Self-Deception & Propaganda Against Role-Playing Gamers by B.A.D.D. and Others. By W. A. Hawkes-Robinson Originally for Psychology of Deception course PSYC 498-82 Professor Lytle, March 10 th , 2014. Revised for web, September 22 nd , 2014. Most people have at the very least heard of role-playing gaming since its inception in 1974, though most have misconceptions and usually in the form of hearing negative press or related word-of-mouth rumors about Dungeons & Dragons. With more than 90% of the mainstream media and press reports only reporting negative stereotyped information (Cardwell 158), it is not surprising that the general public has so many misconceptions about this cooperative recreational activity . The dwindling but tenacious numbers of active detractors have continued to make unsubstantiated, and discredited, claims that those who participate in role playing games have an increased likelihood of suicide (Pulling,Devil's 9), violent behavior, homicidal tendencies (60 Minutes), antisocial behavior, criminal activities (Pulling, B.A.D.D. 14), and/or participating in occultism or “satanism” (Gribble and Legako 298). Some individuals and groups still react with outright ignorance-based fear and hatred, still continuing their attempts to have role playing gaming banned and the books burned (Schnoebelen, Christian). There is an increasing body of scientific evidence developing that not only completely discredits these negative accusations, but indicates strong benefits that could be developed for use as a powerful tool in education (Phillips) and/or therapeutic environments (Therapeutic 3-4). Some of the key personalities behind the organizations that drove these attacks against role-playing games were later found to have been making very questionable and even fraudulent statements (Cardwell 159), but unfortunately the media did not follow up with the corrective information. Role playing gaming originally grew as an offshoot from war-gaming in the 1960s and 1970s. The popularity of role-playing games grew exponentially in the 1970s and early 1980s with the publication of Dungeons & Dragons by E. Gary Gygax and Dave Arneson in 1974, with tens of millions of avid U.S. participants annually during the peak years. Solid numbers are difficult to validate, but estimates are that there