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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 unpacks Dungeons & Dragons' philosophical toolkit.

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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5 min read

Did God save Donald Trump?

In the aftermath of the assassination attempt, Graham Tomlin asks whether or not we can see the hand God at work.

Graham is the Director of the Centre for Cultural Witness and a former Bishop of Kensington.

Red hat with the words Make America Great Again

Given the polarised nature of American politics and the venomous nature of the debates, the assassination attempt on Donald Trump was not entirely a surprise, even if a massive shock to the system. It was both tragic for those who were killed and yet a relief for everyone that Trump survived, not least for the unimaginable consequences across the country if he had not.

It doesn’t take a very deep dive into the maelstrom that is Twitter/X these days, to discover a common theme among Trump supporters - that God shielded him from a certain death. “God protected President Trump,” Senator Marco Rubio posted. “God saved the life of Donald Trump” say a million others, confident that the seemingly miraculous slight head tilt at the moment of the shot that ensured the bullet hit his ear, not going through the back of his temple, was a moment of divine intervention.

Yet look elsewhere on X and you can find vast numbers of people equally certain that this is complete nonsense. God did not save Donald Trump, either because there is no God to save anyone, or because if there is a God, either he doesn’t intervene at all, or even if he did, he certainly wouldn’t want to save the likes of Donald Trump.

If God saved Trump, they say, why did he not save the life of Corey Comperatore, the volunteer fireman who was killed by bullets fired from the gun that was used in the attack?  Trump supporters respond with the claim that Trump has a special calling, justifying divine intervention, to ‘restore the Judaeo-Christian heritage to America’ as one tweet put it.

So, which is it?

Christian thinkers have normally held to the possibility that God can and does, at decisive moments, interrupt the normal flow of history.

Christian thinkers have normally held to the possibility that God can and does, at decisive moments, interrupt the normal flow of history. After all, the central Christian claim is that he did this in remarkable acts of deliverance such as the Exodus, at key moments in the history of Israel and most importantly in the life, death and resurrection of Jesus Christ. And, they claim, he does it in less prominent ways, as testimonies to prayers answered and apparently miraculous occurrences suggest.

Yet divine interventions like this are by definition rare. In one of Douglas Coupland’s novels, one of the characters ponders a Christian group that expects constant miracles: “They’re always asking for miracles and finding them everywhere. In as much as I am a spiritual man, I do believe in God - I think that he created an order for the world; I believe that, in constantly bombarding him with requests for miracles, we are also asking that he unravel the fabric of the world. A world of continuous miracles would be a cartoon, not a world.” He has a point.

Yet a world without any interventions at all would be a world which God had seemed to abandon to its fate. The idea that God set up his world to run like clockwork with no further intervention is Deism, not Christianity, a theology popular in the C17th and C18th, still found today, but leaves God watching us from a safe and uninvolved distance. It would lead to the conclusion that God did not really care that much about the world, leaving it to its own devices, especially when evil runs riot and nothing seems to prevent it. Such interventions are best seen as signs, special indications that do not ‘unravel the fabric of the world’, yet are tangible reminders that even though it is broken, God has not given up on this world, and will one day redeem it.

Yet if God can and does step in at certain moments to divert the course of history in a fallen and broken world, that doesn’t mean that every claim to divine intervention is genuine. So how can you tell? Who do we believe?

If God can and does step in at certain moments to divert the course of history in a fallen and broken world, that doesn’t mean that every claim to divine intervention is genuine. So how can you tell? Who do we believe?

At several points in the Old Testament, writers wonder how you can tell the true prophet from the false. One of them answers like this: “If what a prophet proclaims in the name of the Lord does not take place or come true, that is a message the Lord has not spoken.”

To be honest, this doesn’t appear to help much. You can tell if a person has got it right if their prediction comes true, but at the time, you have no idea whether it will come true or not, so it still leaves you in the dark as to who to believe.

Yet it does suggest an important insight. You can only tell God’s intervention retrospectively. You can only say with a degree of confidence that God has ‘intervened’ when looking back on events and seeing how they turn out.

If Donald Trump is elected, and somehow brings about harmony and flourishing for as many people in the USA as possible, stabilises the economy, enabling all people to live a decent life, not just the rich and powerful, restores a sense of civility and generosity to public life, resists the forces of harm and evil in the nation and in the world, and brings freedom for Christians and others to practice and promote their faith, then maybe we might look back in future years and say that God did step in on July 14th 2024 to frustrate the purposes of evil in the world.

Yet if none of that happens, and what results from his survival is instead a deeper fracturing of social cohesion, a coarsening of public debate, a siege mentality that divides the world between ‘us’ and ‘them’, an increasing divide between the rich and the poor, the elites and ordinary people, then we might in future say it was mere chance, one of those random things that happen in this created yet fallen world with its mysterious blend of order and chaos.

Which will it be? Time will tell. Until then, we’d better be cautious about claims of divine intervention. Not because God never does it, but because we’re not very good at telling when it happens.