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.