Geekstorians Episode 7: D&D & The Satanic Panic
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About this listen
In the 1980s, Dungeons & Dragons became the focus of one of the most unusual moral panics in modern history.
A tabletop role-playing game built around imagination, storytelling, and collaboration was suddenly accused of promoting occultism, psychological harm, and even violence. Dice were framed as sinister objects. Rulebooks were treated like dangerous texts. And ordinary teenagers playing fantasy games found themselves caught in a storm of fear and misinformation.
In this episode of Geekstorians, Dave from Geektown unpacks how D&D was pulled into the wider Satanic Panic, and why it became such a powerful symbol of adult anxiety about youth culture, imagination, and control.
The story begins with a missing student and a media myth that refused to go away, then follows the rise of anti-D&D campaigners, sensationalist talk shows, and made-for-TV dramas that blurred fiction and fact. Along the way, we explore how moral crusades spread, how “experts” were created for television, and how a game about fantasy became a real-world scapegoat.
But this is also the story of what actually happened around the gaming table, and why Dungeons & Dragons endured attempts to ban it, blame it, or brand it dangerous. Long after the panic faded, the game went on to influence video games, television, film, and modern fandom itself.
A deep dive into the Satanic Panic, moral hysteria, and the unlikely survival of one of the most influential games ever made.
I’m Dave from Geektown.
And this is Geekstorians.
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