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Table-top philosophy: role playing games and the identities they help construct

A once derided fantasy genre now influences creative media - from The Big Bang Theory to Stranger Things.

Harry Gibbins  is a doctoral researcher at the University of Aberdeen. His PhD concerns the intersection between autism and Christian ministry.

Three teenage boys rise up from a table-top game and celebrate a victory.
Playing D&D in Stranger Things.

Picture this: no longer are you sitting at a computer desk or staring at your phone during your commute. Instead, you are an intrepid explorer, a noble warrior, or a cunning thief. You have left behind the mundanity and anxieties of the 'real world'. Now, you are a protagonist in a new story.  

Your choices will shape the world around you; your actions will be written into legend and recounted for centuries. But this is not done in isolation. You are together with friends. You work as a team; you bond, laugh, and celebrate each other’s achievements as a unit. You are not alone; you are an adventuring party.  

Behind the grey skyline through the condensation-heavy glass of the train window is a world of infinite possibilities. Here, in your mind’s eye, you shape reality. Here, you become the person that, right now, you want to be. There are no limitations beyond what you believe is possible. You are the captain steering the ship into uncharted waters where the aim is to share a good yarn with your friends. 

There's a fine line between fantasy as a genre and escapism as a psychology. As we parade myth and legend within our respective cultures and contexts, we find something of ourselves. We read of Frodo Baggins, the underdog who takes on a responsibility of epic proportions, and see qualities we want to inhabit. We hear of Iron Man's sacrifice to save friends and see something of our own relationships. This is not to say we literally aim to overthrow a dark lord or defeat a purple space utilitarian, but we see the humanity reflected within relatable moments through the fiction. The story we read or watch somewhat touches the cadence of the 'real world' no matter how fantastical. 

In an age where this cadence and its story-focused elements are twisted to become more marketable, where is the authenticity? How do we begin to tell our own stories? Is there a way in which our stories can speak of this cadence of the ‘real world’ without the necessity to satisfy business? 

As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Enter stage left: Table-top Role-playing Games (TTRPGs). The picture painted in the opening paragraph is steeped in my experience of commuting. Although not a universal experience, I found commuting sucked all life from my world. If there is a hell, perhaps it is a continuous never-ending loop of the Northern Line. I found myself recounting the previous evening, time spent with friends playing the fantasy TTRPG Dungeons and Dragons, reflecting on what I had learnt from such an experience. As a theologian, I would ask if there was something of myself that I was seeing in the stories told. When I returned next time, where did I want this story to take me next? What story do I want to tell? 

Dungeons and Dragons, or D&D, has been propelled into the cultural zeitgeist in the last decade. Featured in popular television shows such as The Big Bang Theory and Stranger Things, D&D has emerged out of nerd basements and into the mainstream. No longer is D&D seen as something exclusively for 'mega-nerds'. It now stands shoulder-to-shoulder with other culture-shaping fictions, such as The Lord of the Rings and the Marvel Cinematic Universe.  

In 2014, the fifth edition of D&D and aimed to streamline and tighten up the accessibility of the game whilst promoting creative and complex storytelling as a valued method of playing. In its earliest editions, D&D didn't care for character backstory or where the dungeon came from. A player’s aim was simply to kill some baddies and find treasure. However, today’s D&D aims for more nuance. Psychologists Sören Henrich and Rachel Worthington highlight that this has allowed D&D to have a genuine therapeutic application.  As the game creates a safe environment in which players can enact hypothetical scenarios. In other words, to fantasise about who they are and the world around them. Consequently, there is an opportunity to ask again: "What story do I want to tell". 

Perhaps the most obvious example of this philosophy in action is the role D&D takes in Netflix's Stranger Things. The show is not explicitly about D&D. Rather, the game is used as an illustrative tool, showing the actions of the characters, as well as providing a metaphor for the mystery they uncover and the journey they go on.  

The show opens with four young boys playing a game of D&D in their parents' basement. The players discover a Demogorgon, a classic D&D monster, and they must work together to defeat it. However, their immaturity gets the better of them and they fail. In D&D, player characters take on different roles; it is only by working together that their various weakness can be supported, and the villain defeated. This is the lesson that the boys learn: teamwork. It is only when they learn to support one another that are they able to defeat the 'real-life' Demogorgon they discover in their small American suburb. 

Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden. 

In Stranger Things we find D&D acting not just as a thematic motif, but also as illustrative of a journey the young people go on. So, what are the philosophical mechanics behind this? How is D&D as a phenomenon transformative and illustrative in our present reality? Philosophers describe this sort of thinking as 'Phenomenology'. In simplistic terms, it concerns the lived experience of a phenomenon, seeking to uncover its essence. What actually makes that 'thing' you experience a 'thing' at all? Are there attributes that are common across all experiences of that phenomenon? Or, more likely, is there a rich and informative complexity to its innermost workings?  

Whilst I am far from describing what the essence of D&D as a phenomenon is, I can speak of my own lived experience in the hope that it demonstrates how D&D is the transformative tool Stranger Things positions it to be. I hope that this not only illustrates my argument, even if it is as simple as “D&D is good”, but also provides a window in which my own story can be understood. 

I have written elsewhere about the role D&D has played in my theological evaluation of complex theoretical ideas. It has ultimately shaped the way I research and encounter complex questions. However, I want to highlight something different. In my other work, I spoke of a character I played for three years, a Tabaxi Paladin named 'Nine'. Nine was somewhat of an experiment. After I was diagnosed as autistic, I found great difficulty in knowing who I was. Are there parts of me that are not autistic? Am I being autistic subconsciously? Or am I actively choosing to act in a way that a clinical professional has decided is autistic? Who am I? Nine was to be a method of exploring such questions. I wrote Nine as autistic in a way that was a somewhat exaggerated version of myself. Yet, there was a distinct difference. Nine was the 'me' who had come to terms with being autistic; Nine knew who he was and was proud of it; Nine just simply was Nine.  

This was obviously not a perfect solution; the world of D&D does not have the clinical vocabulary to describe autism. In fact, whether autism exists in a fantasy world is kind of a fuzzy question. Was I inventing autism within the world by playing a character in such a way? Or is there ever a way I could not play a character as autistic due to being autistic myself? What emerged through Nine's interactions was something that, on a very personal level, I found deeply satisfying, illuminative, and transformative.  

Nine developed, some might say unsurprisingly, relationships among the other player characters. He lived as I do, as a social creature in a social world. Whilst his interactions were sometimes unusual, perhaps in much the same way as my own, his friend still came to love him. Following the framework of theologian John Swinton, Nine was more than just included; Nine belonged to this group simply because in his absence he would be missed. Once I had realised this I was taken somewhat by surprise. The differences between Nine and the other characters still mattered, but they were not barriers. Nine was valued, not someone who just was difficult to approach, off in his own little world, or obsessed and hyper-fixated. Rather, he was one part of the whole. Nine belonged with his friends, he was not simply 'put up with'. His style of encountering problems and solving puzzles strengthens the whole team. Nine was not a burden.

D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity.

This was where the transformation occurred. I realised that I was the Nine who did not have this understanding. Harry erroneously believed that he did not belong when really he always did. Harry was embarrassed about his challenges with social engagement, his obliviousness to the world around him, and his inability to get through a conversation without talking about Doctor Who. Yet, here I was, among friends who cherished and valued me. Here, I truly did belong, and it was Nine who taught me that.  

 I hope that this illustrates just a snippet of the potential this game, and games like it, have to offer. I believe there is much more to be said about the philosophical truth spoken through D&D in much the same way we talk about other forms of art or narrative. This is just a portion of what is possible, and I hope I learn much more about myself as I continue along these adventures with my friends. I would encourage anyone reading to give D&D a go. Although, I am aware I have had a very specific and positive experience that is not universal among players of the game. Perhaps the focus should not be that D&D is the best tool for therapeutic action. Rather, D&D highlights the strength storytelling, narrative building, and art in all its forms, have for those who are coming to terms with their identity. Whilst we may be tempted to describe ourselves simply, as I was when I was diagnosed as autistic, D&D reminds us that the stories our lives tell will always demonstrate more depth. Our lives our simply stories that we are constantly engaged with and that we are always telling.  

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4 min read

How our social media turns us against ourselves

We treat others differently when our eyes and hearts are forced inwards.
An unhappy father sits next to a scared son in a police interview room.
Stephen Graham and Owen Cooper star in Adolescence.
Netflix.

My wife turned to me this week whilst watching the compelling Netflix drama Adolescence and asked if it was based on a true story. That proves the quality of the acting, script, and storyline. But it also demonstrates the drama’s prophetic nature. Conceived two and a half years ago by Stephen Graham and Jack Thorne, the perversion of Jamie’s underdeveloped brain and developing masculinity by social media forces has come to reflect real-life extreme violence by young men. With the sentencings of murderers Axel Radakubana and Nicholas Prosper in recent weeks, Jamie’s actions resonate deeply. Adolescence isn’t based on a specific true story, but that doesn’t prevent it from being true. 

What about the role of social media in these narratives? Radakubana and Prosper were radicalised by violent content they had accessed online. With social media, extreme content does well, particularly on sites with no filters on pornography and violence like Reddit and X. We are beginning to discover that content algorithms are not neutral, instead siloing us into echo chambers that are deliberately forming us into better consumers of content, advertising, and objects. Social media harvests our data and sells it on- meaning it cultivates us as the product. 

Yet these manipulations cover over the deepest issue. Social media depersonalises us, preventing us from making genuine human connection and perverting our view of anybody but us. The German philosopher Martin Buber differentiated between two different ways for humans to exist in the world. One was I-It; in a person treats everyone and everything they come into contact with as an ‘It’- something to be used or taken advantage of. 

The other was I-Thou, in which humans approach every other person as a unique being, with resources to offer the I which ensures that a mutual, open, present connection ensues. For Buber, the ultimate ‘Thou’ was God, with whom humans can have the deepest and most transformative connection. 

Social media ensures we see life in ‘I/It’ mode by removing genuine contact with others and providing curated, fake, existences that can never be open to genuine connection with others. Love and affection become commodified; likes, follows, reactions. Our presentation of ourselves becomes more extreme, more perfect, more beautified, to keep mining the commodities. Our eyes and our hearts are forced inwards, and we lose any sense of encountering a ‘Thou’ on the way. We just keep encountering the I: our own thoughts, needs, desires, self-radicalised by our own insular minds. 

This can be our contribution to the conversation on the culture our young people, and particularly young men, are growing up in. To live I/Thou lives.

The great St Augustine back in the fourth century developed the idea of ‘original sin.’ All humans are prone to destruction: it’s in our DNA. The evidence for such an idea is found in every human experience, as the destructor and the one destructed. Left unchecked without genuine connections with others to challenge and expand our hearts, an I/It life digs deeper and deeper into these destructive impulses until our humanity is twisted into violent obsessions. 

The I/It life focuses completely on self-glorification through any means, something amplified by social media. What if we don’t get enough likes, follows, reactions? What if we cannot achieve self-glory through the more banal mediums of attraction, attention, popularity?  

Both Radakubana and Prosper said they wanted to be notorious, attempting to find the most extreme channel for their violence as possible to ensure they are never forgotten. They will not be the last. Jamie continues to deny his crime but in episode three of Adolescence he states that he could do whatever he wanted to Katie, the young girl he murdered. The same impulses come through; others as objects to take advantage of in achieving self-satisfaction. 

The good intentions for human connection that some of those early social media sites were set up for has been largely lost. But the good intention can remain in our own resolution to live an I/Thou life. Putting down social media and picking up connections with humans in the real world by seeing the other with curiosity and openness will ensure that we are constantly turning our heart outwards, embracing genuine relationships, and finding space in our heart to think of the other before ourselves. These are the relationships that will make us more human. 

Ultimately, Buber was right that the ultimate ‘Thou’ connection we can make is with God. The Christian story is full of God’s desire to seek out relationship with humanity, to allow us to find a connection with God that surpasses our own human experience and transforms us to be people that slowly grow away from our destructive instincts.  

What might Christian faith have to contribute to the conversation on the culture young men are growing up in? To live I/Thou lives that are curious, open, and seeking truest divine and human connection. Such a life might even touch those who have been ravaged by social media and ignored by other I/It lives. It might even inspire them to compassion and curiosity that look beyond the content that turns them inwards, to turn outwards and find a healthier future. 

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