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Topic: Occultic Games

When you hear the word "game," you probably think of something that is fun, harmless, entertaining, or even educational. But what if the content of the game is from the realm of the occult, or what if the game is not really a game at all? Can a game be dangerous?

Dungeons and Dragons (D&D)

The most popular game in this genre is Dungeons & Dragons (D&D), a game which can be played over a long period of time with endless variations and characters, eventually leading into Advanced Dungeons & Dragons (AD&D). The game is supervised and directed by an experienced player known as the Dungeon Master. Compared to other such games, D&D is perhaps the most complex and challenging strategy game and attracts highly intelligent players.

The main characteristic of AD&D is the element of sorcery, also called magic. This fantasy game uses terms common to the occult, such as: conjure, spell casting, divination, channeling, invocation, evocation, and summon. One form of sorcery allows the character to practice a spell called the death spell or finger of death. Some characters are required to perform rituals that call upon evil spirits.

An article in the February 1999 issue of "Dragon," a D&D magazine, lists a series of spells with names like "Chant of Dark Summons," "Chorus of Wrath," "Danse Macabre," "Melody of Madness," and "Nightmare Lullaby." The description of one spell concludes that "[u]se of this spell is unequivocally evil" (pp. 84-88).

Characters who make mistakes can suffer punishments such as insanity, which includes being possessed by an outside entity or being seized by the desire to kill those closest to you. This role-playing by the emotionally immature or unstable can lead to the player's total identification with his character and to difficulty in distinguishing fantasy from reality. In some cases, teens who have killed friends or family members have been heavily involved in D&D.

This game's scenarios and occult terms desensitize players to that which is bizarre and morbid, creating an acceptance of the deviant as the norm. At the very least, D&D and AD&D expose players to occult terms and concepts.

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The Tarot

Although the Tarot is a deck of cards, it is not played as a card game. Instead, Tarot cards are used for divination, a method of obtaining information through supernatural means and interpretation of hidden meanings. Divination is often interpreted as fortunetelling; however, contemporary occultism no longer emphasizes predicting the future, but draws in people through spiritual and psychological advice by talking about the person's past and personality.

The origin of these cards is unknown, although many believe they originated in France in the fourteenth century. The deck of 78 cards consists of 22 cards called the Major Arcana, and the 56 cards of the Minor Arcana, which resemble the four suits of playing cards today. The Major Arcana have pictures and names on them such as "The Tower," "The Hanged Man," "The Chariot," "The Devil," "The High Priestess," "The Empress," and "Death."

An English occultist, Arthur E. Waite, published an interpretation of the Tarot in 1910, relying on symbolic meanings he derived from his occult studies. The reader lays out the cards in various patterns for the client and interprets them as guides for one's spiritual journey, as well as for more mundane things like jobs and relationships. The cards are also used as personal meditation tools.

Several contemporary variations of these cards have appeared, including decks with Native American themes, goddess themes, witchcraft themes, sorcery themes, and others. The images on the cards vary according to these themes, and many large bookstore chains feature these cards in their New Age or Alternative Religion sections.

The Tarot cards are an integral part of the occult and are linked to numerology, astrology, sorcery, and the mystical, occultic Kabbalah. The cards are large and colorful with artistic images, which makes them appealing. Books on interpreting the Tarot are also sold, enabling those who wish to learn this form of divination to do so easily.

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Vampire: The Masquerade™

This more recent role-playing game involving the world of vampires has already spawned many imitations. This world is chillingly dark; all the players are vampires, called the "Kindred," belonging to various clans which form the vampiric society. The term "feeding," meaning sucking the blood of your victim, is used liberally. The vampires are described in one rule book as predators and killing machines who must constantly struggle against their baser instincts, known as the "Beast." If they lose this struggle, they descend into a mindless frenzy in a hunt for blood, and they will do anything to get it, including murder.

Various characteristics can be chosen for a vampire character including: telepathy, psychic projection, and possession of another's body. Many characters have occult powers and the occult is exalted in this game, along with power and murderous strength.

This game is supposed to be played as a fantasy in a controlled environment so that no one is harmed. However, this game and its variations have long since spilled into the streets, played out by groups of people who consider themselves true vampires. One player used his role to sexually molest eight teenage girls as a form of initiation, a crime for which he was later convicted (The Washington Post, 5/8/96, p. B1, and 1/7/97, p. B5). In Florida, this game was cited as the springboard for the activities of a group of teens which led to the murder of one of the teen's parents and the death penalty for the 17- year-old leader of the vampire group, Rod Ferrell. Ferrell, whose group practiced blood-drinking and group sex, believed that murder would "open the gates to hell," and that he was immortal (The Washington Post, 2/6/98, p. A12, and 2/28/98, p. A3; USA Today, 12/9/96, p. 3A, and 2/24/98, p. 4A). In some cities, players have formed gang-like clans involving drugs, sorcery, and murder. Many teens who have been influenced by the vampire subculture admire and imitate the morbid and deathoriented traits of the vampiric lifestyle, including fake fangs and blood-drinking.

Like D&D, the vampire game/cult desensitizes one to violence, death, and the occult. It is a risky world for emotionally damaged or immature players. The Bible not only tells us to think on what is lovely and pure (see Phil. 4:8), but forbids all forms of the occult mentioned in these two role-playing games: divination, sorcery, and spiritism.

4 (edited by PhiConcept 2007-11-10 17:43:16)

Re: Occultic Games

Ouija Board

The Ouija Board was purchased and mass marketed by Parker Brothers in 1966. It is sold in toy stores and rests on the shelves of thousands of homes. The rectangular board is imprinted with the alphabet, numbers, and the words "yes" and "no". The players ask questions which are answered when the triangular pointer moves to letters or numbers on the board. It is sold as a game, but if it is a game, what is the objective? The objective is to receive answers from the board itself, even though few people believe that a piece of cardboard can give an answer.

Precursors of today's board were used in ancient Greece and Rome as a tool to contact departed spirits. The triangular device, called a "planchette," came to use in Europe in the 1800s. It originally had a pencil attached as a way to receive messages from the dead. The current Ouija Board was developed in the late 1800's by Elijah J. Bond. William Fuld later bought the patent from Bond, and his name still appears on the board. "Ouija" is the modern name based on the combination of the French word oui and the German word ja, both meaning "yes."

The board has been used to contact any type of spirit that the players may believe in, whether an angel, a spirit guide, a being from another dimension or planet, or the "Spirit of the Board." The use of the Ouija Board was responsible for the supposed contact of writer Jane Roberts with an entity calling himself Seth, which resulted in several books of Seth's occultic and New Age teachings being channeled by the late Roberts.

Many other examples of contact with unseen entities have been reported by users of the board. Since we are forbidden by the Bible to contact the dead or any spirits, the only spirit one might contact through the Board would be an evil spirit, a demon. If Satan disguises himself as an "angel of light" (2 Cor. 11:14, NIV), then it is not hard to believe that his demons may do the same. Why would it be difficult for a demon to disguise itself as a dead person, a helpful guide, or an angel? In fact, this would be an ideal way to deceive someone; we know that Satan is "a liar and the father of lies" (John 8:44, NIV).

Harper's Encyclopedia of Mystical & Paranormal Experience, by Rosemary Ellen Guiley (Castle Books, 1991), defines the Ouija Board as a device "used for divination and by some as a means to contact spirits or entities," and as a way "to discover insight, wisdom, and self-truths and to communicate with discarnate beings" (p. 418). Although there are many instances when the players are moving the pointer or when nothing happens, it should be remembered that the Ouija Board was invented and designed specifically for spirit contact, not as a game. If you know that a piece of cardboard cannot answer questions, who are you expecting to answer you when you play this "game?"

The Bible forbids contact with spirits or with the dead and divination: Leviticus 19:26,31; 20:6; Deuteronomy 18:11; 14; 1 Samuel 28:11; 2 Kings 23:24; Isaiah 8:19; 19:1- 4; Zechariah 10:2.

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Magic: The Gathering

Invented in 1993 by Richard Garfield, a veteran Dungeons & Dragons player, this card game has sold billions and has become an industry in itself. Players are considered to be wizards or sorcerers, and the cards are color-coded into five kinds of magic: red, blue, green, white, and black.

As in D&D, terms from the occult appear on various cards. Many cards also have images that are frightening, gruesome, violent, and bizarre, such as one with a warrior licking blood off a sword. Names of some of the cards and/or characters include: "Lord of the Pit," "Abomination," "Hell's Caretaker," "Psychic Venom," "Sorceress Queen," "Zombie Master," "Fallen Angel," "Sadistic Glee," "Soul Drinker," "Evil Presence," "Dark Ritual," and "Demonic Torment."

Unlike D&D, Magic is not a role-playing game, perhaps making it appear more innocent. It is a complex strategy game that attracts teenage boys and young men. However, many images are grisly and death-oriented, and occult terms and concepts are used on some cards. Playing the game introduces players to these images and concepts, desensitizing them to things that are dark and repulsive. The Bible forbids sorcery, but all players automatically assume the role of sorcerer using the five kinds of magic.

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Source of the above articles can be found here:

http://www.4truth.net/site/c.hiKXLbPNLr … _Games.htm

Re: Occultic Games

Those games were pretty cool. I've played D&D and Magic a few times. I'd also add Warhammer to the list. It's a tabletop minitures war game that you play with dice. There's fantasy and futuristic warhammer

Warhammer fantasy: http://en.wikipedia.org/wiki/Warhammer_ … _(setting)

"The universe is on fire with wonder, beauty, and ecstasy." - From the Undines to Humanity

8 (edited by nexus 2007-11-10 21:33:47)

Re: Occultic Games

I think you're right Phi Concept that most of this stuff is little more than a psychic sewer but just a comment on your comments from the "ouija" section.

While "satan disguises himself as an angel of light",  angels of light also present themselves as 'angels of light' and in some cases as human beings at times when they would have us "entertain angels 'unawares'."   I don't see any harm in that contact.  The key is personal discernment so we can tell the difference between the poser and the real deal.

It is told by disciples who witnessed it [and later recorded] that Jesus met with Elijah and Moses on the 'mount of transfiguration' ... both "dead men" to put it more crudely than it was.  They were obviously much more than dead men standing there in their light bodies.  Just because a book records this encounter doesn't mean we are now apprised of the full extent of the phoenomena.  There are many more such beings of light [spirits] some who never took on physical bodies and some who have and have then transcended them forever.   Perhaps even Elijah and Moses, both advanced souls, were then in a higher spiritual state in between incarnations and later took on physical bodies again to help us out some more. 

But i digress a bit by going into that and i understand for a christian it is an arguable point.  Point is that the communion between our souls and true beings of light [Jesus included who is fully at one with the spirit] is beneficial and lawful.  These spiritual beings are willing to commune with us and they don't need a ouija board for that.  So i agree the ouija is dangerous because it draws the mischievous lower entities.  I would hesitate to call these lower beings "spirits" because they have no spiritual realisation and their intentions are no good.  I guess they're translated as "spirits" in the scripture simply because they are "non- physical" beings.  But i'd say it is those lower "spirits" who the bible warns about not the spiritual beings who have a legitimate relationship with us and for whom it is lawful to communicate with incarnate souls.

I'd also take care with interpretations of words like "divination".  To 'divine' something is to discover it.  Could be the discovery of a sub- terranian stream of water or it could be the discovery of a subconcious stream of divine consciousness within self.  These can be "divined" by magnetic forces and by the "divine" consciousness of the soul.  One thing's for sure, the use of that word in the bible is going to mean specific practices in particular so i might be wary of lumping too much under a catchall word like "divination."  A legitimate 'divination' is going to relate to a personal discovery of something hidden [occult = hidden]. 

But that something doesn't have to be something evil or harmful...  neither does the process for it's discovery. ie. divination.   It would have been forbidden in the bible because it must have dealt [and still deals] with practices of a decidedly lower order than the "discovery" of the [hidden] divine inner- consciousness and the "discoveries" which the divine consciousness can make regarding the true [hidden] nature of things.  It is only through that discovery of higher consciousness, measure by measure, that we can 'divine' the true nature of anything else.  ie, the past, the present, the future, ... the true nature of mother nature and all beings within it.... anything.... including the inner discernment to know whether or not a "spirit" is safe to communicate with or not.

The point i make is that the biblical warning likely related to the dangers of practices similar to the ouija 'games' and other lower order practices.  We have to use our own discernment regarding which help and which harm.  If i communed with Elijah or Moses [or Jesus] would i be practicing the sin of communicating with the dead?  If i divined the future for my friend would i commit the sin of 'divination'?   If i divinely interpreted any one of the many signs and symbols in my waking or dreaming life do i commit the 'sin' of "divination? 

These warnings in scripture allow the christians to open the umbrella so wide that even the divinely ordained relationships are in danger of getting included in categories which already invoke superstition and fear.   ie.  The very mention of the word "occult" [which simply means "hidden from mundane view] is anathema to christians.  Ironically Jesus and paul spoke of "hidden" things and Jesus even intentionally hid certain truths in his teachings.  Which 'hidden thing' is a help and which is a hinderance is key and is obviously the motivation for ther biblical warning.   It is an important warning and aside from a few others it is usually only the christians who sound the alarm regarding the gross psychic garbage that pop culture feeds our children.  God bless you Phi Concept.

Re: Occultic Games

<rant>

played D&D over 10 years... no "psychic sewer" there. where you foks get this junk?

i am always amazed at the capacity for people to judge and define things they are ignorant of.

"When you desert your mind, others take it."

RPG's, the real pen-paper-dice and people variety, actually had us making GREAT use of the mind:

math, imagination, dialectic and narrating, learning history, mythlogy and learning to view the point of view of the OTHER, realising the validity of roles, or personae, other than our own little daily boxes.

Sounds like something TPTB would REALLY hate.

and they did and do.

This thread sounds a bit like the fundies trying to revive the '80's satanic panic and B.S. like the Chick Tracts.

"D & D, Magic and the rest ARE Ouija Boards"

YOU win first prize in the absurd statement category. Your Prestigious Gold Tapir will be arriving in the mail.


Seriously, any of the fire and brimstone crew here TRIED or actually examined these things before writing drivel?

Or is everyone on the cut-and paste from sensationalist trash kick?

Every time i look in here recently i catch more and more of this stuff (and return less and less)

Stealth-Fundie Trolling PsyOps? or just your friendly neighborhood "concerned citizens" who lap up all the paranoid BS they find (as long as it ties in with their aesthetic and personal fears)?

</rant off>
seriously, i've seen friend's siblings all over the Magic card game...

Magic Cards: it's drivel and a waste of time confronting statistics, a "trump game". It's got mnemonics and that's about it.

Ouija... never tried, no opinion, and refuse to make other's opinions my own. (try that last bit sometime y'all, eh?)

D&D and other FRPGs: fun, creative, social. about as dangerous as any other fun, creative, social activity.

Tarot: alwways berates me like a scolding nanny. has always shown good advice, whether i followed it or not.


The world of creativity (and magick) is like a mirror, wherein he who sees muck, is muck.

Love is the law, love under will.
   
     Zejith Themis
      .:420-510:.
    FIAT IUSTITIA
    RUAT COELUM

Re: Occultic Games

there is no power in the game itself I dont think, but the power to bring them out has always been in our free will, It seems to be the a very important gift we have.
They have devised all kinds of ways for us to give them that gift  and unlike the light side you dont always have to knowingly give it to them you can be, shall i say, tricked into it.
two cents

Christianity, if false, is of no importance, and if true, of infinite importance. The only thing it cannot be is moderately important.

—C.S. Lewis

11 (edited by aNDRE dILOn 2007-11-11 11:59:38)

Re: Occultic Games

You don't get it Mr. Themis.

Satan came to realize that sex, drugs and rock and roll couldn't reach every type of person. That's why he got Lucifer to create games like D&D AND MAGIC:To lure the nerds into hell!!!

Re: Occultic Games

Ha! in all games I've ever played I've always been the evil type of character. I find it very hard to believe that dungeons and dragons could hurt anyone that is not already mentally/emotionally crippled. I mean come on, I've played all sorts of games with all sorts of violence and it has caused no direct harm to me whatsoever. You just gotta know your intention. If you state that you will only communicate with beings that have good intentions for yourself and humanity and whatnot, I doubt some lower beings are gonna pop out of a piece of wood and go "GOTCHA B**CH!" If you play those games and know you are just pretending, it's not gonna do anything to you. I mean... I even read the satanic bible when I was younger! It actually helped me quite a bit. I was smart enough even then to not to do the @#$% that would get me in serious trouble, and actually find the wisdom that was in it, in a way it inspired me to help myself, and I also learned what STS was when I read it. Because of my knowledge of other metaphysical stuff I didn't run off and have orgies or anything like that. One last thing to mention, I've never been bothered by ghosts or negative entities (that I know of...).

Re: Occultic Games

Section II
Before passing on to a further consideration of the theme of this chapter, it should be carefully noted that the observations of the preceding paragraphs having reference to the so-called 'heavens' and 'hells,' were chosen merely to illustrate one manner in which the human mind phrased its intuition of the existence of invisible worlds. The reader should not imagine that either the Wise Ones among the ancients, and still less the Esoteric Tradition, limited the extent of the invisible worlds and the various ranges of semi-conscious, and self-conscious, beings which infill them, to what we children of Earth have in our brain-mind when we indulge ourselves -- or when our forefathers indulged themselves -- in speculations concerning spheres of retributive justice whether of compensation for unhappiness here on earth or of 'punishment' for evil worked here on earth. The inhabitants of these invisible spheres are good, bad, and indifferent, judging in each case by the standards of the respective spheres in question; yet, it is true enough to say, from one standpoint, that all manifested spheres or worlds of a material or quasi-material character are, strictly speaking, what in the Esoteric Tradition are called 'hells.' This is because the existence of self-conscious beings in worlds of matter or semi-matter is so low, relatively speaking, and by comparison with superior spheres, that their sojourn therein is very properly considered to be, in a sense, retribution for failure to retain their more native position or status in higher realms. It is true enough that these 'descents' or 'falls' and 'ascents' are all involved in the wondrous aeons-long evolutionary pilgrimage that the peregrinating monads have to undergo or to follow in order to gain full self-conscious experience in every one of the manifold planes or spheres of cosmic life; nevertheless such 'descent' into the more material spheres from the higher is justly and properly considered to be a 'fall'; and hence such lower spheres are technically, as above stated, hells.

Many of the ancient scriptures look upon some of these hells or describe some of these hells to be quite the reverse of what the average Christian of mediaeval European times regarded as the theological 'Hell' of his religious guides. Some of the hells in the Brahmanical or Buddhistic scriptures, are, judging by the mystical descriptions of them, quite pleasant places!

It should be noted, furthermore, that the general term or name or appellation for the vast multitudes or armies of beings, semi-conscious, conscious, and self-conscious, inhabiting the worlds or spheres superior in ethereality or spirituality to earth-life, is 'Devas' -- to employ a name commonly used in Hindu writings; and the same term is properly given, therefore, to those classes of self-conscious beings, who, springing forth from the spiritual ranges of life as their fountain-head, under the evolutionary urge make the 'descent' into the lower spheres for the purpose of gaining experience. Such a family, in consequence of the foregoing, is the human family, which, strictly speaking, is therefore a hierarchy, or compact group, or aggregate of devas. Yet the human family is not the only hierarchy of devas.

The importance of this observation will be seen and felt immediately by every student of ancient lore who is acquainted with the usage of this word 'deva' in Buddhist and Brahmanical literatures. Thus, for instance, when it is stated that there are four general divisions or great groups of devas, living in spheres or realms of ethereality or spirituality superior to that of earth-life, the reference here, as any student of the Esoteric Tradition can plainly see, is to the four cosmic planes just above the plane on which our planet Terra is, and therefore has direct and specific reference to the six globes of our Earth's planetary chain superior to this globe, Earth. (61) This fact, alone, sheds a brilliant meaning upon the inner significance of much in the ancient Hindu scriptures, for instance where the Devas are shown under certain conditions to be in strait union with, and in more or less close association with, the human sub-hierarchy or family.

Section III

Good judgement comes from experience; experience comes from bad judgement.
----------------------------------------------------------
You have to believe in the impossible in order to become.

14 (edited by Zejith_Themis 2007-11-12 06:14:35)

Re: Occultic Games

aNDRE!!!

OMFG you're RIGHT!

thank you, JESUS SAVES!!

rack up the demons and pass the d20... i'm gonna CRITICAL HIT FOR GAWD!!!!!

lolz

seriously, Pam: "Anything, and I mean anything designed to guide your thoughts into another's agenda is a risk,"

like reading a book? or a website? or scary postings in the internets telling people games without gameboards are the devil's recruiting office?

it's true, when you abandon your mind, crap takes over. I also have experience dealing with coke and heroin addicts, i too have seen real demons.

all this silliness about occultism being evil, and creativity being evil irks me; it's more bars in the prison, not a way out.

and from how you talk about these games may i suppose you've never looked at a rulebook or seen people at play?

Besides of the illustrations in the Chick Tract "DARK DUNGEONS", of course?

Love is the law, love under will.
   
     Zejith Themis
      .:420-510:.
    FIAT IUSTITIA
    RUAT COELUM

Re: Occultic Games

There's a big difference between the symbols in the tarot and the gratuitous astral sewer of other said 'games'.   Read "Numerology and the Divine Triangle" by Faith Javane and Dusty Bunker for insightfull spiritual descriptions of the Major Arcana etc. 

We all come to different conclusions in life about what is sewage and what is the crystal clear stream.   As in water, so in consciousness.   A person must have some realisation of the clear stream to realise when it is being adulterated and by what.   Thou shalt not commit "adultery."  Thou shalt not "adulterate" the flow if thou wouldst know source.  If psychic sauce is the spice of life then the crystal [christ- all] clarity of spiritual discernment can be eclipsed from view.  This can apply to anyone at any time depending on what the mind engages.  There is no such thing as vicarious role playing or fantasy.  Everything spends the creative forces and creates physical, astral and mental forms.   The only thing in question is the quality and volume of those forms.   Quality is always arguable depending on perspective.  But it is not relative.  True humility recognises a superior perspective and judges the value and quality of life forms accordingly.  That accord is realised in stages by separating the sewage from the water.  For that process to happen we must know the difference.   There is a difference.