Need Assistance from Scholars of the Site on Topic

by Reborn2002 9 Replies latest jw friends

  • Reborn2002
    Reborn2002

    To those that know information or material from previous bound volumes I need your help so I may confront my brother on his hypocrisy.

    -What year, month, and date WT or Awake dealt with Roleplaying Games and why they are inappropriate?

    -What article discusses why movies with wizardry or sorcerer/magic themes are inappropriate?

    -What website shows the information that allegedly ex members are not shunned?

    -What exact month and date Awake from 1998 covered the info on Human Rights for the UN?

    -----------

    I need this info ASAP. When I confront my bro I want to toss articles from the WTS own printed books about what is wrong and he does anyway. Since he is holier-than-thou I propose to show him what kind of hypocrite he is.

    Many Thanks to ANYONE who can get this stuff for me. It may well at the very least make him THINK.

    Reply here, or email me at [email protected] with pertinent info.

    PLEASE AND THANK YOU.

    The true Kingdom of God is located in your heart, not an organization of hypocrites.

    www.geocities.com/latinloverchicago/Jason1.html for my new webpage and info!! Im trying to live now!!

  • Magog
    Magog

    During the 1970s the Awake, I think, came out against the role playing game, Dungeons and Dragons.

    The jwmedia.org, under the 'FAQ' discusses shunning, and how those who simply cease to be involved are 'not shunned.'

  • Magog
    Magog

    Click Here: http://www.jw-media.org/beliefs/beliefsfaq.htm

    Do you shun former members? Those who simply cease to be involved in the faith are not shunned. In compliance with the Scriptures, however, members can be expelled for serious unchristian conduct, such as stealing, drunkenness, or adultery, if they do not repent and cease such actions. Disfellowshipping does not sever family ties. Disfellowshipped members may continue to attend religious services, and if they wish, they may receive pastoral visits. They are always welcome to return to the faith.—1 Corinthians 5:11-13.

  • Satanus
    Satanus

    Dungeons and dragons from 97 wt cd

    *** g83 2/22 29-30 Watching the World ***
    Harmful Toys
    ó Certain toy games may promote a linkage of sexual acts with violence, according to an article in The Vancouver Sun by Linda Hossie. One store, she notes, sells miniature figures of women in violent pornographic shapes for players of the fantasy game Dungeons and Dragons. These lead statuettes are potential dungeon victims and “are sexually explicit figures of women undergoing torture.” The figurines are naked and bound in sexually humiliating positions.
    What effect may this have on youth? The director of adolescent psychiatry at Vancouver General Hospital, Dr. Sadi Bayrakal, says: “Those toys which desensitize children to any kind of violence are harmful. . . . Children are much more vulnerable [than adults]. They have difficulty differentiating between reality and fantasy. So that [the violence of a toy] might be seen as acceptable violence.”

    *** g82 3/22 26-7 Dungeons and Dragons-Dangerous Entertainment ***
    Dungeons and Dragons—Dangerous Entertainment
    A FIGHTER, two thieves and a magic user creep cautiously along a dimly lit stone passage in search of treasure. The magic user motions the group to halt. “I sense an evil presence,” he warns. Suddenly, out of a hidden door, three armed goblins burst into the corridor. “Surface dwellers!” they shout, “Smash them!”
    What is this? A bad dream? The plot for a horror movie? No, just a typical episode in the increasingly popular fantasy game Dungeons and Dragons. The game has grossed millions of dollars for its makers since 1974.
    One young man who recently gave up Dungeons and Dragons offered this comment: “The game is very deceptive. In the beginning it just seems like harmless fun and adventure, but soon you are drawn into it. You get hooked.”
    Another former player agreed. “Dungeons and Dragons is addictive.”
    Mythological World of Violence
    Dungeons and Dragons is not played on a board like most games. Instead, the players assume the identities of characters who enter a mythological world controlled by a player called the “Dungeon Master.” The players, seated around a table, map out their imaginary surroundings by questioning the Dungeon Master. The Dungeon Master plays the part of any monsters or miscellaneous characters the players encounter, and determines what will happen to them with the aid of specially shaped dice. The players’ characters are looking for treasure. The Dungeon Master’s monsters are trying to kill them.
    “The level of violence in this make-believe world runs high. There is hardly a game in which the players do not indulge in murder, arson, torture, rape, or highway robbery,” comments veteran Dungeon Master John Eric Holmes in a recent article in Psychology Today.
    “You get attached to your character,” said an ex-player. “You want to keep playing to see what will happen to him next. Besides, if your character can survive a few adventures without getting killed, then he will gain new powers and abilities, which will make him even more interesting.” This desire eventually to develop one’s character into a fantasy superman appeals to the dreamer in many people. Of course, the game must be played many times to reach this goal. In the meantime, what if the character is killed?
    “When one of these alter egos gets killed,” admits Dungeon Master Holmes, “the game player sometimes suffers psychic shock and may go into depression.” Does that sound like harmless fun?
    “It’s true,” a former Dungeon Master agrees. “I killed off my brother’s favorite character, one he had spent a long time developing, and he was very upset about it.”
    Personalities Affected
    “The game makes you selfish,” notes this former player. “At first the players are all noble and self-sacrificing, but after a while they change. They learn that if they don’t just look out for themselves, somebody will stab them in the back and take their treasure. Pretty soon you can’t trust anybody.”
    Anyone who is invited to play Dungeons and Dragons, especially any Christian, should bear in mind the following:
    The game teaches greed and materialism. The basic goal of the characters is grabbing treasure that does not rightfully belong to them. How does this square with the apostle Paul’s inspired counsel that “having sustenance and covering, we shall be content with these things. For the love of money is a root of all sorts of injurious things”?—1 Timothy 6:8, 10.
    The game teaches violence. Jesus urged his followers: “Continue to love your enemies and to pray for those persecuting you.” (Matthew 5:44) This is not easy to do. Are Christians helped to carry out this counsel by adopting violent fantasy alter egos? True, the violence in the game is not “real,” but even imaginary violence can affect the heart sooner or later. As Jesus warned: “Out of the heart come wicked reasonings, murders.” (Matthew 15:19) “More than all else that is to be guarded,” warns the Bible book of Proverbs, “safeguard your heart, for out of it are the sources of life.” So the question arises—Can someone who plays games like Dungeons and Dragons be following this Bible counsel?—Proverbs 4:23.
    The game teaches polytheism and demonism. A mere look at some of the characters and monsters mentioned in the basic Dungeons and Dragons guidebook should convince Christians that this game is not for them. Included are magic users (mediums, seers and conjurers), goblins, hellhounds, hobgoblins, ogres, skeletons, specters, vampires and zombies, to name but a few! Experienced game players are expected to learn a great deal about the characteristics of such grisly playmates. Yet Christians are told not to get to know the “deep things of Satan.”—Revelation 2:24.
    In the early stages of play, such demonic overtones may seem like harmless fun, but at more advanced levels the demonism gets more serious. “Some of my high level characters had advanced psychic powers,” recalls an ex-player, “and during one game they were fighting directly against demons and devils. There was something weird going on. We were scared by it, and never tried it again.”
    Satanic Thinking
    In fact, at the higher levels of play, characters are expected to dedicate themselves to a mythological god. “Serving a deity is a significant part of D & D,” says one of the game’s publications, “and all player characters should have a patron god.” Patron gods include most ancient Greek, Egyptian, or Babylonian deities (Zeus, Ra or Marduk, for example) but the only true God, Jehovah, is nowhere referred to.
    Indeed, the underlying assumption of Dungeons and Dragons is that there is no one true God, only a universal struggle between the abstract forces of “good and evil, law and chaos,” with their assorted champions. This is the sort of teaching long held by such enemies of Christianity as the Gnostics.
    Dungeons and Dragons is permeated by the ideas of Satan the Devil, who has always championed greed, violence and demonism.

    *** g82 7/8 28 From Our Readers ***
    From Our Readers
    Dungeons and Dragons
    I’m an avid D. & D. player and have been for three and a half years. I read your article and thought it was very good. It was the most accurate account of the game I’ve read. However, I found some exaggerated statements. You state that “there is hardly a game where players do not indulge in murder, arson, torture, rape, or highway robbery.” This simply isn’t true. “The game teaches greed and materialism.” That’s only to people who are greedy and materialistic. “The game teaches polytheism and demonism.” Do you believe that ignorance is bliss? The Bible also teaches that knowledge is very important. The game doesn’t have to be played on a greedy, materialistic level. And that stuff about the game making people selfish and untrusting isn’t always true. That’s only one level or style of play.
    P. S., Connecticut
    Perhaps the game doesn’t always draw on qualities of badness, but it appears that this is often the case. The Bible does not advise one to seek out knowledge of badness and demonism. It states: “Be babes as to badness; yet become full-grown in powers of understanding.” (1 Corinthians 14:20) And again: “What sharing does light have with darkness?”—2 Corinthians 6:14.—ED
    Thank you very much for the article on “Dungeons and Dragons.” I used to be a rather avid fan of this game. I spent hundreds of dollars on it and thousands of hours, and let it completely monopolize my time. I spent my spare time devising new dungeons, new monsters, new ways to kill. Although I always advocated “good” characters, even they were evil and used killing to pursue good aims. I wish to warn all your readers not to indulge in this game. Not only does it promote demonism and spiritism, to say nothing of violence and killing, but it takes time away that we could use more wisely and fruitfully.
    D. H., Texas
    I’d like to express my appreciation for your recent article entitled “Dungeons and Dragons—Dangerous Entertainment.” Less than two weeks after I read this article my teenage daughter was offered a job drawing game characters for several adult games. It seemed OK until I was told the characters would be goblins and other mythical creatures. I recalled the article I’d read and asked if these games were similar to ‘Dungeons and Dragons’ and was told they were. Had I not read that particular article some serious problems could have arisen, but we were able to avoid them. I now make sure I never miss reading Awake! from cover to cover. I don’t want to miss anything.
    D. K., Missouri

    *** g83 7/8 27 Christ or E.T.? ***
    Despite its seemingly Christian message, however, the movie subtly condones youthful misbehavior. In an early scene we find youths playing “Dungeons and Dragons” in a smoke-filled room with a lighted cigarette on the table. Later on, when E.T. gets drunk sampling beer, and Elliott in telepathic sympathy feels the effects, it is all portrayed as something cute. Further, some of the language used by these children is gross profanity. This, along with the supernatural aspects of the movie, has bothered many Christians.

    *** w97 8/1 29 Family Study That Brings Joy ***
    As children grow into their teens, invite them to make practical application of the material under consideration. When questions come up during the study, assign research parts. Robert did that when his 12-year-old, Paul, asked about a newly formed school club involving the game Dungeons and Dragons. Paul and others in the family looked up information using the Watchtower Publications Index, and they reviewed it at their family study. “As a result,” says Robert, “Paul quickly understood that the game was wrong for Christians.”

    *** w83 7/15 28 Watch Out for This Deceiver! ***
    If the Ouija board is made to work by spirits, what spirits are they? Certainly not spirits of the dead, because “the dead, they are conscious of nothing at all.” (Ecclesiastes 9:5) It is unthinkable that any spirit from God would be responsible for giving out lies or immoral messages. So we can only conclude that the Ouija board is activated by demonic forces, the foremost of whom, Satan, is “the father of the lie.” (John 8:44) Clearly, the Ouija board, as well as all other forms of spiritism, should be shunned by those who wish to avoid Satan’s unclean influence.-Deuteronomy 18:10-12.
    Another popular game is called Dungeons and Dragons. In this, players assume the roles of monsters, demons and demigods, as well as of murderers, arsonists, rapists and torturers. Pleasant company to have in your living room? It often involves players’ acting out spiritism and magic. Does that sound healthy to you? It certainly is not, for uncleanness and the practice of spiritism are among “the works of the flesh” that will bar a person from inheriting God’s Kingdom.-Galatians 5:19-21.
    One “Dungeon Master,” John Holmes, writing in the magazine Psychology Today, said: “I don’t think this imaginary violence is any more likely to warp the minds of the participants than is the endless stream of violence in TV, movies, or literature.” Well, many feel that “the endless stream of violence” in modern entertainment does warp the minds of those exposed to it. What do you think? Does it not sound as though the Deceiver, Satan the Devil, is trying to use this game to get us to think like him?

  • jerome
    jerome

    Wait a minute stop.

    Anything that you throw in your brothers face wont make a difference to his faith.

    YOU ARE GOING ABOUT THIS THE WRONG WAY.

    You have to stop and rethink your plan of action.

    You are about to make a mistake by bombarding your bro with anti-witness information.

    You cant expect to show him so much info all at once, he will most likely shut down at a certain point and you will be wasting your time from then on.

    -------------------------------------

    The above was just incase you were new to dealing with witnesses.

    The first issue you mentioned wont be of any use discussing IMO because it is doctrinal and whats more most christian denominations support it to a certain extent.

    The UN issue is a good matter to deal with though but plan your conversation carefully.

    Thats it....

    The Bible is a two edged sword wield it for evil and it you may get hurt.

  • Earnest
    Earnest

    *** w83 7/15 28 Watch Out for This Deceiver! ***

    Another popular game is called Dungeons and Dragons. In this, players assume the roles of monsters, demons and demigods, as well as of murderers, arsonists, rapists and torturers. Pleasant company to have in your living room? It often involves players’ acting out spiritism and magic. Does that sound healthy to you? It certainly is not, for uncleanness and the practice of spiritism are among “the works of the flesh” that will bar a person from inheriting God’s Kingdom.—Galatians 5:19-21.

    One “Dungeon Master,” John Holmes, writing in the magazine Psychology Today, said: “I don’t think this imaginary violence is any more likely to warp the minds of the participants than is the endless stream of violence in TV, movies, or literature.” Well, many feel that “the endless stream of violence” in modern entertainment does warp the minds of those exposed to it. What do you think? Does it not sound as though the Deceiver, Satan the Devil, is trying to use this game to get us to think like him?

    Earnest

    "Beware the Jubjub bird, and shun the frumious Bandersnatch!" - Rev. Charles Dodgson.

  • RationalWitness
    RationalWitness

    Reborne,

    The UN-related issue of Awake! was 11/22/98. It contained four major articles on the UN.

    Some of the other info you requested:

    *** g99 8/22 12-14 Is There Any Danger in Role-Playing Games? ***
    Young People Ask . . .
    Is There Any Danger in Role-Playing Games?
    “It’s total imagination. One time you’re a magician. Another time you’re a warrior. You can become loads of characters that you dream of being. There are no limits.”—Christophe.
    “BE ALL that you can’t be.” One magazine quoted this slogan when describing a popular fantasy game. For millions of youths, escaping into the fantasy world of role-playing games has enormous appeal. What exactly, though, are role-playing games?
    According to the book Jeux de rôle (Role-Playing Games), “each player embodies a legendary character on a mission or quest and prepares to experience an adventure in an imaginary world.” The object of the game is to develop this assumed character by acquiring the experience, money, weapons, or magic powers needed to accomplish the mission.
    Role-playing games became popular in the 1970’s with the game Dungeons and Dragons. Since then, they have developed into a multimillion-dollar industry, embracing board games, trading cards, interactive books, computer games, and even live-action games in which participants act out adventures. Apparently, there are more than six million regular players in the United States and hundreds of thousands in Europe. In France many high schools have clubs for role-playing games, while in Japan they are the most popular type of video games.
    Advocates claim that these games stimulate the imagination, develop problem-solving skills, and promote group interaction. Opponents, though, have linked these games to suicides, murders, rapes, graveyard desecrations, and Satanism. In Madrid, Spain, two youths were arrested, under suspicion of killing a 52-year-old man while playing out the scenario of a role-playing game. In Japan a teenager killed his parents and slit his wrists as the finale to a similar game. True, these are exceptions—most players are intelligent and sociable. Still, young Christians do well to ask, ‘Are role-playing games for me? Is there any need for caution?’
    Violence and the Occult
    Role-playing games differ widely, varying in both form and content. Even so, violence is present in many, if not most, of these games. In fact, in the imaginary universes that these games create, violence is often an integral part of advancement—or survival. How, then, would playing such games harmonize with Bible counsel? Proverbs 3:31 says: “Do not envy the man of violence, never model your conduct on his.” (New Jerusalem Bible) The Bible also urges us to ‘seek and pursue peace’—not violence.—1 Peter 3:11.
    Another concern is that magic often figures prominently in these games. Oftentimes, players can become sorcerers or other personalities with magic powers. Obstacles or enemies are then overcome through occult means. Reportedly, one popular game “allows players to take the role of either Angels or Demons in the service of Archangels or Demon Princes . . . Sacrilegious overtones keep it amusing.” One computerized game even allows a player to become all-powerful simply by typing the word “Satan.”
    Some Christian youths have reasoned that there is nothing wrong with role-playing games as long as a person doesn’t spend too much time playing them. “It’s just a game,” one youth says. Maybe. But God warned the Israelites against involvement with the occult. The Law given to Moses declared that “anyone who employs divination, a practicer of magic or anyone who looks for omens or a sorcerer, or one who binds others with a spell or anyone who consults a spirit medium or a professional foreteller of events . . . is something detestable to Jehovah.”—Deuteronomy 18:10-12.
    Is it wise, then, to play any game that promotes the occult? Could not acting out roles of those with magic powers amount to delving into “the ‘deep things of Satan’”? (Revelation 2:24) One youth admits: “After I played a role-playing game all day long, I was afraid to leave the house. I felt that I would be attacked by someone.” Could anything that generates such paralyzing fear be healthy?
    Other Factors
    “The time left is reduced,” says 1 Corinthians 7:29. So another major concern is the commitment of time that role-playing games often require. Some games take hours, days, or even weeks to play. What is more, the role can be so engrossing, even addictive, that everything else becomes secondary. “As I cleared each stage,” admits one youth, “I wanted harder challenges and more realism. I got really hooked.” How might such addiction affect a youth’s schoolwork and spiritual activities?—Ephesians 5:15-17.
    A youth from Japan recalls: “I was always thinking about what to do next in the game, even when I was not playing. At school and at meetings, all I could think about was the game. It got to the point where I couldn’t think about anything else. My spirituality was in shreds.” Christophe, mentioned at the outset, says that he was “out of sync with the real world.” True, there is ‘a time to laugh and a time to skip about,’ but should recreation be allowed to crowd out spiritual activities?—Ecclesiastes 3:4.
    Think, too, about what kind of spirit the game promotes. A magazine in France touts a role-playing game in the following words: “You will face a palette of decadent, unwholesome, and perverse experiences, organized and calculated to freeze your blood and forever change your vision of the world.” Is such a spirit in harmony with the Bible’s advice to be “babes as to badness”? (1 Corinthians 14:20) Christophe eventually came to the conclusion that the games he was playing were “not compatible with Christian morality.” He adds: “I couldn’t see myself preaching, attending meetings, and learning about good things, such as Christian love, while at the same time playing a role that had nothing to do with Christianity. It just wasn’t logical.”
    Illusion or Reality?
    Many youths are drawn to these games as an escape from reality. But is it healthy to immerse oneself in a world of fantasy? French sociologist Laurent Trémel comments: “The real universe, dominated by uncertainty about the future, . . . contrasts terribly with these virtual but very realistic universes, where you finally master the rules and where you can model a character to resemble either what you are or what you would like to be.” Mental-health expert Etty Buzyn further observes: “In playing, youths have the impression that they are leading a dangerous life, remaking the world, but in reality, they are not measuring up to any real risk. They are fleeing from society and its limits.”
    Ultimately, such escapism can only lead to frustration, since the realities of life lie just beyond the end of the game. These realities must eventually be confronted. Really, no amount of success or adventure in an imaginary role will ever make up for failure or mediocrity in real life. The smart thing to do is to confront life’s realities—head-on! Sharpen your perceptive powers by facing real-life situations. (Hebrews 5:14) Develop the spiritual qualities that will enable you to cope with your problems. (Galatians 5:22, 23) Doing so is much more satisfying and rewarding than playing any game.
    This is not to say that all games involving role-playing are harmful. As far back as Bible times, young children played games that involved some measure of fantasy and role-playing, even as Jesus himself observed. (Luke 7:32) And Jesus did not condemn innocent recreation. However, Christian youths, along with their parents, must “keep on making sure of what is acceptable to the Lord.” (Ephesians 5:10) When considering a game, ask yourself, ‘Does it reflect “the works of the flesh”? Will it hinder my relationship with God?’ (Galatians 5:19-21) By considering such factors, you can make a wise decision regarding role-playing games.
    [Footnote]
    See Awake! of March 22, 1982, pages 26-7.
    [Pictures on page 13]
    What kind of spirit do some role-playing games promote?

    *** g98 4/8 18 Are Demons Real? ***
    A Relaxed Attitude
    Today most people in Christendom do not take such spiritistic practices seriously. Out of curiosity, some may dabble in astrology, magic, divination, and witchcraft, but they do not view these occult practices as demonism. At times, entertainers, sports personalities, and politicians openly admit to their involvement with the occult. Some books and movies portray witches and sorcerers as “attractive, slightly unusual persons whose supernatural activities do harm to no one,” says one encyclopedia. Material designed to entertain and educate children may promote occult themes.

    *** g95 12/8 6 A Look at Today's Science Fiction ***
    By the late 1970’s and early 1980’s, such films as Alien, Star Wars, Blade Runner, and ET: The Extraterrestrial accounted for half of all U.S. box-office receipts. Indeed, science fiction provided one of the biggest hit movies of all time, Jurassic Park. Along with the film came an avalanche of some 1,000 Jurassic Park products. Not surprisingly, TV also jumped on the bandwagon. The popular show Star Trek spawned a number of programs about outer space.
    .As mentioned earlier, many popular films are violent. Would our consuming a diet of gratuitous bloodshed be pleasing to Jehovah, of whom it is said: “Anyone loving violence His soul certainly hates”? (Psalm 11:5) And since spiritism is condemned in Scripture, Christians would want to exercise good judgment when it comes to books or films that feature such elements as magic or sorcery. (Deuteronomy 18:10) Realize too that whereas an adult may separate fantasy from reality with little difficulty, not all children can. Again, parents will therefore want to be observant as to how their children are affected by what they read and see.
    Some may decide that they prefer other forms of reading and entertainment. But there is no need for such ones to be judgmental of others in this regard or to make issues over matters of personal choice.—Romans 14:4.

    *********

    Cheers,
    Rational

  • Pathofthorns
    Pathofthorns

    Your brother is already on his way out because he has started to think for himself. Is there really anything wrong with role-playing games?

    It is unlikely that whatever you show him will have the desired effect. Instead it might actually be you that comes across as appearing "holier than thou".

    Subtle comments at the right time over a long period of time will keep him thinking in the right direction. Eventually when and if he is ready he will seek further assistance from you.

    Path

  • dungbeetle
    dungbeetle

    Pathofthorns is totally right. The rpg and the science fiction and all that are extremely important 'first steps' to independaent and critical thinking. I suggest encouraging your brother all you can; get him some related gifts even.

    Role-playing:
    Awake! 8/22/99
    Young People Ask . . .

    Is There Any Danger in Role-Playing Games?
    “It’s total imagination. One time you’re a magician. Another time you’re a warrior. You can become loads of characters that you dream of being. There are no limits.”—Christophe.

    “BE ALL that you can’t be.” One magazine quoted this slogan when describing a popular fantasy game. For millions of youths, escaping into the fantasy world of role-playing games has enormous appeal. What exactly, though, are role-playing games?

    According to the book Jeux de rôle (Role-Playing Games), “each player embodies a legendary character on a mission or quest and prepares to experience an adventure in an imaginary world.” The object of the game is to develop this assumed character by acquiring the experience, money, weapons, or magic powers needed to accomplish the mission.

    Role-playing games became popular in the 1970’s with the game Dungeons and Dragons. Since then, they have developed into a multimillion-dollar industry, embracing board games, trading cards, interactive books, computer games, and even live-action games in which participants act out adventures. Apparently, there are more than six million regular players in the United States and hundreds of thousands in Europe. In France many high schools have clubs for role-playing games, while in Japan they are the most popular type of video games.

    Advocates claim that these games stimulate the imagination, develop problem-solving skills, and promote group interaction. Opponents, though, have linked these games to suicides, murders, rapes, graveyard desecrations, and Satanism. In Madrid, Spain, two youths were arrested, under suspicion of killing a 52-year-old man while playing out the scenario of a role-playing game. In Japan a teenager killed his parents and slit his wrists as the finale to a similar game. True, these are exceptions—most players are intelligent and sociable. Still, young Christians do well to ask, ‘Are role-playing games for me? Is there any need for caution?’

    Violence and the Occult
    Role-playing games differ widely, varying in both form and content. Even so, violence is present in many, if not most, of these games. In fact, in the imaginary universes that these games create, violence is often an integral part of advancement—or survival. How, then, would playing such games harmonize with Bible counsel? Proverbs 3:31says: “Do not envy the man of violence, never model your conduct on his.” (New Jerusalem Bible) The Bible also urges us to ‘seek and pursue peace’—not violence.—1 Peter 3:11.

    Another concern is that magic often figures prominently in these games. Oftentimes, players can become sorcerers or other personalities with magic powers. Obstacles or enemies are then overcome through occult means. Reportedly, one popular game “allows players to take the role of either Angels or Demons in the service of Archangels or Demon Princes . . . Sacrilegious overtones keep it amusing.” One computerized game even allows a player to become all-powerful simply by typing the word “Satan.”

    Some Christian youths have reasoned that there is nothing wrong with role-playing games as long as a person doesn’t spend too much time playing them. “It’s just a game,” one youth says. Maybe. But God warned the Israelites against involvement with the occult. The Law given to Moses declared that “anyone who employs divination, a practicer of magic or anyone who looks for omens or a sorcerer, or one who binds others with a spell or anyone who consults a spirit medium or a professional foreteller of events . . . is something detestable to Jehovah.”—Deuteronomy 18:10-12.

    Is it wise, then, to play any game that promotes the occult? Could not acting out roles of those with magic powers amount to delving into “the ‘deep things of Satan’”? (Revelation 2:24) One youth admits: “After I played a role-playing game all day long, I was afraid to leave the house. I felt that I would be attacked by someone.” Could anything that generates such paralyzing fear be healthy?

    Other Factors
    “The time left is reduced,” says 1 Corinthians 7:29. So another major concern is the commitment of time that role-playing games often require. Some games take hours, days, or even weeks to play. What is more, the role can be so engrossing, even addictive, that everything else becomes secondary. “As I cleared each stage,” admits one youth, “I wanted harder challenges and more realism. I got really hooked.” How might such addiction affect a youth’s schoolwork and spiritual activities?—Ephesians 5:15-17.

    Movies:
    WT 6/15/95
    8 A second way in which we can cultivate our power of reason is to avoid adopting rigid, dogmatic viewpoints. An inflexible outlook hinders the growth of our power of reason. Consider the matter of entertainment. The Bible says: “The whole world is lying in the power of the wicked one.” (1 John 5:19) Does this mean that every book, motion picture, or television program produced by the world is corrupt and satanic? Such a view would hardly be reasonable. Of course, some may choose to keep away from television, movies, or secular literature altogether. That is their right, and they should not be criticized for it. But neither should they try to pressure others to take a similar strict stand. The Society has published articles setting forth Bible principles that should enable us to be wisely selective in our relaxation or entertainment. Going beyond these guidelines and exposing ourselves to the immoral thinking, gross violence, or spiritism that is present in much of this world’s entertainment is highly unwise. Really, a wise choice of entertainment demands that we use our power of reason to apply Bible principles so as to have a clear conscience before God and man.—1 Corinthians 10:31-33.

    9 Much of today’s entertainment is clearly unsuitable for Christians. Therefore, we must train our hearts to “hate what is bad” so that we do not become like some in the first century who were “past all moral sense.” (Psalm 97:10; Ephesians 4:17-19) To reason on such matters, we need “accurate knowledge and full discernment.” (Philippians 1:9) The Greek word translated “discernment” denotes “sensitive moral perception.” The word refers to the literal human senses, such as sight. When it comes to entertainment or any other matter requiring a personal decision, our moral sense should be focused so that we can perceive not only sharply defined, black-and-white issues but also those of gray shades. At the same time, we should avoid applying Bible principles to some unreasonable extreme and insisting that all our brothers do the same.—Philippians 4:5.

    13 Elders have to allow those under their care to use their power of reason. The members of the congregation are not slaves of men. “If I were yet pleasing men,” wrote Paul, “I would not be Christ’s slave.” (Galatians 1:10; Colossians 3:23, 24) In contrast, the Pharisees wanted people to believe that it was more important to gain the approval of men than that of God. (Matthew 23:2-7; John 12:42, 43) The Pharisees took it upon themselves to become moral dictators who formed their own rules and then judged others by how well they measured up. Those who followed the Pharisees were weakened in the use of their Bible-trained conscience, in effect becoming slaves of men.

    14 Christian elders today know that the flock is not principally accountable to them. Each Christian must carry his or her own load. (Romans 14:4; 2 Corinthians 1:24; Galatians 6:5) This is as it should be. Indeed, if members of the flock were to be slaves of men, obeying simply because of being monitored, what would they do when those men were not around? Paul had reason for joy over the Philippians: “In the way that you have always obeyed, not during my presence only, but now much more readily during my absence, keep working out your own salvation with fear and trembling.” They were truly slaves of Christ, and not of Paul.—Philippians 2:12. 15 In matters of conscience, therefore, elders do not make decisions for those under their care. They explain the Bible principles involved in a matter and then allow the individuals involved to use their own powers of reason to make a decision. This is a serious responsibility, yet it is one that the individual himself must bear.

    Human rights Awake 1/8/98 and 11/22/98 are UN biggies.
    Personally, tho I think the 6/1/91 is even better for the UN:

    http://www.jehovahs-witness.com/forum/thread.asp?id=22173&site=3

    http://www.jehovahs-witness.com/forum/thread.asp?id=21916&site=3

    I believe most of the stuff concerning wizards and rpg’s and all that (SMURFS UNITE!) was done orally in talks in the congregations. What is in print IS very weak…

    In 1975 a crack team of publishers was sentenced to death by a judicial commiteee. They promptly escaped from the cult and now live life on the run. If you have a problem ... and if you can find them ... maybe you can contact the A--postate Team"

  • Carmel
    Carmel

    I've always preferred the Socratic Method for imparting new thinking to my fellow humans. You can lead a person into obvious self-contradiction with questions then leave them to struggle with the mental gymnastics. Eventually they fall off the bar without feeling they have been destroyed by a barrage of confrontational appostate blatherings. I agree with those that caution you to feed your brother tidbits. Forcing him to eat the whole elephant will simply shut him off/down.

    Good luck in any case

    Carmel

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