The second is that some RPGs have been used by certain factions to instill deeply dissociative states in certain targeted people for various purposes, some of which may involve entity possession.
So imagine my surprise when an RPG did all of the above, nearly thirty-five years ago.
Of course, it can be argued that a ton of RPG games - tabletop or digital - have been doing exactly this all along. Not being a gamer myself, I was stunned to see how explicit this particular game was/is about its mission.
And lest there be any “Satanic Panic” shrieking in the offing, be aware there’s not a single micron of wiggle room here for subtlety or interpretation.
Nephilim is a role-playing game about powerful elemental entities reincarnating into human beings.
The players take the roles of these beings as they adapt to their newly symbiotic existence and learn the secrets hidden behind veils of obscurity and mysticism, seeking the path toward enlightenment, Agartha. The game contains much symbolism, primarily related to the Hermetic tradition.
Nephilim is a game based on the idea that since ancient times there have been spirits without bodies who, given the right circumstances, can take over the body of a human and use it until it dies, then try to find another body. These spirits are the Nephilim.
Amazing. Dungeons and Dragons is Candyland in comparison.