyone takes turns making decisions and every page has a thousand options.

Admittedly, some groups will put objectionable content into their games, just like some movies are too dark or disturbing for certain viewers. Game of Thrones certainly wasn’t for everybody, either.

Like any hobby, some things can be taken too far. As Christians (and I think as people in general), we should be careful about what we dwell on and how much we get invested into our interests.

Reconciliation

As I said, I have no ill will over being asked “As a Christian, how can you justify playing D&D?” I think there are valid concerns that should be taken into account, as with all the ways in which we spend our time, our resources, and our energy.

I can take a step back and consider, “Am I just making excuses? Am I lying to myself about this? Am I ignoring conviction?”

I’d like to think that people with no experience with the game can also take a step back and consider whether what I’ve described from firsthand experience is the dangerous deception they’ve been led to believe it is.

Like D&D, life works best when we can hear each other out, find common ground, and collaborate to make it better.

3 thoughts on “Salvation and Saving Throws”

  1. This has taken me weeks to read due to my life being so busy but I do appreciate the article. I think there sometimes is a delicate balance and thin line, especially these days of the mental health conversation being more looked into of people’s perception of reality vs fantasy. Perhaps in the past a lot of folks tended to see anything fantasy related as a total disconnect from reality which in turn would move towards that Satanic worship (even if reality it did not for the majority there will always be a onsie twosie who takes it too far).
    This seems to happen to literally any hobby that has any element of violence attributed to it. Video games, shooting sports, etc.
    Folks will always look for something to blame for the evil in this world but the truth of the matter is, the majority of folks can distinguish the difference between reality and fantasy and everyone could definitely use a disconnect and retreat of either time to time. Evil is inherent but we know it’s bad which is why folks have to try so hard to overcome it and not be jerks to each other (some more than others) and I think that is what counts… the tolerance and acceptance of others for who they are and what they do, as long as they’re not hurting others in the process… or you know… stabbing the new guy in the back over and over because you know he is possessed and then knocking him out when he tells you he struck a deal with the possessing spirit…..

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