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Dungeons & Dragons: Adventure or Abomination?
The 700 Club's Anti-RPG Pamphlet - Pages 7-8
Notes and corrections
Page 7"It's
a fairly simple matter to come up with our own magic system - designs,
rituals, fictitious myths - that would mean nothing, that would make
the game 100% fantasy." - Sanchez is setting up the biggest
straw man that he can manage, and accusing TSR of not letting him knock
it down. Here are the main problems with his statements:
First, the magic system in
Dungeons & Dragons
is already "100% fantasy." There are no real-world spells that permit
people to cast fireballs, lightning bolts and magic missles, summon animals to do
their bidding, purify food and water, control weather, or any of the
other fantastic effects that can be found in the
Player's Handbook. There
are no spellcasting rituals detailed, and the myths are, by
definition, things that don't exist in reality. This might explain
why his report was discarded, since it was suggesting changes that
were totally unnecessary.
Second, changing the system to
something else wouldn't make a difference to critics of RPGs, who
consider any references to "magic" as "occultism" - even the magic
found in Disney movies. Without a clear definition of "occult" and
"occultism," it is all too easy to use those words to describe anything
that someone feels is objectionable.