
How did a game become a scapegoat for society’s fears?
4.1 (41)
34 mins
Dive deep into the moral panic around Dungeons & Dragons in the 1980s and 90s, fueled by fears linking the game to satanism, witchcraft, and violence. Discover how media, religious groups, and sensational cases amplified these concerns despite later debunking.
Ep 1:
Dice, Death, and the Devil
A teen's tragic disappearance sparks a decade-long crusade linking Dungeons & Dragons to suicide, cults, and satanic influence—starting with one grieving mother's mission.
Ep 2:
Utah Bans the Beast
A small Utah town erupts when parents claim demons lurk in a school game room, while media and critics can't agree if gamers are victims or villains.
Ronald
Level 5 · 8 mo agoWait... Tom Hanks was in that Mazes and Monsters movie? I had no idea it was based on a lie. That investigator really sold everyone a load of crap.
Richard
Level 5 · 8 mo agoDear making up that tunnel story is so twisted.
Kenneth
Level 2 · 8 mo agoIt is misleading to claim TSR removed demons in the second edition. They were actually just renamed to appease critics. The creatures remained in the game. It was malicious compliance to bypass the moral panic.