Dangers of Groupthink: Lessons from the D&D Satanic Panic

In the 1980s, a phenomenon known as the Satanic Panic swept across the United States. This moral panic falsely claimed that playing the popular tabletop role-playing game Dungeons and Dragons could lead to Satanism, suicide, and other dangerous behaviors. The Satanic Panic serves as a chilling reminder of the perils of groupthink, where collective beliefs and irrational fears can lead to widespread misinformation and unjust consequences. In this post, we delve into the dangers of groupthink and explore how the Satanic Panic serves as a poignant example of its destructive power.

What is Groupthink?

Groupthink refers to a psychological phenomenon where a group of individuals conform to a prevailing belief or opinion. This often leads to faulty decision-making and the suppression of dissenting voices. In an environment of groupthink, critical thinking and objective analysis take a backseat, paving the way for irrational and harmful outcomes.

This can occur in teams, businesses, large organizations and as we’ll see below, entire countries.

The D&D Satanic Panic

During the 1980s, concerns emerged that Dungeons & Dragons, a fantasy role-playing game, was causing moral corruption. There was a belief that it was leading players toward Satanism and occult practices. While unfounded, this panic was fueled by sensationalist media coverage, unsubstantiated anecdotes, and the collective fear of parents and religious groups. The resulting moral panic wrongly demonized a harmless game and its players. Of course, this lead to social ostracism, legal challenges, and damaging consequences for many individuals.

One example is the sad case of Patricia Pulling who, blamed the suicide of her son on Dungeons & Dragons. She formed Bothered About Dungeons and Dragons (B.A.D.D), leading a moral crusade with global reach. Her materials were distributed as far as Australia. Alarmingly, Patricia also assisted local police forces in gaming-related lawsuits.

Of course, today D&D is experiencing huge growth in popularity. It seems ludicrous to modern eyes that such persecution was allowed to occur. However, it highlights the real risk of groupthink dynamics.

The notorious comic Dark Dungeons was published at this time fuelling the hysteria.

Groupthink Dynamics at Play

The D&D Satanic Panic exemplifies the dangerous dynamics of groupthink. Several factors contributed to the escalation of fear and the adoption of unfounded beliefs:

  1. Confirmation Bias: Once the idea of D&D as a gateway to evil gained momentum, people selectively sought out and believed information that confirmed their preconceived notions. Counterevidence or rational arguments are dismissed or ignored, reinforcing the prevailing narrative.
  2. Illusion of Invulnerability: As the panic spread, those who oppose the narrative faced backlash and ridicule. This created an illusion of invulnerability among the proponents of the panic, discouraging critical examination and reinforcing their beliefs.
  3. Pressure to Conform: Social pressure plays a significant role in perpetuating panic. Individuals who express doubts or question the claims face isolation or social rejection. This pressure to conform suppressed dissent and stifled alternative perspectives.
  4. Outgroup Stereotypes: The panic created a clear division between “us” (the morally righteous) and “them” (the alleged Satanists). As a result, this dichotomy further solidified group cohesion and fueled irrational fears, making it harder to challenge the prevailing narrative.

Consequences and Lessons Learned

The D&D Satanic Panic had profound consequences for those caught in its grip. Innocent gamers were subjected to unwarranted suspicion, ostracism, and even legal battles. Unfortunately, lives were disrupted, reputations tarnished, and a harmless form of entertainment unjustly vilified.

This episode serves as a stark reminder of the dangers of groupthink and the importance of critical thinking. It highlights the need for individuals to question prevailing beliefs, seek diverse perspectives, and rely on evidence-based information before forming judgments or taking action.

Final Thoughts

The D&D Satanic Panic of the 1980s stands as a chilling testament to the perils of groupthink. It serves as a cautionary tale about the dangers of unquestioned beliefs, the suppression of dissent, and the potential harm caused by irrational fears. By understanding the dynamics of groupthink and promoting critical thinking, we can guard against such phenomena. Instead, foster a more inclusive society, and prevent the repetition of history’s misguided panics.

As leaders it is our job to ensure that groupthink doesn’t worm its way into our organizations. Firstly, question everything and avoid jumping to conclusions too quickly. Secondly, if outlandish claims are being made, check their validity and data. Making decisions based on fact, not emotion will go a long way to preventing groupthink and it’s potentially harmful outcomes.

Three Leadership Lessons From The Game: Mutiny and Collaboration

Recently, I had the opportunity to play a thrilling roleplaying game session of “Those Dark Places” with a group of friends. This game is all about horror and adventure in deep space, following the themes laid out form my favorite film Alien. Little did we know that amidst the excitement and tension, we would stumble upon valuable insights into leadership styles and dynamics. As the game unfolded, our experiences shed light on the importance of collaboration, building leadership capital, and the consequences of failing to adapt in times of crisis. In this post, I will discuss three key leadership lessons from the game that emerged in our space faring journey.

Of course, I’m lucky to play with a group who enjoy roleplaying their characters to the hilt. This often means that the optimal solution is not always played out, making for a much more interesting game. But the leadership lessons still stand, highlighting the experiential learning opportunities that roleplaying games can provide leaders.

In space no one can hear you scream, or mutiny as the case might be…. (Alien 1979 – huge inspiration for this game).

Lesson 1: Collaboration Over Dictation

At the beginning of our virtual space expedition, one of our friends assumed the role of the captain—a position of authority entrusted with leading the crew of space workers on a mission to aid an on-planet mine. However, the captain’s leadership style was initially authoritarian and highly directive. He issued orders without seeking input or fostering collaboration within the crew. In the absence of any serious threats, the crew complied silently, and the mission progressed smoothly. In fact the team members were helping each other with tasks while the captain was “overseeing” from a place of safety. This lack of collaboration between the leadership and the team began to create a divide. Which, as it turns out, was going to limit the effectiveness of the leader moving forward.

Lesson 2: Building Leadership Capital

However, when faced with unexpected adversity in the form of an horrific android uprising, the true test of leadership began. Tension was mounting and the pressure rising. As the crew confronted the urgent task of returning to the spaceship, evading homicidal androids along the way, the captain’s lack of collaboration and failure to build leadership capital became apparent. At no point during the adventure up to this point had the captain tried to gain the trust of the team. Directing them to do the difficult and dangerous jobs while remaining safe, refusing to collaborate and acting in a dictatorial style were to behis undoing. The crew had not developed trust or respect for the captain’s leadership style, making it difficult for them to rally behind their directives in this critical situation. This came to a head when the captain started making decisions that were putting the crew in harms way.

The pressure in Those Dark Places creates a good test of leadership principles

Lesson 3: Adaptability and Resilience in Crisis

Under the mounting pressure, the crew’s survival instincts kicked in, and they collectively realized the need for collaboration and shared decision-making. The android uprising had spread throughout the mine and the adventure theme had turned to one of survival. The captain however, was looking to follow company orders, effectively putting the crew at risk. Recognizing that their lives were at stake, they overruled the captain’s orders and effectively mutinied. In this desperate situation, the crew’s ability to adapt and work as a cohesive unit became paramount. By embracing a collaborative approach and pooling their collective knowledge and skills, they navigated through the dangers, ultimately surviving the ordeal. As their ship left the turmoil of the planet below the captain had effectively lost command.

Final thoughts

Our experience playing “Those Dark Places” brought to light crucial leadership lessons that transcend the boundaries of a mere game. The importance of collaboration, building leadership capital, and adaptability during times of crisis emerged as central themes. Effective leaders understand the significance of collaboration, seek input from team members, and foster an environment where diverse perspectives are valued. Furthermore, they invest time and effort in building trust, respect, and credibility among their team. Finally, leaders must possess the ability to adapt and remain resilient in challenging situations, recognizing when it is necessary to shift their approach and empower their team members to make crucial decisions.

Whether in the context of a tabletop roleplaying game or the real world, these leadership lessons have the potential to transform the dynamics within teams and drive them towards success. By embracing these insights, leaders can build cohesive teams that thrive in both favorable and adverse circumstances, navigating the darkest of places with resilience and shared purpose.