Another important reason for gamers to unite was strength in numbers. What was previously seen as a niche phenomena turned more and more mainstream as the organization gained members. This proved useful in the mid-1990s when claims about role-playing being detrimental to the mental health of youth and links to satanism gained a fair amount of media attention, calling for a ban on tabletop role-playing games or at the very least cut funding for Sverok. Already having gained a large following, Sverok was able to stand as a counterpart to these claims in TV debates and newspaper opinion pages.
anoThEr IMpoRtAnt rEAson foR GameRs To unite waS strength iN nuMberS. wHaT wAs prEviOuSly seEn as A NicHe PhenOMena TuRned mORe aNd morE maiNstreAm As The orgAnization gaInEd mEmBErs. THis ProVEd usEFul In thE mid-1990s whEn cLaImS About rOle-PlAyinG BEing deTrimentaL to the mental HealtH of YouTh anD liNks To SAtanism GAineD a fAIR AmouNt Of media attENTIon, CaLling for a Ban on taBlEToP rOle-PlAYing games or at The vERY leasT cUt fUnding For sveroK. aLready hAvinG gaiNed A Large fOLLOWINg, sVerOk was AbLE To stand aS A coUntErpArt to theSe ClAiMS in tv deBates and newspaPEr OPinion PAges.